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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. Don't worry, I got duplicates too! 😄
  2. Onboarding is Monday 11AM (online, work from home contract, they all working from home at the moment anyway). Just received an email from someone @ea.com. Yeah even got to sleep late on my first day! 😄 Soon I might even get my own @ea.com email! 😮😅 After that, the only way forward is working for Microsoft (you know who they are, don't you?) or CSIRO! (The Australian public research agency) 😄
  3. To be perfectly accurate (not that there is a need to be) I am kind of stuck at the world build (or more precisely adventure building) stage for MoO at the moment and so we are doing some Classic Fantasy adventures.. Though the combat rules are shared... And yes I like breakage.. or something that avoid long winded stalemate when both side have good skills and tools... Though breakage is good, get rid of annoying items... and create expenses and unexpected tragedy. Lots of different and good ideas here, I am all set thanks! 🙂 To take a side, sort of, I don't think there is a best method, people have their preferences or things that work for them. I am the only non D&D GM here of all my friends so I follow no one else example, and maybe my games are different to others with the same ruleset? (I haven't fully converted them here.. though one of us is thinking to do a Fallout campaign! 😄 ) I think I (and this style of homebrew rule discussion) might come up as annoying to some, but hey it's a game and a rough simulation of conflict story telling, there is no single correct answer, no need to get upset! 🙂 Hell some people are even known to like D&D! 😮 😛
  4. There is an older PDF version of Classic Fantasy that is a BRP add on.. it strongly recommend classes though.... But it is undoubtedly inspirational! 🙂
  5. Brisbane (Australia) here! So chilly! 😢 10 degrees at night, winter is here! 😮 Let's share my cold air with yall guys! 🙂
  6. well... there is that.. and also the fact my group like to go dungeoneer and kill stuff and I cant find a version of my vision MoO that supports that... (my vision being a of well organised, heavily industrial, expansionist competing empires)(trying to find a place for with maverick independent entrepreneurial adventurers) So while I haven't totally polished the rulebook, it's almost done! Struggling with the important bit! adventure ideas! 😮 We tried Cthulhu.. my group lost interest somewhat... now doing Classic Fantasy stuff... But yea, I dont mind big impervious armor.. but I rather have them degrade quickly... and generally, I like when equipment break (under heavy assault, mind you!) Last Dungeon last Sunday was quite exiting.. 🙂 but I think I can fine tune combat further for more situation... and player were a bit too safe... (though they exhausted all their magic point, so there is that...)
  7. yes, yes, they cannot use their damage bonus (I mention BRP rule here).. they still can attack though... and you still can dodge.., which you shouldn't really
  8. I am thinking to do parry: reduce damage by weapon AP or something... but I am not sure I want to let magical weapon with high AP parry everything safely... And maybe always block damage, even against crit/special, so better than dodge in that regard. but wonder if it's too good then, although crit/special inflict damage to parrying weapon (in BRP at least) so that might be it...
  9. I kind of have a blindspot against that Mythras rule (it's in Mytras 2E as well, not just Lyonesse)... though I cant quite express why, should think about it again...
  10. in BRP, look at the resolution table, parry or dodge work exactly the same, even though they have 2 columns on the resolution table! 😮 ie. special attack vs normal defence means normal hit (and damage to parry weapon in case of parry) this work differently, right.. i.e parry always parry, but just the AP of the weapon. so.. does a special attack help against a normal parry? I realise this idea doesn't work so well with spear, so maybe not so good as a general combat rule. But it's hard to dodge a sweeping sword strike when you up close to dagger strike range. Parry is pretty much the only sensible option there... exactly I read a fight against a giant undead yesterday... it's when I realised I couldn't let people got away with a simple shield parry against that... and was one more incentive to tweak the combat rules further Yes, and I prefer this rule! But I know that @Lloyd Dupontuses BRP not RQ I do use custom combat rules! 😄 And that was the rule I was thinking to adopt.. Even though I bought the hardcover version of RQ6 (or RQ Glorantha? The last one!)! no less! I haven't even read it, just bought it being a Chaosium fan boy! 😄 Mmm.. maybe I should.. for educational purpose, hahah... At any rate, in 1995 I did play by the RQ3 rules a bit, so that might be that! 😛
  11. The default BRP rule where parry just deflect all the damage, as I think of it, become increasingly inadequate.... For example it's fine to use parry with your bare hands against sword, or even the club of a giant... So, even if it's more crunchy, I might have to use some other system parry rule that I read somewhere sometimes, which is roughly parry reduce damage by weapons AP... Now fine, but it makes Dodge the all powerful defense method. So I need to give it some weakness as well... I am thinking (tentatively) that dodging when being under the range of a longer weapon than equipped is hard (skill% / 2), any other idea? That would make fighting a giant very difficult though, hard to both parry and dodge... though perhaps it is fair.. And block.. mmm.. I guess shield get destroyed hey!?
  12. Well, you know, Hollywood and the video game industry are now winning awards for remastered old title.. so you are in good company! 🙂 Good time to count down... 2 1/2 weeks to me starting new job at EA Games! 😄
  13. The small amount of automatic damage I mention is from the BRP resolution table (which I mimicked more closely after my first playthrough and update of my own resolution table) which state, for example: in case of say Special attack on normal parry, both do the damage and inflict 2 damage on the parry weapon. So, basically, weapon AP is irrelevant.... it's only Weapon HP... BTW 40 damage? jeez talk about one shoting! 😮 And we have a winner for best comment 2021! 😄
  14. Thanks.. I needed that info right now... Can finally thanks you 2 years later! 🙂
  15. That looks good in practice.. but BRP automatically applies a bit of damage on a better attack than parry for example... Though.. you could make the item last longer, obviously... Good to know.. I was thinking perhaps the power is in the pommel? I think I might just roll with that!...
  16. Well one can easily break weapon in BRP compare to, say, D&D, and I like that. I am just starting some dungeon crawling with BRP and I look forward to break some equipment.... Now, as I though about it... Can you repair a sword? It would be like reforging the blade then, me think.... Which bring the additional question, what about Magical Sword? It such a big bummer when they break, they might not be worth forging in the first place hey? (I mean all those POW points spend on something that is so likely to break seems a waste...) Anyone can shed some light on those questions please?
  17. All sorted out.. I had some weapon damage wrong and I was not using my own resolution table properly! regardless I simplified it (fewer chance of misuse) and tuned done the damage output and simplified effects.. the enc vs shield rule is great! 🙂
  18. I am mostly using the BGB (Big Gold Book of BRP). Not using Mythras which has it own 5 magic systems which are... quite different to the 2 in BRP (BRP also has psychic power, mutation and superppowers, don't discount it! 🙂 ) Classic Fantasy (the old BRP supplement, not the new Mythras inspired one, by the same person!) has plenty of Magic spell ideas (100% compatible with the BRP Magic system, and 100% inspired by D&D) and Magic World (& Advanced Sorcery) has plenty of (BRP) Sorcery spell. There is some overlap of course.. but Sorcery does have its own flavor... Anyway what I like with the BRP Magic & Sorcery system is they are both quite simple and quite limited in scope (fixed range, short duration for most of them). But you remind me... I might want to use Mythras' Folk Magic. Which is basically a long list of minor 1MP spells which are easy to cast and fair game for most NPCs if more magic is needed to fight off the PCs! 🙂 Might just add its spell to Sorcery spell list. Though inspired a bit by Mythras combat effect and tried to blend the (BRP) combat resolution table with Mythras effect, with what I called an effect light and weapon specific system.. I think it requires a bit of tuning...
  19. The MoO thing is unfinished.. So we started some old D&D module of yore, with a BRP/MagicWorld/hobrew game system... Using my general MoO rules ^_^ But restricted to medieval equipment of course.. PC steam rolled the enemies... and I am thinking how could I make my enemy more effective? or what went wrong? My player had magic on their side... and also they rolled lots of impale special .. whereas my bandits and orc had mediocre rolls and no or weaker magic... So that might be it... Regardless I am trying to think how could an average bandit challenge players.... And I see big armor as a big scary problem... mm.. I also realize I got some weapon wrong (was using D6 bow for example).. and ... I think I might tweak the combat resolution table (was using my table instead of BRP one, more specifically a better attack than defense didn't guarantee a hit in my table)
  20. Fatigue is a bit tricky.. I always good intention with it but.. never use it... although my latest idea was similar to yours.. run a check every now and then... if I add a malus like yous suggested.. I think this looks good.. 🙂
  21. Haha. we are thinking opposite way! 😄 The Magic spell list has more bang in it... (i.e. spell are more powerful and varied and you can also always power them up, up to INT levels!), Classic Fantasy use it as main magic system as well. And the sorcery description does mention that sorcery powers comes from (page 124 in "how do I learn sorcery") "be given the information by a powerful supernatural being". Those facts together are what motivated me. looking at it again, page 124.. does suggest that supernatural gift is only one way to learn the power... How about sorcery that can be learn from (relatively) common tome (for weaker spells, cost 1~2).. so maybe all spell can be learn everywhere.. but the more powerful one, those I will (mostly) limit as only being given from deity (i.e. as a religion / allegiance bonus). For common magic learn from a tme the hard limit of 15 POW need be enforced and work out nicely, I think. and that solve the problem that I want to give magic to more NPC (so they can keep up with players)... As a side note I think limiting weapon and armor bonus to sorcery, works quite well for me... 🙂
  22. ha... I see... On one hand I can sympathise... 🙂 On the other hand I like the idea that human are not the top dogs! However losing to a mere bunch of space monsters, instead of a whole civilisation, strikes me as wrong...
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