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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. Indeed, I haven't anything.. except some interesting tidbit in rule books... not much of a Lovecraft fan, truth be told..
  2. Thanks y'all! Do it does damage the weapon, makes sense too! 🙂
  3. Carefully reading classic fantasy imperative, I realised I got mythras combat wrong for some time... :0 anyway, now I realise successful attack, always inflict damage. successful defender always reduce all, some or none of the damage (depends on weapon size) additionally one of the protagonist might win some combat effect. if the attacker choose damage weapon, did the parry reduce the damage inflicted to the weapon? I asked because it somewhat annoyed me the defender could use a weak half broken defensive item and get away with it with high skill, but damage weapon could be the solution to that .. if it's not reduced by defence ..
  4. I am talking D&D like world. So not a runequest variety spirit which is 100% immaterial and do MP combat, at best (or worst?) I am talking about spectres that can do "normal weapon damage" (with their "spectral sword or claws") against you and they have HP, it's only reasonable I reckon, that some "magical weapons" can strike it back. But what about spells? Which ones? Also an earth elemental should reasonable damage by magic weapon and perhaps certain spell.. a fire elemental I guess should be vulnerable to cold damage. I guess I will have to give a list for each monster. The aforementioned specter (and perhaps all similarly semi corporeal or ethereal creature like wizard under Archon spell - same kind of effect as in Diablo 3), would take only the magic bonus of weapon damage and immune to fire/cold/lightning/poison (and half damage from disintegrate)? Perhaps elementals would take only weapon magic bonus, depending on the elemental they might take normal fire/cold damage. immune to light ning and poinson. normal disintegrate damage.
  5. Is good I came to the same solution than runequest 🙂 (IE. Minimal magic weapon bonus damage) Other than that it feels somewhat unsettling to me to say no, the non magic torch does no damage, while the fire bolt does. I guess while I accept the "magical weapons" concept... I don't quite extend it to "magical fire" vs "normal fire"...
  6. Preparing a campaign in a high fantasy world akin to D&D (but not quite, obviously), Anyway I always struggle with damage against Elemental and Specter and the like.... Particularly in a world with "common" magical weapon (of the +1~5 variety). What should happen here? Particularly, creating my spell list I have Rank 5 spell (highest rank) which is somewhat like turn into an elemental. Now, one strategy I sometimes used in the past is the weapon only does the magic bonus in damage. But then if one turns into an elemental shape and also wear an armor... I guess the armor should be ignored this both the benefit and blessing of being somewhat immaterial.. But what about attack spell hey? it feels strange that weapon does nothing but a (magical, or not?) fire attack does normal damage...
  7. Chill! Never heard of that! How is that?! 😮
  8. Do you mean in General or Classic Fantasy in particular? I guess you could probably use CF almost verbatim to BRP (no combat style)... will mostly work if you use their monster instead of BRP monsters, I reckon.... After playing both and a fresh mind, I noticed some impacting differences between BRP and Mythras. But I think if you use CF first, then BRP to supplement, should be mostly fine.. 🙂 Other than that, I am working on something that I should be able to share soon that has a feeling of leveling up and specialization and ranked magic. But do not feel like D&D at all otherwise (no class, no level, though spell rank and spell schools)
  9. I would strongly recommend Classic Fantasy, Mythras edition. it's very much AD&D1e with D100 system.
  10. Thanks, good suggestion! 🙂 It is for my home brew setting and adventures. I embarked on this work because of the lore I created (inspired by master of magic), a desire to make magic more... Hard magic like? Though I have many school to still provide some surprises! Also adding some rank / progression (quite like how this last bit turned out)
  11. I quite like School and Aspect. Although School leaves me conflicted. It sounds both pedestrian and very accurate...
  12. On my work in progress customized BRP system I have what I call for now - for lack of a better wording - "magic branches" Think Avatar, you can be an "air bender" or "water bender', etc... although in that case the current "branches" have name like Elementalism, Soul, Spatial, Illusionism, Nature, Life, Death and a few cults related one. (Perhaps Divination too... not sure I like divination... but it might make it as an NPC exclusive). Anyway, my thinking now is very simple, "magic branch" is a very underwhelming name. Magic Sphere? Not that great either. Any other ideas?
  13. Didn't plan on adding that... does that already exists?! If it does I didn't know about it... Just like there is a MP economy for magic, I wanted to add a FP economy to fighting, got a few things that cost FP... However, I recently realized / checked that FP is, in fact STR+CON (I Thought it was only CON), that might make the FP economy problematic.. not clear enough yet... Anyway the idea was for a mob of people to get big baddies by tiring them or, conversely, to tire the player to increase danger. yea.. multiple reactions every round also cost FP. Though the penalty for tiredness does not go beyond: no more special move and penalty to all skills Hopefully I will be able to share in a couple of weeks.... I haven't played any D100 in a while and I should GM a new campaign in a few months, so feedback will be very welcome! 🙂
  14. I am making a perk list (aka stunts in some chaosium supplements). Perks compete for int slot with spells (and other perks) just so that one cannot excel at everything. Perk need to be learned as well, much like spells and often have a requirement of 70% in some skills. One perk I am thinking of is "roll with the punches" that give a temporary AP against 1 attack one fail their defense roll against. 3AP for 1FP (fatigue point). What I am brainstorming about here is both the general concept and also I am thinking of more advanced versions. 5AP for 2FP, 6AP for 3SP (or something) and wonder should the advanced version cost more int slot, or just tougher learning requirements and just 1int slot for all? On one hand magic is easier (although I added spell ranks, tweaked protection, added focus requirements so perhaps not so much...) On the other hand I want to make be the best fighter there is perk consuming.... I mean without the whole custom rule it's hard to say, but what's your gut reaction here guys?
  15. Replying from work on my phone... So not really replying for now .. just adding some precision. 1. I don't find wizard too powerful (in BRP specifically, as opposed to mythras or runequest 3 - from what I remember), what I do find is min-maxed beginner magician too powerful too easily compared to other beginners. This is a slightly different statement. I expect non beginner to have an array of defensive items. Armour and magic armour if you like. 2. Neither in the past nor in my future campaign I limited magic to "magician", on the contrary (despite the intro about familiar, magic staff, etc... In the gold book). Anyway what I didn't do was give everyone the same spells. It's going to get even more segregated here, with magic branches 3. I certainly don't think damage is lacking in BRP, but I know other do. I was occasionally told not to nerf wizard damage, because one might need big damage to fight big creatures 4. I don't think I'll do flying city after all. 5. City spell are as much the work of a singular powerful sorcerer, as iPhone are made by Steve jobs. It's really a team and long time effort. The powerful sorcerer is simply the boss. And maybe not even the most powerful. Hence yea it's prohibitive to enchant your magic Castle. But if you afford an army of 20,000 soldiers, surely you can pay the 100 sorcerers from the local guild to work 3 month a year, every year, on your castle defence They should also work on the sewer and construction business to build better housing as well!
  16. Well... In that specific case... my personal feeling is that it is Protection and Enhance damage that are too strong and I nerfed them. They both go only from 1 to 5 as per spell rank (i.e. it's quite hard to learn the rank 5 version) and the intensity of the spell in that case only increase duration or number of items that can be enhanced. Now, to proactively retort to possible concerns about characters not doing enough damage (not sure it is a real concern in BRP, but let say it is), there are combat perks (Perks and spell both use INT slot, perk often requires some skills at 70% to acquire) that can 1. increase weapon damage 1 dice step (i.e. D8 => D10), 2. do more powerful melee attack (+d6) at the cost of 3FP (or 2, or 1, still undecided) This idea did also cross my mind. And I quite like it. But I feel as if it doesn't quite make sense to make a spell on someone else permanent. Although, as I thought about a reply, perhaps it could lock the willing target own MP to achieve that? Well... there is a bit of powering up happening. And also be inspired by Master of Magic spell... Some Town spell (but not all mind you) have a relatively modest and quite diffuse effect (for example: increase productivity leading to double tax revenue), so I ballparked the spells to 1MP per 1~10 inhabitants. For some more impactful spell, such as antiteleport shield, firewall, etc... one could argue it need not pay for the full area, but with some preparation / engineering / enchanting (using lots "manarod" placed strategically in the town) one only need to pay (linearly) for the perimeter, not the area..... so perfectly affordable at linear cost to a fulltime of college of wizard dipping in fire and hydro power or a mananode to boost, I reckon (more math to come on my napkin). Though, ahem, having a flying city, even if temporarily (it's a MoM spell, that would look nice here)... looks difficult with the fuzzy costing constraints I have in my mind. Perhaps mananodes provide large mana boost (for such spell as a flying city)? I would have to make them noticeably different though, not sure how to Justify them... lore and geography wise though.
  17. Hi y'all, thanks for your feedback! 🙂 Since you took the time to reply you might be curious what I came up with so far .... Plus you might have more interesting comments 🙂 (Note this is all just untested idea I have on my own, not gonna start my campaign before a few month, ATM another player is the GM using paizo's starfinder rule, I am the only one of the bunch that staunchly refuse to GM D&D systems, anyway might have a clean first draft to share in a few weeks) so, first and without much details, I came up with pleasing enough number for elementalism. Though this morning while driving I was struck by how Diablo spoiled me and firebolt is probably not really a "realistic" thing .. then for spell duration I call up with 4 things. A permanence spell, that cost 1 permanent POW point to make another single spell permanent. Though it can be dispelled as easily as any other spell. Some magical item that can act as permanence spell (the POW is only consumed when creating the item). A "rank 3" spell that can make duration scale linearly 1mp - 1day, instead of the base 15 minutes. for city spells, the cost need not be too precise since it's more story / NPC thing. The mp cost being so prohibitive (NO exponential power scaling) that only a whole college of wizard working for days can do it.... Yet I need to clarify it a bit to know which one can be used when. Plus I want hydropower, pyropower and mananode to be a thing, that can help the player -so they might need precise quantification-, and might speed up such spell casting...
  18. Hah funnily enough I remembered Mythras wrong but RQ3 right! 😮 Anyway this spell being permanent, at the cost of "presence", or instantaneous sounds interesting... But it just rubs me wrong that one need presence to maintain a spell very far away... (as in the wizard polymorph the guy into a rabbit, the rabbit hop away, the wizard's presence maintain the rabbit polymorph from very far away, or cancel it from far away...)
  19. Ahem.. All I know / remember (from 1990-ies, when I last play RQ3), is that it looks very much like Mythras Sorcery (although cost more MP and has a higher manipolation ceiling). Could someone.. mmm... gimme an idea about what I am missing? Hey Raleel! Thanks for tuning is! And good suggestions too! 🙂 Yes.. the fact I am uncertain myself doesn't help, haha. Anyway love your idea of extra MP cost when wearing metal armor! And side note, I came up with a pleasing enough (to me) "Sorcerer Rank" system (which impact learning spell - ie. ranked spell) and also spell cost reduction...
  20. Hi yall, thanks for commenting! 🙂 Sorry.. was unhappy with whatever reply I could write.. self censored meself... Basically I sounded like a killjoy with nothing good to say to my own ears! Sorry....
  21. Sorry for the wall of text, I tried to cut it in bite size paragraph. Here I am sharing all the magical rules that keep me awake at night. And looking to share ideas. So, I am preparing a campaign and preparing custom rules for my setting and upcoming campaign, the biggest chunk of which is a custom magic system. Remark this is a high magic fantasy setting. Think D&D level of magic abuse, or maybe more, I want city spells! Think Master of Magic or Age of Wonders 4 if you know those video games. (no "magic users" class or "gifted user" though, one just need to own a focus, and then practice the skills) I can't quite use the current magic systems in BRP, I tried them all (BRP Magic, Revolution D100 Arcane Magic, Mythras Sorcery) and I was unsatisfied. Though what I read in Classic Fantasy for Mythras pleased me, but not using that after brainstorming with my players.... Further there is a flavor missing related to the magic lore in my setting. For the need of the lore and setting the magic need to be divided in (large enough number of) branches, of spell that are thematically linked together, magic user be more like "Avatar, the last air bender" than "Gandalf" or, mm.. you know the old powerful very knowledgeable wizard type. Already made large spell lists for the following branches: Arcane, Elementalism, Nature, Illusion, Spatial, Soul, Life, Death That's a minor problem. Now the bigger problem now. I want the magic to feel "balanced". What does that mean exactly? To be honest, I am not entirely sure, collected various tidbits below to consider or criticize. Although it means at least one thing: even when min maxing a starting magic user character, one should not make non magic users feel redundant and vastly outclassed. In order to achieve that, my current idea is to divide spells in Rank (like spell level in D&D), 5 so far. And it's kind of impossible to start with anything beyond rank 1. (Also added perks that improve non magical prowess, but it's another topic ^^) I am not too sure yet about learning requirement for other ranks yet. Initially I was thinking to demand to learn a spell of each rank in turn to like 70%... But that seems way too tedious and long.. (I don't want those "rank 5 spell" to be legendary never seen, much like level 9 spell in D&D). Now it's just increasingly harder to learn higher rank (like -30% to -120% arcane knowledge skill check to learn a spell) and knowing other spells of the same branch or having a teacher or having a tome give modest bonus. I am also very undecided about "endgame" magical prowess... though I'd like them to be quite compatible with vanilla BRP, since I plan to use vanilla BRP monsters. And also the big book of monsters. So here are some "magic endgame" rules, about which I am both undecided but think I want to... think about it some more! 1. spell save. I guess long lived successful adventurer and sorcerers all converge towards 20 in POW right? or 50% to resist a spell? Is it good or bad? Unsure.. but I think it make it very unlikely for anyone to live along beyond pure chance.. perhaps there should be some sort of common enough "Magic armor" thing, right? Like, for example, one that give bonus defensive POW, max being.. 5?)? or, alternatively, or additionally, common brooch of protection with something like Countermagic (but only absorb spell instead)? 2. somewhat related, was wondering about metal armor to be somewhat naturally antimagic (or maybe crafted that way hey?), so make it so that 2a..: hard to cast spell with armor, a lore reason to limit magic user to light armor like 25% cast spell malus 2b. and maybe a resistance roll below, say 25% (same value as in 2a.) to be always a success / cancel spell (it's like the ENC rule for Magic but it has a little more impact) 3. spell effect, Control (~3MP ~maybe a little too cheap?) is game over, Teleport (~5MP) in the sky too, or Change (~5MP) into a fish as well, or Lift (~5MP) high up as well. I guess, there are no question here, just thinking aloud. Those should be "rank 3" and require "concentration" i.e. somewhat limiting the wizard. Happy here other than, the save "issue" that still bother me (see issue 1 & 2 above). Also reminds me that all BRP-Magic spells are inherently scalable, which is both annoying and pleasing. And wondering whether it meshes well with the added categorization into "spell rank". 3a. Those cost a lot more for large creatures. I guess it's fine. Plus using idea 4, below, large spell takes a few rounds to cast, make it more dramatic) 4. Spell Damage. The issue that frustrates me the most. Those might have no save (like arrows), or the save could be gamed (by doing some normal weapon combat first!) and also sometimes even ignore armor! And also cost a shit ton of MP, while a polymorph into fish cost only 5 MP. So it is very frustrating and do not feel good for caster and victims alike. 4a. some general pattern: in the BRP book spell tend to - partially - ignore armor - or having other effect, be single target, avoidable with Evade and cost 1MP per point of damage with max damage being ~ INT*3/2 4b. => thinking to added various spell with various cost deviation from above, and split them in rank. For example: - rank 1: bolt, ~ 1 damage per MP, max INT/2, behave like an javelin regarding defensive options and wound - rank 2: multibolt, ~ 1 damage per MP +4, max INT/2+4 (same as bolt 1, but cheaper and higher base damage, good target for multiple cast of the same spell in one go, as per usual magic rule), , behave like an arrow regarding defensive options and wound - rank 3: as base BRP but build multitarget, i.e. not 3MP per D6 per target, but 3MP per D6 and 1MP per meter/target.. Area damage - rank 4, maybe same thing but cost 2MP per D6., Area damage 4c. Magic armor should protect against full to the full extent of it, obviously... 5. if some spell cost lots of MP (because they are "powerful") me think to maximized MP per round based on rank or something, so powerful spell have another limitation: one can see them coming... I am fine with that 6. Enhance, Protection. Turns out Enhance in BRP.UGE is more reasonable, not increasing max damage. At any rate was thinking of a +1 to +5 for both (as per rank), extended MP cost for duration. and protection could additionally also add Extra HP (like 3HP per MP?) 7. The idea crossed my mind to use Classic Fantasy - Mythras edition spells. But there are a few problem with that. Here, as per my vaguely favorite choice and also player choice will use BRP. Which would have 1 skill per spell. Undermining the intensity system. Preventing to use the Willpower vs Spell system. Also while the spell damage scale pleases me, it's not very "compatible" (or similar) to monster ability in the BGB, like the 10D6 Angelic bolt. And also work better with HP like they do in Mythras... And also city spell do not fit very well in that mix 8. Think a meditation skill would be nice. Could be tied to a "Diamond Soul" perk to resist magic. But what would be the use of Meditation skill, I wonder? The idea cross my mind to have meditation and arcane knowledge be the same thing. But meditation would require additional utility... Ok this is the full list of magic stuff that I am unsure about but would like... to compare ideas with other magically creative GMs! 🙂
  22. Actually,.... Sunder is described in Mythras rulebook, combat special effect section. One must actively chose it... Damage in excess of AP, is used to reduced (damage) armor permanently, -1AP per damage. In my case I would instead apply a flat 2 AP reduction if armor is overcome and pass the damage to the target as usual.
  23. I have CF-BRP edition! Has mostly the same spell, with the same cost and damage (as BRP, i.e. no change I like for damage/cost/balance)! 😉 I am making magic branches... one of them being elementalism! 🙂 (3 sub-branch! Fire, Frostfire, Lightning) Anyway.. me think to fudge the damage in some fashion.. that might make Elementalism almost the only magic branch that depends on the caster rank in the branch... but.. mm.. not sure how to make a nice progression otherwise... (Rank being the rank of highest rank spell known in the branch, there are 5 ranks)
  24. Mythras Star Wars + Firearm, which has a lot of weapon and combatr effect, a good source of inspiration, would have Lightsaber having the cauterining trait (alway s active, this weapon CAN NOT cause bleeding) and Sunder effect (destroy a number of armor AP)
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