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Ravenheart87

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About Ravenheart87

  • Birthday 09/06/1987

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  • RPG Biography
    I have been playing for 20 years now, mostly D&D, WFRP, and their relatives.
  • Current games
    All things on hold due to work and a toddler
  • Location
    Budapest
  • Blurb
    Nothing comes to my mind.

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  • Website URL
    http://vorpalmace.blogspot.com/

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  1. I have a soft spot for RQ3e, especially the british Basic version. Nice, clean, short, and has a simple point distribution method instead of fiddling with professions.
  2. You can dodge and parry multiple multiple times, it is just gated behind a Heroic Ability and costs WP. It doesn't bother me that actions are limited (it does a quite good job at reducing the whiff factor), though I too prefer multiple parries and dodges with cumulative penalties.
  3. My thoughts exactly. This isn't for the hobbyists, but small publishers who probably did some crowd funding or released some products already.
  4. Divide them by 5. They are basically the characteristic rolls from other BRP-based games. Converting NPCs from CoC7e is just as a no-brainer as from any other BRP-based game. Monsters on the other hand... Alas they had to introduce a separate sub-system for monsters, without any guidance for creating or converting them. Its terminology is nebulous (where do NPCs end and monsters begin?), its mechanics are confusing (half the FAQ is about how parrying, blocking, tests, conditions work for monsters), and goes against one of the best features of the BRP family: that every creature is described using the same terminology and follows the same mechanics. Even the simplification of NPC stat blocks backfired, because after the beta feedback they had to introduce a bunch of rules of thumbs for handling untrained skills and attributes for them, which are all over the place in the rulebook... Make no mistake, I love Dragonbane and I know the rules by heart at this point. But it could have been a cleaner and tighter game if they resisted introducing their Year Zero Engine-isms into the system and leaned closer to the original BRP design principles. But enough ranting, I have a Duck Tower to convert from RuneQuest to Dragonbane...
  5. Characteristic rolls are good for generic test not covered by skills plus they define a lot of other attributes - not everything is a skill after all, like your HP, encumbrance, initiative, and so on. They might even influence skills, if you use skill category modifiers. They are also useful in describing someone.
  6. I'm keeping an eye on this hoping you will do a conversion of Stormbringer's magic system.
  7. RoleMaster was a bunch of rule modules for AD&D that ended up being a game of its own, and ironically the core for D&D's modernization when Monte Cook brought its design principles with him to D&D3e. It is a d100 + bonus vs DC mechanic, but there are charts for various DCs with different results. It has nothing to do mechanically with RQ/BRP. WFRP had a mix of integer and percentile characteristics. The scale of percentile characteristics, how much they can improve, and how skills work is totally different from RQ/BRP.
  8. It was basically the original BRP booklet and Worlds of Wonder's Magic World booklet translated to swedish.
  9. There are already characteristic rolls with char x 5% value (Effort, Stamina, etc.), so you are one step away from turning them into a skill. Mythras, OpenQuest also turned them into skills (e.g. Brawn, Athletics). In both games every test is a skill test, they don't use characteristic rolls or resitance matrices.
  10. I had a BRP-lite homebrew I never finished where I did something similar, but put the magic spells into four or five skills. I might revisit the idea, but instead of D&D-like rigid magic schools I think I should put them into actual traditions which might overlap here and there if they share similar interests - kind of like Combat Styles in Mythras. Your sorcery idea sounds neat too. And tempting, because the sorcery spell list is a bit more flavourful than the magic spell list.
  11. The extremely generic title Magic World didn't help either. If I saw it first today it would remind me of a classic Gunshow comic strip line ("Dare you enter my magical realm?"). Stormbringer? RuneQuest? Dragonbane? Now those sound cool as hell and immediately catch my attention. Magic World? Not so much. Before someone wants to hold a history lesson: yes, I know where the name comes from. But MW ended up being quite different from the little booklet in the Worlds of Wonder boxed set, which is a product only BRP/RQ grognards remembered by the 2000s anyway. On a different note... If you had the BRP rulebook only, which magic system would you use for a sword & sorcery setting? I like in Magic that each spell is a different skill, it neatly goes hand in hand with the rest of the system, but since the original WoW MW booklet the spell prices got really high, plus the casting test followed by resistance roll feels a bit much. Sorcery is cool and has a great spell list, but I feel it lacks something with not having skill rolls, and the demon summoning cost still feels wrong (it kept the 9 MP starting cost, the book also mentions varying costs for demons รก la Elric!, but omits any rules about how to calculate it and how it works).
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