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Darkholme

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Everything posted by Darkholme

  1. Hmm. Here is a list of settings I would be interested in playing games about. Northern Kingdoms (The Witcher). A Song of Ice and Fire Nosgoth (Legacy of Kain) Ivalice (Final Fantasy Tactics/Final Fantasy 11/Vagrant Story) Fou Empire/Eastern Kingdoms(Breath of Fire IV) ?? (Breath of Fire 2/3) World of Balance (Final Fantasy 6) Fa'Diel (Legend of Mana) Middle Earth USA (Supernatural) USA (Grimm) 4th-6th Century Mythic Britain 7th-11th Century Mythic Scandinavia Riverworld The Alien World of Mer (Pirates of Dark Water) Cadillacs & Dinosaurs Hyborian Age Elder Scrolls Arcane Age Faerun (elven dominant period, dragon dominant period, or sarrukh dominant period). Faerun (Menzoberranzan, Cormanthor, Sea of Fallen Stars/Moonsea, ) Ravenloft Spelljammer A homebrew fantasy setting with various "best of" Iron-Age->Medieval cultures transplanted to a new world, with Elves, Dwarves, Orcs, magic, etc already present there. Ravnica Lorwyn Azeroth And here are things I have run, want to play in, but never had the opportunity to do so: Faerun (Waterdeep, Dalelands, Sword Coast, The North) Golarion/Inner Sea Region. Defiance Stargate SG1/Atlantis I really need to find another GM interested in the same settings I am, and capable of picking one of them up and running with it. I feel somewhat doomed to always run the games I wish I could play in, and never have the opportunity to play and of the games I want to.
  2. D&D 5e Basic Rules Yep. There they are. There are many character options from the PHB not included, but its enough to get the idea.
  3. I was curious what the other folks at BRP central have to say about 5e. I think 5e is in a much closer category to d100 than 3 and 4 were. I feel it's particularly close in function to MagicWorld, or perhaps OpenQuest. It's no longer magic item collection focused. Magic items are a rare and cool thing, rather than par for the course. They reigned in the upper levels of magical power significantly. Magic is a bit less pervasive in 5e than it is in most of the d100 fantasy games, since most of the d100 fantasy games seem to suggest that everyone should have some kind of magic when magic is an option. They've gone back to a similar feel 2e had in many ways. Personally, I have yet to be convinced I want 5e; we'll see about that in the future, however (and if they're any good this edition -I think they did a poor job with the setting in 4th-, I will likely still go out and pick up the forgotten realms books, even if I'm not using the system). In short, it looks alright, but I've not seen anything about it that says to me "Pick me! Pick me!", unless I really wanted to run a 2e D&D setting (I wouldn't want to go back and replay 2e itself).
  4. Okay, 8 is a little on the small side. But once you get to the font size and white space employed in 4e and (a bit less so) 5e D&D, I just feel like I'm being cheated, like, "They're charging me for a 400 page book, but they're only giving me 200 pages of content" cheated. A viewpoint that makes me inclined to buy very few of their products, since I go into the purchase thinking "I'm being greatly overcharged for this much content, the content had better damn well be fantastic". Needless to say, I bought very few 4e books.
  5. Hmm. Well, I took french immersion up to grade 9. I haven't used it much since, so my french speaking is crap, but if someone passes me french text, I don't have any trouble reading it. So for me at least, the only real trick would be finding them.
  6. I just checked my shelf. I actually haven't read it. I picked it up in a bargain bin for $5 a couple years back when I was picking up stuff for MRQII. 2008, MRQ1.
  7. Not all new games are massive. I've seen some that weigh in under 60 pages. But yeah, the norm for RPG books these days is around 400 pages, with not all of that being rules - prebuilt NPCs, selectable options, etc - and the actual "rules" are typically 100-150 pages of the 400 page book. I can't see myself paying $40-$60 for an RPG book with less than 100 pages of content - but I'm not one of those gamers looking for really really slim rules. I like to see the rules for the core mechanic, skills, character creation, and combat weighing in at a low page count, and then lots of prebuilt content and character options.
  8. I'm aware of the various RQ titles and where they diverged, I'm not describing MRQI, or Legend, or OpenQuest. Here is the project I'm talking about. (Disclaimer, I only skimmed it - retro gaming isn't really my thing, I too think the current versions of the system are generally improvements over the old ones, but that's not to say that nothing that got dropped would be worth reevaluating and considering reincorporating or taking ideas from for future iterations of the system).
  9. I saw a d100 RQ2e SRD kicking around somewhere, so someone completed a similar project, if nothing else.
  10. Pretty sure the HC Mythic Britain came out at the same time as the PDF.
  11. I think I saw a decent paper cutter for like 125 USD, but yeah. It's a 1-time purchase I think I would want to make if I started doing bookbinding.
  12. Since it was a bit of a detail in the I thought I would start a new thread instead on continuing the discussion there. Ah, okay, I thought you were talking about the other sort of book binding, making your own hardcover books and using a paper folder (which I've always wanted to try, but looked tricky, looked like it required a lot of tools, and would require me to have a printer that could do 11x17 pages). I don't think I've ever seen this kind of binding before. I have a couple of ring-bound things with plastic covers, but I had to get a copy shop to do it for me, and it cost me as much as buying a hard copy would have (I would have bought the hard copy had it been something I could find a hard copy of, and it was before print on demand was a thing). How do these plastic comb-bound ones hold up, and how much does it cost you to do up a book (pages + ink + cover + spine)?
  13. [Edit] Since I/we getting a bit derailed, to continue the bookbinding discussion rather than do so in this thread.
  14. I updated my idea from before. The link hasn't changed - but I made it so you hit the maximum earlier, changed the table orientation to be rows instead of columns, and made a significant reduction in the number of rows/columns. I think this greatly simplified table would be easier to use than the other. Again, further refinement could be possible, but at this point I think it would be more a matter of ironing out the details of criticals and whatnot than significantly changing the formulae (but it is still unplaytested). It's still a lookup table (with the revised formula on the page underneath it), but it's a small lookup table, and since the formula is included, you could make a more or less granular version pretty easily, and for a given character, with a given weapon, it would be easy to copy the applicable row and put it on your sheet.
  15. Ah. I was thinking that 0 was 0, not 10. Though I suppose if you succeed on a 99, that would do 18. The damage is a bit wonky since a (successful) roll of 91 does less damage than a roll of 89, but a successful roll of 99 does better damage than the 89 does, and it makes weapons rather unimportant in comparison to combat skill %, and the highest damage possible is with a roll of 09 (for 19 damage), since 100 (for 20 damage) is always a miss.
  16. I could really get behind that, but I think it would take some doing to get much benefit out of it, otherwise you're just replacing the dice (which could maybe also be helpful). But digital character sheets, with automated rolling and whatnot, and digital tools for GMing (such as a combat manager, digital library of NPCs/monsters, etc) would be something I would definitely use (I already make all my players use digital sheets stored online, and everyone has a laptop in front of them anyways). It's a decent amount of work though (more than I can see being worthwhile for a personal game), and I don't know how marketable it would be to justify doing all of that work.
  17. Hmm. That's not quite what I had in mind, but close-ish. My thoughts were more along the lines of a glancing hit with any weapon only does 1, and then the different weapons would increase in damage at a different rate, but without each weapon type having a different maximum. So if you succeed well enough, you could do as well with your fist as someone else using a halberd, but the halberd can do that kind of damage much easier. All of this with or without a global maximum damage cap. The damage formula I've been playing with since this post that gives the kinds of results I'm looking for is somewhat complex though, and it would be easier to refer to a table than to calculate it, which is not ideal. I'll toy with the idea a bit more, and maybe I will come up with something simpler. Admittedly my idea was less concerned with simplifying the rules and more concerned with doing away with the damage roll, making damage based more on the quality of the hit, and making weaker weapons such as daggers into more competitive choices for extremely skilled characters. Here is an idea of what I was thinking of. As mentioned, the table is a little too granular (but the formula too complex to calculate quickly in your head), and the damage output : margin of success ratio may be off, but it should give you some idea of what I was thinking of. The way you read the table is you add together your weapon damage and siz/str damage to get the maximum damage you could do normally, and that tells you which column to use, and the rows correspond to how much you succeeded by (surpassing the higher of the difficulty of the test and any opposed roll). It's a rough draft idea with some numbers slapped into excel, not any kind of finished product, but I thought it might help with discussion. The formula is: MAX(1,MIN(ROUNDDOWN(("Degree"*AVERAGE("Max Damage"/"Base Damage",1)),0),"Overall Max Result")) With "Base Damage"=20, and "Overall Max Result"=40 Or more succinctly: Average((Damage Potential/20),1) * Degree of Success, with a minimum result of 1 and a max of 40.
  18. I've actually been thinking of reworking weapons myself. My thought was that weapon damage would be a flat "1" and a flat bonus damage calculated from the margin of success, with more dangerous weapons multiplying the result of the flat bonus damage or multiplying the formula before the result. (though I haven't crunched any of the numbers to determine where I would put the damage thresholds or anything like that, it was just an idea I've been mulling around in my head.) The idea was that you would make your attack roll, and that would be the only roll, the quality of the hit and the dangerousness of the weapon would determine the damage. Someone skilled enough could attain good damage with a dagger, whereas someone less skilled could attain equally good damage using something like a halberd.
  19. Bind it? As in, you printed it out and did your own bookbinding? I've considered doing my own bookbinding before, and am quite interested in it if you did. Can you put up some photos of your custom bound RPG books?
  20. Hmm. That all sounds pretty awesome. Dot for interest, and whatnot.
  21. Good to hear. That sounds like a product I want to read, and one which I would be nowhere near qualified to write. I once again mention I would also be interested in stuff on Historic/Mythical Ireland, Ancient/Mythical Greece, and Ancient/Mythical Egypt. Perhaps also Ancient/Mythical Persia, or an Arabian Nights Persia, or an Arabian Nights Sinbad. I didn't see any supplements on those topics, if anyone is looking for a niche that has not been covered.
  22. Interesting. I would have to try these out to see for sure how I feel about them, but they look pretty good. Nice, Montjoy!
  23. While what Hexelis said is technically true, in that many of them assume you have it, you could largely get by with other stuff, for many of them. What you said you have (Magic World + BRP Basic PDF) will cover most scenarios enough that you can get by. the BGB does have a bunch of optional rules that could make your games better, but if you pick up an adventure or setting book and you're wanting to use it with what you've got you've got a fair bit of material covered thus far. Some other good cheapies or freebies ($1 or less) I would suggest grabbing to expand your collection and see what else you might be interested in include: OpenQuest 2 Basic, RuneQuest 6 Essentials, Legend, Call of Cthulhu 7 Quickstart, Call of Cthulhu Quickstart, Cthulhu Invictus Bestiae, Renaissance SRD, Age of Shadow. They've all got different things which you might want, and it's a good collection of samplers to point you in the direction of whih d100 products inteest you most, but luckily there's a good amount of compatibility either way. When you're searching DTRPG, you want to look under Rules Systems at BRP, Legend, Pendragon, RuneQuest, d100/d100 Lite. (hopefully I got all of the categories, if not I'm sure someone will point out any I missed).
  24. I would look into Legend/RQ6, it sounds like their to-hit system may be what you're looking for.
  25. Currently I have no ongoing games. My gaming group still gets together for 3 days, once a month, but I moved to a different city at the beginning of September and I am still looking for a new job, so I haven't had the funds to attend. I've run MRQII/Legend for a campaign lasting a year, and have yet to run any other d100 games, but I do own a few of them. Games I play/run most frequently: Pathfinder – This is the most common game my group runs. Everyone owns it, and several people GM it. When I do so it involves somewhere around 100 pages of houserules. I like the basic premises of the system and its content (and the massive amount of content available) but dislike many specifics and a few of the game's subsystems. My houserules would be less extensive if they didn't include rewritten versions of several feats and such which are often desired for character concepts and are badly implemented. Shadowrun 5e – We've had a Shadowrun campaign going for about a year now. It's been a good game, and has had more of an overarching plot than past Shadowrun games I've played which is good. A few years back I was in some SR4e campaigns, and IMO they had worse game rules (but still not bad), but better character creation rules. If I ever run it myself, I would consider lifting/adapting SR4e character creation to SR5e. Edge of the Empire – I've been running an EotE game since January; but not set in the Star Wars setting, but instead in a custom, mashup sci-fi setting in the middle of a war of succession in a multi-stellar galaxy, using StarGates. There aren't that many houserules I've been using to the game's systems (just one), but there are a ton of differences in the available options to the players. 75% of the available alien races were statted up by me and are pulled from a variety of disparate SciFi settings, I've introduced a number of new weapons, and completely overhauled the available vehicles to be more like Stargate and less like StarWars. Rolemaster – One of the guys in our group enjoys GMing Rolemaster with simplified combat rules, and has been running a game for almost a year. It's been fun, but I don't think I would ever actually run Rolemaster myself. I really dislike character creation and advancement in Rolemaster - there is way too much math involved - it's not difficult, but it's incredibly time consuming. Games I've played Recently: Pokemon Tabletop United – A recent addition to our gaming weekend lineup. So far we like it alright, but combat is much too slow, and our gaming group has 7 people (including whomever is GMing the game). Mutants and Masterminds – Character builds feel much too samey, particularly most of the attack powers feel like they are the same ability with different window dressing. (So a Punch is the same as throwing a Javelin is the same as Shooting Lasers from your mouth). Games I would like to play/run again: d100 – Probably a mashup of OpenQuest + MagicWorld + RQ6 + Blood Tide, with some houserules thrown in for the things I still want to work a bit differently. Games I'd be Interested in trying for the first time: RQ6 – I would definitely try this on its own, if someone else were running it. I'm personally inclined toward the multi-species fantasy if I'm running it, but I would play an RQ6 game, either in an alternate earth setting or a fantasy setting. OpenQuest – I would be interested in trying this out RAW as well. MagicWorld – If someone I knew wanted to run this on its own, I'd definitely try it out. Elric!/Stormbringer5e – If someone I knew wanted to run a Young Kingdoms/Corum/Hawkmoon game with this using RAW, I'd give it a go; OVA 2nd Edition – It seems neat. HERO 5e or 6e – People have said some good things about using HERO for a Fantasy or Urban Fantasy Game. GURPS 4e – I'm mostly just curious. Savage Worlds – I didn't care for Deadlands, but I've heard modern iterations of the system are significantly better than their predecessor. FATE (Core/Accelerated/Kerberos Club) – I played some older version of fate, and I dont really remember it much, I think it was a one-shot. I would like to give it another try with one of the more modern versions of the system. Cortex Plus (Leverage/Firefly) – I didn't especially care for the original Firefly rules, but again, I have heard they have gotten much better, so I would like to give it a try. D&D5e – This looks alright, and I would like to give it a try. I have a few concerns about it after reading through it (I dont think you get enough opportunities to give your characters things that make them different) but I would want to try playing it to see how it works out in play, first. Games I'm not interested in playing again: World of Darkness – I dont much care for the tone of the game, or the focus on a single supernatural type, but I might enjoy giving Demon: the Fallen another try. New World of Darkness – As above, but mostly with a less interesting setting. I like the core rules alright, but I'm not a fan any of the various splats. Unisystem – I simply had too many gripes with the system. If I were to try to run it it would be houseruled beyond recognition. Warhammer 40k RPG – I don't like the humans at all in this setting, and it's a humanocentric setting, and in the RPG the humans are the only ones designed to be playable. Warhammer Fantasy 2e – I haven't played a lot of this, but what I did play, I didn't care for. It was just too lethal, character creation was too random (I'm not a fan of random character generation). If someone wanted to play it I would list those as my complaints, and they could correct them (different character creation, resulting in more deliberate & capable starting charaters) or I would simply pass on the campaign. D&D1e/2e/3.0/3.5/4e – 1e & 2e have good setting stuff, but I don't like the game mechanics at all. 3e&3.5 I would much rather play in a Pathfinder game without 3.x options allowed than a 3.x game (and would be frustrated at the loss of PF options - but PF with 3.x options allowed is the best scenario here). 4e was heavily minis-focused, combat took forever, it was much too gamey, and had very little in the way of out of combat rules or powers. Was not a fan. Deadlands – I'm not much of a fan of the western flavor, or the combat rules. Power levels between characters was too varied, and unless optimized for combat, I felt like being present was a complete waste of time (with a non-optimized PC, all the fun was often over well before I even got a turn). Cortex (Original) – I don't recall what I disliked about this system, honestly, I just remember disliking it. I had a list of complaints at the time, but it's been about 7 years now. Legend – I might use it as supplemental material or inspiration for houserules, but I don't see myself running it again, and if someone else in our group wanted to run it, I would try to get them to run RQ6 instead.
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