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NickMiddleton last won the day on April 23

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About NickMiddleton

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  • Birthday 08/23/1967

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  1. IIRC Midkemia press did a bunch of the stuff FIRST, and then later did a deal with Chaosium to republish SOME of them as generic / D100 supplements - they are based on Steve Abrams RPG Campaign from the mid-seventies, that was the basis for Raymond E Feist's novels - And holy shit there is an App version of Cities?! now? In many ways I always found Jonril and the Sunken Lands the most interesting - they weren't stock "pseudo-medieval", they were something different, but becuase the wider world WAS, they were accessible. Jonril has always struck me as one of the great forgotten cities of early RPG's, too often overshadowed by Pavis, the City States from Judges Guild and Greyhawk. Cheers, Nick
  2. IIRC the "Elemental Summoning" Spells are still in Magic World - but their wording may well have been revised. *pause, pokes iCloud drive* Yep - Summon Elemental on page 127 of Magic World mentions prerequisites of "Bounty of the Sea, Flames of the Sun, Gift of the Earth and Wings of the Sky". As described on page 111 Flames of the Sun isn't really a good fireball substitute: it's basically a "create bonfire spell", so whilst it would certainly have a potential roll in siege warfare etc it doesn't really mimic the direct, immediate damage capability of a Fireball... Did Flames of Kakatal allow the mass of fire to "firebolt" targets, or am I conflating that from a basic Fire elemental (possibly in earlier EC rules!)? My PDF of the BGB isn't in my iCloud alas (and my copy of Elric! is at home). Cheers, Nick
  3. In combat use, I'd say a Brawl or Wrestle attack would be required, arguably an easy one (however you choose to assess "easy" rolls), with a Dodge or parry as a defense as you are simply trying to touch the target. IIRC They spend a round casting the spell, which becomes active at their INT in the Casting order - they then have until that point the following round to discharge it. SO if they cast it during a fight yes - but there's no necessity for anyone to KNOW they are casting it... Given the wording on 104 / 105 I'd say per that page they have to concentrate for the whole casting time so yes, Dodging / parrying whilst casting would lose the spell (as would taking 1 or points of damage). Effectively yes. I'd also assume it ignores armor. I don't think it is a terrible spell per se, but its use is not what its description might at first suggest. It was briefly discussed a few years back: It's a terrible _combat_ spell (for better effects in combat use Sorceror's Razor / Sharp Flame or others...). But, besides its utility for killing rats etc consider this spells name: "Wrack"... It's for torturing prisoners / intimidating peasants. It's entirely possible that non-Wizards will have no idea that it has been cast, so when the Wizard steps up and slaps the local loud mouth and their face erupts in suppurating boils etc the crowd will flinch. The original intent of the spells in Elric! was to avoid the "fire & forget / mobile artillery" model of magic that is common in e.g. most version of D&D, so there wasn't originally ANY direct damage spell of this sort - no fireball / magic missile etc. IIRC Wrack is adapted from the Elric supplement "Sailing on the Seas of Fate" which adapted it in turn from the old RQ spell Disruption (that WAS Ranged). Cheers, Nick
  4. Err, I don't recall anyone at Chaosium getting a direct writing credit on WEG Star Wars, it is IIRC credited to Greg Costikyan - but the core rules mechanics were clearly adapted from WEG's Ghostbuster's RPG. The original Ghostbusters RPG was written by Sandy Petersen, Greg Stafford and Lynn Willis, with development by Ken Rolston and Martin Wixted. Cheers, Nick
  5. 1) The addition of cultures to character creation add atmosphere and texture - but in a fashion that doesn't complicate matters. 2) Skill categories were an option in Elric! but MW gives them some significance (by having bonuses) but without the complexity of the RQ 1/-/3, SB 1/-4 etc model. 3) Character creation, frequently a morass of decision paralysis dividing point totals out across skill lists, is streamlined to assigning defined list of fixed BLOCKS of points, simplifying the whole process (whilst still allowing customised breakdowns if preferred. 4) Rather than fixed "impales" as the highest level of success (but only for weapon attacks) and "critical" on 1/5th of skill as in Elric! Magic World reinstated the more traditional scaling of critical on 1/20th of skill and specials on 1/5th of skill, for ALL skills. Annoyingly, this was errata that was missed before the book originally went to print - not sure if it ever got corrected in the PDF. 5) Occupation skills increase slightly faster than non-occupation skills, ensuring occupations retain some relevance without being a straightjacket. 6) Guidance on generic NPC stats - Magic World page 221 Those are the ones that spring to mind and I'm confidant of without going through the two texts closely side by side - there are a number of other "nips & tucks" that are more editorial in nature. The compiled errata is here - Thanks to Big Jack Brass retrieving it from off site after the previous upload was lost. Chaot is remembering incorrectly - as published, MW retains both statement of intent as a separate step in combat, AND divides sequencing so Magic happens in INT order and then physical actions in DEX order, as in Elric! And all spells takes a FULL found to come in to effect. cheers, Nick
  6. Magic World, hands down. What changes there are are minor, and subtle, but I think all of them improve the game to at least some small degree. Cheers, Nick
  7. Magic World was Ben's tribute to his mentor at Chaosium, Lynn Willis. The changes Ben made (besides removing the IP Chaosium no longer had a license for) were all subtle refinements to the existing text borne out of the intervening couple of decades of use, or corrections to slips in presentation or editorial oversights in the original: Character generation adds RQ3 style cultures, but at the same time streamlines the process; similarly skill categories / groups and their bonuses; the core mechanics were tweaked to bring terminology more in line with the BGB; some minor errors and unclear passages in combat were clarified; Demon & Elemental summoning were largely removed from the core book to Advanced Sorcery and additional spells from published sources folded in to the core list, as were the ship rules (from either Sailing on the Seas of Fate or the RQ GM's book -can't recall for sure which was Ben's primary source there). Bluntly - if you have have Elric! plus Sailor on the Seas of Fate plus the Bronze Grimoire you have no _pressing_ need for Magic World or Advanced Sorcery (and I say this as the author of one of the bits in Advanced Sorcery you WON'T have). And much as I don't dislike the layout of Magic World, Elric! remains the gold standard for B&W RPG books in editing and design IMO - concise, readable, accessible, atmospheric AND practical. To achieve a couple of those is worthy of note; most RPG books struggle to manage one, yet Elric! managed to achieve all five. However - with Elric! you game material will be split over three books, and if anyone you play with does want their own copy, you will have to direct them to eBay; also, there is _no_ legal means of obtaining any of that material in PDF. And if ANYTHING will persuade Chaosium to revise their stance on future support for Magic World, it would be sales of the existing books. Cheers, Nick
  8. No - assuming the the shield was the weapon parried with, the riposte attack HAS to be with the OTHER weapon: So, assuming no attack this round with the Sword, at 82%. If the character has ALREADY attacked this round, I would rule the riposte would be at 52% personally, but that's because I largely default to Jason's version of the rule he intended for the BRP BGB - see here: Nick
  9. Not in Europe or Australia they aren't (the original Wierd Tales versions anyway): precisely the issue is that the copyright status varies between jurisdictions and much of Paradoxes defense has relied on Trademark of particular characters. cheers Nick
  10. Corum was created and published under license by Darcsyde, so the copyright of the material does not belong to Chaosium. I don't recall if it was ever even on the list of possible sources for material for inclusion in Advanced Sorcery because of that. Cheers, Nick
  11. Absolutely agree. I have that experience with books (mostly), quite frequently. Achieving THAT was one of Jason's goals with the BRP BGB and the play-test groups focus on helping him achieve it (that lead to the BGB's five discrete "off the shelf" powers systems) is still one of the things I am proudest of about that playtest. I wish there had been a way for Jason's modular powers system to see print, but I have always been, and remain, firmly convinced that the off the shelf discrete systems were the right choice for the BGB and are one of its big strong points. cheers, Nick
  12. Different Nick, but I used Allegiance as the basis of Priestly miracles in Ulfland (written up for the BGB in Uncounted Worlds volume 1). cheers, "other" Nick
  13. This is worth looking through - - in the RPG section there is a bunch of stuff aimed at RQIII and Greyhawk; and despite its old school looks it seems the site at least is still getting updated. Whilst the mechanics are RQ based, adapting them to MW should be pretty straightforward. Cheers, Nick
  14. Magic World Sorcery spells have deterministic results like this? Sounds a bit like Deep Magic in Advanced Sorcery? There is a BRP Supplement called "The Magic Book" ( ) which revises the four magic system from RQIII to align with the BGB; as thats very close to Magic World, it could easily be used with Magic World and one of the systems it includes is Divine Magic (sacrificing POW to a Deity for spells). I've also used Magic World / BRP BGB Magic powered by Allegiance as a form of Divine Magic - the system is sketched in the Ulfland article in Uncounted Worlds Issue one (Uncounted Worlds #1) Cheers, Nick