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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. in AD&D3.5- at level 10 and above, you only gain +1~3 HP per level (fixed value), but for D&D5e you gain you hit dice every level, even after 9.
  2. I plan to do like Master of Orion... mm.. not really any chases there.. if you can survive 2~3 round, you can engage the warp drive! But I guess this was a different sort of question.... for simplicity sake one could use round to round relative velocity on the map. which suddenly make the map (kind of) the usual square movement map, like for character. The only difference is what happen in case of impact with a large immobile object (like an asteroid...) Other than that, in space there isn't much of a chase... either you have a faster drive.. and you slowly (or quickly?) get away. or you don't and, at best, if you are more mobile, you can circle around your pursuer...
  3. I quite like how they squished many thing in 5e! Except the HP... it's even bigger than 3.5! So yuk! 🤢 But yeah, I also like a level 7+ party is unbeatable unless you use lots of big monster of other unlikely high level party... or multiple large wave of monsters.. 😕
  4. My thought is that you don't need any horror mechanic for that game.... You will be fighting hordes of undead (won't you?) it will be very different is you throw a bout of madness every few encounters.... Plus neither D&D (since Ravenloft is a D&D campaign) nor undead / dracula movie take the madness angle, why would you? I mean up to you.. but there is no madness to it.. more like normal fear.. as in.. damn, my health is low, there is like 6 vampires there .. and they regenerate, fly, etc.... No need to add madness, I want to run away perfectly lucidly!
  5. This look like a good start... but a lot is missing, even for character creation! such as.. what are those dark art point? are you sure that brawn is the average of str and siz, what kind of creature average 30? not many that's for sure? you probably mean, the sum! and finally we want maps! with creatures or encounters inside!
  6. I am using general HP = (CON+SIZ)/2 + Endurance Skill/10% I am plan on using Major Wound like CoC (fixed (SIZ+CON)/3 value), and will do a resistance roll on 1 hit major wound or lose a limb (only case location table for creature will be used) I am using fixed armor values. However I just adopted variable AP circumstantially, i.e. when the only armor is Helmet and the character has partial cover (that was what my question was about! ) Oh, and also using toughness (inspired by RD100), = CON/4, that reduce damage, down to a minimum of 1. (that might seem excessive but.. the weapon effect can give you bonus damage as well! 😮 think double damage with impale, except I tweaked that system too.... 😮 ) I hope that makes that clear!
  7. Interesting take Questbird... I have to give it some thoughts! I dunno if I want to use that for my upcoming Mater of Orion game.. But I can se that as being a good optional rule for some game!
  8. yeah... I was think about that (malus when removing helmet and also, of course, give perception malus to armor wearer) but I thought it might be a bit crunchy.. but perhaps not... you motivate me to consider it again! Well.. BRP is full of "optional rule" to tailor it to your liking! I also though of using random armor with generalised HP but.. after much turning the idea in my head, I dismissed it. thought I think it's fitting for a lonely piece of armor that can be life saving or not (1PA is not much saving, where D6 might be) To slightly segway into the various HP setting (i.e. localised, vs generalised, and more!..) I would argue that people like localised wound because in a medieval game with super optimised player character and modest weapon damage, because localised wound are good for one shot kill of NPC while increasing PC sturdiness (7 location to wound down separately that have overall way more total localised HP that (CON+SIZ)/2). But, in a scifi game with average weapon doing 2D8 damage or more... localised wound become a liability... Well, at least that's my take on it! I am sure PC don't enjoy that much being routinely one shot... Plus I also don't like it.. I rather scare PC in retreating or running away, that killing half of them every encounter to motivate the other half to run for their lives... Additionally, I even gave me a veteran bonus sorta... instead of using the optional double HP (i.e. SIZ+CON), I use a progressive system, where HP = (SIZ+CON)/2 + Endurance%/10% so HP increase slowly (up to SIZ+CON) as the Endurance skill improves.
  9. OOooo... It took me 5 second to get it! 😮 May the force be with you!
  10. Hi, working on a custom scifi ruleset / setting for BRP.. for the record I am using general HP (and major wound, like Coc) and fixed armor value. looking at the armors at the moment, particularly the helmets.... I found the whole helmet rule of +1/+2 (+3,+4 for more advanced) a bit crazy, .... I am tempted by the following, what say you? - if the character has armor, use the armor AP - helmet only provide circumstantial cover, i.e. when the character is prone against forward missile, or when behind cover and occasional losing cover to quickly shoot, or with a shield (and failed parry) and helmet - in the case the helmet is used, use random AP - additionally helmet can have mods, like comms, night vision, psionic protection, holo projector, etc...
  11. Oooo.. this fading sun stuff is cool! too bad I made so much progress on my Master of Orion setting other wise I would use that for scifi! But going to see if I can steal a few ideas! As for powers.. my version was purposely more simple.. so I can just easily and quickly mash power together to make some holy warrior order, without worrying too much whether they are the same kind of power... But your is interesting too! BTW I got a vaguely similar But also simplified (only 3 levels at best) for the Psionic in my Master of Orion settings...
  12. - I was inspired by Diablo. Diablo has both Mana (i.e. Magic Point) and Cooldown. And I thought why not do that too, and make this a cooldown based magic version (a slot is a cooldown that is recovered y meditation). Come to think of it, an easy way to make it decisively less OP is reduce slot significantly.. like 1 every 30~40%? - While I was opening the possibility to player to create their own way, it's impossible for starter character to do (not enough spell skill at 100%!) so they would have to follow a cultural and local way that I prepare in advance, if they so wish. - thanks going to take a look at that!
  13. I was trying to come up with a power concept that I could use liberally to give 1 or 2 power to most NPC in a shameless non op fashion.... So that I don't end up with the players having 6 casters against either powerless mob, or esoteric powerful one.. but instead common soldiers with a surprise... Initially I like the concept .. but then I realize it's a bit like sorcery, except less flexible (less spell choice) yet more powerful (the equivalent MP they cast is higher). So I am wondering whether the concept is sound or not!? 😮 Enough with the introductions, here is the power mechanic for you to comment on! -- Adepts are a new kind of magical practitioner. Each adept follows a way, or magical discipline. A discipline is a list of up to 6 magic spells and a skill named after it. An adept, or practitioner, has a “Way of the Discipline Name” skill that define how far his mastery of the way goes. For every 20% In the skill he can learn one power of the discipline that cost less that skill/20% magic point to cast. For every 10% in the skill and adept get one cast slot. And he can cast any of the power he or she know using a cast slot in the power phase of the round (INT+D10 initiative). Adept can recover each slot with 1-hour meditation. Magician can create new discipline by teaching their way to a group of students. They can choose up to 4 spell they know at 80%+ or 5 spell they know at 100%+ or 6 spell they know at 120%+ and teach them to new recruit as part of a new way. Spell level / MP cost is decided when creating the discipline.
  14. Sure.. will send it to you tonight, just started the day and at work now! Please remind me if I forget!
  15. Played a bit of both... Mythras and BGB are quite compatible rule wise... In fact they mostly differ in little details here and there.. But worth a read for increasing your pool of ideas! In fact I stole some idea from all.... The most obvious is the use of XP instead of skill checkmark! But I too I was drawn to BGB after trying (for quite a while) Classic Fantasy, Mythras, and Revolution D100. What I like with BGB, power systems' power feels just right for me and less complicated combat (although I am widening the special effects through what one could call a mini version of combat manoeuvres, but what I call an extended special list, it's slightly different intent / source), ... As a side note I am working on a Master of Orion ruleset booklet (70% done) and setting (5% done), I could send you the ruleset if you are interested!?
  16. sorry.. not any Chaosium game show case (actually it's proto cogent, designed by Shad M Brooks a south Australian youtuber), but it's just what I was looking for, some varied and fun and fast paced scifi RPG campaign... the whole thing, about 35 episodes, and, I suppose, 35+ hours?
  17. mmmm..... for me GoogleSheet is like a whole new world, never used it! Nor have I any idea where to start! 😮 Though I can see how having Javascript can go further that Excel for example I can use.. variables! That said my spaceship designer is now finally complete (only took 8 days! )
  18. I am working on a Master of Orion 2 settings and rule set... I can share with you my progress so far if you like ^^
  19. I think Vehicle attacking Character can be worked out.. I do have multiplier, and I am going to add armor destroying bonus (like, when a canon ball go through that armor, the armor is ruined!!) But.. where I am unsure.. what about players attacking spaceship/vehicle? Those don't have damage reduction! Even if I divide character damage by by, they can still burst the thing "relatively easily".. 😕 I.e. tank should have armor and the hand gun do absolutely nothing instead of chip damage as it will be.. Mmm.. got it! Handgun don't have "armor destroy" bonus! So.. hey should work differently! 😮 Alright back to tuning, thanks!
  20. Added precision. The problem is more obvious with some numerical examples. If I take the weakest Spaceship weapon (all the other kind of work): Laser Cannon, with D4 damage. And my intended multiplier for Vehicle vs Character of x2. One can see the problem. Laser Cannon does 2xD4. Plate Armor does 8, character is immune 😮 While spaceships take chip damage! 😮 What about a vehicle with 10 Laser Canons? Player is still immune (-8 on each weapon), whereas enemy vehicle take a lot of damage! One could maybe use the armor against the end result of the 10x2xD4.. but this is a bit contrived, particularly when, at the same time, vehicle shield damage reduction applies to each dice... 😕 And also it's kinda funny, since the hand laser rifle does, as suggested in the BRP for advanced missile weapon, does 2D8....
  21. I guess this document is mostly relevant to someone that wants to publish a game. And also, whether you want or not, it's really a matter of personal taste and you could stretched it as much as you like. I.e. if your intent is to improve / tweak the gameplay experience of some BRP/CoC/MagicWorld/Stormbringer, however much change there is, it's still based on the BR OGL. But if you have a totally new game that just happen to have the famous 6 characteristic and percentile skill. well it could very well have nothing to do with BRP... I guess in your case, the answer would be yes, all your change can have the BRP OGL derivative tag!
  22. I am trying to merge the spaceship combat system, inspired by Master of Orion, with the creature combat of BRP. Why you ask? Fair question! ^^ Because, I am inspired by the spaceship combat, to design vehicle weapon and armor (since I could reuse many techs / weapons / devices). And obviously a character vs an armored vehicle is a possible scenario... So.. where is the problem? In the spaceship combat there is very little damage reduction, instead a spaceship has 2~3 HP layers. An (optional) forcefield layer (that regenerate), an armor layer, and a structure layer. Damage is taken by the outer layers first, until it reaches the structure when things start to go bad! Though, on a side note, forcefield does provide some armor reduction... but it's an optional more advanced component... if I scale that to vehicle... I got a problem... character have damage reduction (even huge damage reduction, like 16 for best power armored of their tech level), while spaceship weapon don't do that much damage but they destroy armor. So what should I do? - idea 1. keep things as is and give a 'armor buster' trait to large (i.e. vehicle size) weapon, that destroy a fraction of the player armor on each damage... seems like a good idea! - but then.. what about what about when character shoot at vehicle? Any ideas?
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