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Darkholme

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Everything posted by Darkholme

  1. Here's what I already know: Magic World is an update of the Stormbringer rules. Advanced Sorcery is a rules supplement with more subsystems and magic systems for Magic World. Stormbringer/Elric have a bunch of magic systems. So; I've got a question: Are there any mechanical subsystems that I would need to hunt down the old Stormbringer books to use, or are there modern updates of all of them? What am I be missing out on (mechanically) if I don't go hunt them down?
  2. Yeah, my knowledge of the Witcher comes from the two PC games and a couple issues of the comic books. I just picked up a couple of the novels and haven't had a chance to read them yet.
  3. That's not quite the same as feats or the like which you can gain more of as you gain experience, but Traits are also sometimes helpful.
  4. Hmm. Good to know. I have some things to check out. Cthulhu by Gaslight sounds like a book I might just be interested in anyways. Chulhu isn't really my thing, but I do like 1800s supplements. I imagine it would be easy enough to use with RQ/Legend/MW; and my girlfriend has a copy of Call of Cthulhu 5.6; and I was already considering picking up Blood Tide (If nothing else, it would be useful for that Pirates of Darkwater game I've always wanted to run) - but that was mostly be being a sucker for Pirate supplements, and being rather disappointed with some of the things in my copy of RuneQuest Pirates.
  5. Sword of Destiny comes first chronologically - and there are fan translations readily available of the witcher books online, which is helpful for those that have not/will not be translated to english, such as Sword of Destiny. Out of curiosity, how would you handle Witcher Signs?
  6. Hmm. That dead game is also never going to be translated/sold in english; that's probably also a factor. But fair enough.
  7. From what I understand, MW follows mostly rules that predate the BGB, and most of the rules from SB which changed in BRP, have not changed in MW.
  8. Hmm. I would definitely be interested in checking that out; though from what I heard, the system was not very good: we'll see though. Do you happen to have a link? I can't seem to find it.
  9. So, I recently finished a playthrough of the Witcher 1, and am about to start a Playthrough of the Witcher 2, and just saw the Trailers/Gameplay Presentation for the Witcher 3 https://www.youtube.com/watch?v=xx8kQ4s5hCY, which is scheduled for release in February. Needless to say, I'm pretty stoked about it. Looking forward to playing the game; probably going to pick up the novels (the ones that have been translated, at least), and planning on picking up This Book in combination with the Wiki as a setting guide, to possibly run a Witcher-Based tabletop game; either in RQ6 or MW. Does anyone else here have an interest in the Witcher? I think it would be pretty good with BRP. It might take a bit of adjusting to get the magic system/alchemy/signs to have the right feeling to it, and you might want to redo the races (plus add in a race for the Witchers, which are alchemy+magic mutated humans). And then some custom monsters as they come up. Disuss?
  10. Interesting. Does the BGB handle it the same way that MW, RQ5, and RQ6 do? If they aren't handled the same way, what are the pros and cons of each method?
  11. I'll have to look into that. That might be good for those occasions I want to use hit locations.
  12. I well definitely look into those special abilities. Any comment on how exactly skills over 100 are supposed to work out? My experience (a few years ago, in Legend) was that skills over 100 seemed to result in always suceeding in all of the opposed checks. But its possible that my NPCs (some I made, and others I found pre-built online) just weren't up to the power curve.
  13. In terms of races, I suppose its somewhat kitchen sink, in that they will have several options. I was referring to magic systems when I said I didn't necessarily want the kitchen sink approach. Additionally, rather than just allow the players to play as any race or use any magic system that's been printed anywhere, I would try to give them a list of ones I considered acceptable in mechanics and tone to the campaign I have in mind. But it's certainly more kitchen sink than "No magic, and you're all Vikings". If I work in highly insular groups or racism, they're active plot elements that the campaign/plot is focusing on, rather than ongoing passive background setting elements.
  14. I don't always want to play D&D, there are many things it's pretty terrible at; and gritty combat, historical games, low magic, and sword and sorcery are among them. One thing you have to give to D&D though, that I wish more games were better at: they do a really good job at gauging/tracking/managing the difficulty of encounters/NPCs, and a pretty good job at balancing player characters.
  15. Ah. I'm familiar with the hit locations rules; my first BRP was MRQII, then Legend. My thought was that the way variable armor is currently handled is a bit too swingy/gradient for my tastes/my logic; but I still like the idea of one pool of hitpoints and major wounds and the like; so I was thinking of other ways to do Variable Armor without going to hit locations.
  16. Hmm. The BGB Fate point options sounds good. As for races, I'm not a huge fan of running humanocentric games; so weird races comes up a fair bit for me. I would say my "Typical" home game setting involves large metropolitan cities with guilds, occupied by at least a dozen or two different races (not all of which need to be playable, but likely at least 10 of which would be), and no clear majority race/species. The players might go to a mostly human settlement at some point or another, but that will not be the case most of the time, and will not reflected as part of human domination of the entire world. If I were to cap character creation skills, whee is a good place to cap them? Also, Just how exactly are skills over 100 supposed to be balanced against things? That's always kindof confused me about BRP. Something some other RPGs have that's nice, is little special abilities you can pick up outside of spellcasting that allow you to do new things: Barbarian Rage, Sneak Attack, Telekinesis, Flight, etc. Does anything exist like that for BRP? And if so, where can I find those sorts of things? I know legend has some kind of legendary abilities, but I don't recall what they are/do. is there anything else? I wish the power curve for BRP was more obvious. It's somewhat obvious in Pathfinder, but it's really obvious if you look at the monster design system in 4e - they actually spell out the curve in a table (they tweaked it part way through for less hp and more damage, while maintaining the same difficulty/chance of survival but with shorter fights). I think to do that in BRP You'd need a large number of characters built with different quantities of points, and then someone would have to run the stats on them with a spreadsheet. It would certainly make it easier to make up NPCs on the fly in BRP, and it would make it easier to design a new monster or NPC not-on-the-fly, as well. Is there an admin/moderator around who could make that general discussion d100 board happen? If you make one, can you move this thread there?
  17. I've been giving some thought to variable armor. It gives you its best point and worst point via maximums and minimums (representing armor of mixed quality, weaknesses in the armor, and partial overage), but the probabilities vary wildly, often just being a single die. Of course, a single die means it's the odds of hitting somewhere fully armored are just as high as the odds of hitting somewhere with just the minimal padding; and everywhere in between. That seems a bit odd to me. Most of you should be fully armored, and a small portion of you would be less/unarmored (under the arms, etc). But an armor value of a d6, or a d10 seems a little wildly unpredictable to me. So, I was toying with the idea of a different way to do variable armor, using a percentile roll. For instance, if you have plate mail on 50% of your body, and are not wearing any armor at all on the rest of you. it would be armor 6 (50%) (Static Armor # from Legend). If you were wearing lighter armor on other locations, it could be armor 6 (50%) armor 4 (35%) armor 2 (10%). That could be someone with armor that's made mostly of plate and seondarily hardened leather, with the face uncovered. Just an idea I had. Thoughts?
  18. Interesting @CthulhuFnord: I'm not sure if I would rather use that point buy system or something based on either the point buy system of D&D3e, Pathfinder, D&D4e, or D&D5e; or do something custom/give several pre-built arrays and let the players choose from among them. @Baragei: In most of the games I've played (d20, Shadowrun, and Edge of the Empire, just to name a couple) efforts are made for there to be several equally effective approaches to combat, often with nuanced differences between them (but in terms of which options they are good at/have available tothem, less so at overall combat effectiveness) and different combat roles. I wasn't even necessarily thinking Kitchen Sink style, but sure, I would sort of expect kitchen sink style to produce relatively comparable characters. I'd expect the expert archer to be close to as useful in combat as the expert mage; but I'd expect that the mage's ability to cover different situations would come from magic, whereas the archer probably has higher skill totals when utility situations come up. I'd also expect the various disparate magic systems (at least the ones useful in combat) to be comparable in usefulness. But then, the majority of my gaming has been in D&D3, Pathfinder, Shadowrun, and Edge of the Empire. There is certainly imbalances between different classes and concepts, but they typically come pretty close in most cases (D&D3 is the farthest from that). As for the GM avoiding using overpowered options, the problem with that is knowing which options to allow and which to disallow; and if adjustments need to be made, knowing what adjustments you need to make. And where RuneQuest has a lot more "Make your own enemies" than Pathfinder does (which has a massive assortment of disserent creatures and prebuilt NPCs to use), it's hard to know what sorts of damage output and success rates are reasonable.
  19. Hmm. Yeah, that's mostly been my experience. I think that's sortof too bad, though. My experience is that the players are happiest if they feel they are able to contribute as well as the other players do. Some races just being better (different powered races) or magic being better than martials, tends to end up with the players all wanting to roll mages after their first campaign. Bayonet charges against flamethrowers isn't so much my point, I was thinking more along the lines of well placed stabs or arrows being able to kill the big beastie (Ogre, or whatever) as effectively as the flamethrower.
  20. I do recognize that this is the RQ6 Board. I would have gone for a sort of d100 general discussion, but I didn't see a board for that, so I chose the one with the most activity. I've got the Clockwork & Chivalry Core Worldbook for MRQII, if that's the one you mean. I might be inclined to use RQ6 as my baseline (As mentioned, I am somewhat familiar with that and Legend), but I am still interested in hearing more about the other two systems and what they have to offer. People are still buying them, so there must be a reason for that, and I'm interested in hearing what some of those various reasons are. For instance, I understand MW doesn't use hit locations - in some campaigns I could see that as a benefit. I may not always want to use several magic systems in a single campaign, either - I can see myself sometimes just choosing one, or two, as it fits the setting. I also hear OQ2 has some kind of point-buy character creation rules, which could be good as well (I'm not a huge fan of rolled stats) What are the other noteworthy differences? WRT the Magic Systems; When we last played legend, it seemed that the players who didn't build for magic were significantly worse off than the players who did. Was that just our perception, or is that routinely the case? Which magic systems are more on par with players who build for nonmagical combat? Out of Curiosity, if I want to be able to allow a bunch of players to all roll up characters of different races and cultures, and still be capable of building (approximately) equally effective characters, is there an option somewhere for me to do that, or not so much?
  21. So, I've ran RQ5/MRQII/Legend and played some RQ6; and I picked up Elric! a while back when it was on DTRPG, and I'm contemplating OpenQuest. Presently, I'm looking for some compare and contrast between them. What do each of the three titles bring to the table? I know some folks prefer OpenQuest, and some Prefer RQ6, and some prefer Magic World; and I know that subsystems from one can largely be lifted into the others; If I'm looking for a baseline system to use, which one would you suggest for which reasons; and what do the others offer that I might want to bolt on? RQ6 has its cultural packages, which are quite nice, but IIRC, lacks an option of balanced playable races; and while I wouldn't want to use BRP to run Pathfinder/D&D (I would just use Pathfinder/D&D for that); I can still see myself sometimes wanting to run settings where many of the players are not human (Elves, Dwarves, or other weirder things). Do the others offer multiple races as part of their assumption? From what I understand Magic is very different across all of these systems. Can someone enlighten me on the merits of each?
  22. Interesting. Definitely going to check out this book. My favorite set of rules for magic are the one in Cinematic Unisystem. They're very different from the others I've seen. You make spellcasting rolls instead of having points or spell slots. Casting too many spells causes fatigue. If I were to adapt it to D&D, I'd probably use the existing fatigue and exhaustion rules. Not sure how I would put it in RQ if I were to try. But RQ Lankhmar may be a better fit for running Conan. Out of curiosity, Why do you prefer the simplified cultures to setting-tailored ones?
  23. You could use the existing cultural backgrounds, though if I were to run a Conan game (which is why I've been working on this bit by bit) I would want individual cultures, not something as broad and generic as "Barbarian" "Civilized" "Mariner" "Nomad" "Primitive". As for the Borderer, it You COULD take explorer, hunter, soldier, or tracker and say you're a borderer, but a borderer is a blend of all of them so I thought it merited a separate listing. I don't see any reason why someone who is a borderer by profession couldn't be focused enough to just take one of the above, but having the blend option is something I think is worthwhile. But for the "rules lite" crowds and the "RAW" crowds, I can see preferring to just use the generic cultures in the book. Personally I would prefer cultures tailored to the setting if possible, and don't mind having more crunch. I'd ideally like to have cultural combat styles worked out as well. I haven't checked out the Lankhmar RPG. I'll check it out and see if I like it. I looked at Conan d20, and while I liked it more than stock D&D 3.5, I still prefer RQ/Legend for sword and sorcery style gaming.
  24. Main thread here. I thought I would post the link here, since this is relevant in both sections. For my own use and amusement, I've been adapting hyborian age materials to RQ6 and Legend, drawing inspiration from the REH short stories I've read, as well as Conan d20 and the Dark Horse comic adaptations. I don't know if I'm going to run a game with it, but I think I would enjoy running such a game. It's a work in progress, and it takes time to do all the writeups, even without any fluff. Fluff is less time consuming to write than crunch. The idea is to have a document which, when combined with RQ6 or Legend, and a campaign setting (such as Return to the Road of Kings, The Road of Kings, or perhaps Ultimate Guide to the World's Most Savage Barbarian, or Hyborian Age d20 Campaign Site - hyboria.xoth.net, or simply R.E.H.'s essay: The Hyborian Age, makes it easy to run a hyborian age rpg campaign using the d100 system, as that's the system I would want to use for this type of game. So far I don't have alot there, but it's a work in progress, and it takes time to come up with game mechanic options. I'm think I like RQ6 Better overall, but it's easier to expect an entire table of people to have their own copies of legend due to the cheap price of the core book, and both are in print, so I've been adapting the materials to work nicely as options with both rulesets so far. If/when I run this, because of the price difference, and the fact that I know people who own Legend, but not people who own RQ6, I'm not sure whether I would use RQ6 wholesale, or use legend with some pieces of RQ6 adapted as houserules. If anyone is interested in this stuff, feel free to post comments, either here, or in the main thread I started earlier this week. Thanks guys. Hopefully other people enjoy this fan-adaptation.
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