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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. I am writing my custom scifi setting along with my own custom rules, so far so good... I am currently editing the weapon table and combat section. I did change combat effects a bit as well... but this is not the topic at hand... I am also thinking to tweak and differentiate parry/evade as follow: - Evade evade all damage but give you a disadvantage on your next attack and also automatically fail closing distance movement. - Whereas parry only parry a given amount of damage (depending in the parry device), but has no further special effect. Now I wonder.. In the old times parry used to work like that I believe, but then the mechanic was changed into parry all damage. I wonder what was the problem that lead to that change? I suspect that it was just evade being too good by comparison, was it? Which is no longer the case with my tweaks.... Also... any place I can the parry values that were used before? Never mind, it's just max weapon damage, save for shield of course...
  2. Damn you Bill! You are making me buy my first paper book in a while (can't find ebook)! 😮
  3. Mmm... after some googling.. those seems to be a major race where they came from, hahah... While I do not find that race very appealing or believable, I was impressed and pleased by the large amount of alien psychology on puppeteer I could find on Wikipedia! 😮 Almost to the point of making them an actor in this space fantasy! 😮 Although.. their Wikipedia history story wouldn't merge very with the multual MoO conflicts.. unless they are outsider, or if it in their early time....
  4. Thanks Bill gotta check that out! As for the races, while I do plan to add a few "minor race", basically "primitive race" that don't even have spaceships (My first one is well known as mindflyer or illithid! ) it will be mostly limited to those: https://masteroforion.gamepedia.com/Races And in my booklet one can play, for now, Bulrathi, Elerian, Gnolam, Human, Mrrshan, Psilon
  5. As I work on my scifi settings, and as I also am a player in what is a D&D group at the moment (though the current GM is looking forward to me GM again, this time my work in progress Master of Orion based settings) I wonder... I believe that fights provide an easy and pleasurable moment of excitement in RPG... However, while I plan to have some space battle and space ship boarding, most of the time fighting will clearly be better avoided... (in fact, one might be better off avoiding space battle too, if they could), because scifi weapon are meant to be quite even deadlier than even modern ones... Not thinking I am a best GM myself.. I am looking for suggestion about the best scifi scenario to read for inspiration! Please, suggest some that are also an easy read as well.... It's hard to comprehend what is fun about an adventure when it comes as 192 pages booklet.... and also avoid topic like "ancient mystery" .. or "mysterious alien race".. not really my vibe... (even though, yeah there are some ancient Orion ruins, actually I need to give some thoughts to those... )
  6. There is some rationale to it though... we try to limit ourselves to some small and positive integer numbers!
  7. Using that for initiative was an idea that only come to me in a thread barely a few hours ago! (and not quite sure about it yet) My plan was, so far before that, only to use that for modified resistance rolls. Glad you see it too now!
  8. Mm... my current idea is just to replace the resistance table. Yeah it does look like AC in D&D but resistance already works like this! As far as I understood it, only the defender roll on the resistance table... which usually happen after a successful attack skill... Was not planning to replace normal skills contest, like sword fighting, with it. one big difference is that at equal skill it's always 50% chance of success, whereas with attack and parry both say at 100%, it's a lot of stalemates... You got that right, so I am not sure what confuses you... although.. some of the thing you typed are confusing too.... let's have 2 examples: Young Swordsman: DEX 16, Sword: 45%, against old master: DEX 9, Sword: 113%. If the young swordsman tries to disarm the master (luckily succeed attack and master fail defence) then it's Attacker: 16+4 = 20, Defender 9+13 = 22. i.e. Defender has 60% chance (or 22+D20 >= 31) (mm.. I wonder if the skill should really be used there as a bonus.. there was already a skill contest to get an attempt) Powerful Wizard vs Experienced Adventurer Wizard: POW: 20, not so well know spell: 60%, against Experienced Adventurer: POW: 15, Willpower: 85% Wizard succeed at spell, Adventurer should save, i.e. roll on the resistance table with Defence 15+8=23 vs Attack: 20+6=26 i.e. defender has 35% to resist (or 23+D20 >= 37)
  9. I am doing a Master of Orion ruleset for all tech levels... it's slow going... But yeah I will definitely share! I have most on my draft idea.. Except no idea yet on drug, drones and vehicles list.... For slot I will give them a size each.... (like arm: 3, but little belt thingy: 0.5 each) so I'll keep the enc and half enc values... only 1 item per slot of size less than the value...
  10. I am still using a single action per round (with the 100%+ split action bonus) and instead of always the highest DEX beng first.. That would enable other people, like less DEX but more skilled to go first.. no biggie, I reckon.. except it involved on the fly Maths,... (some of the player are not that good at additions 😮 ) So... I might not do it.. due to the "added complexity" And, beside, RPGs do have a strike a balance between realism and simplicity.... It is a straight increase to the defender (and attacker) stats... Instead of DEX vs DEX in disarm it's DEX+Sword/10% vs DEX+Sword/10%. So a dexterous young newby is less likely to disarm an old master! Also it kind of advantage the defender when resisting spell... The defender get the same bonus to its POW when it increase the one skill Willpower, whereas the attacker has to have a good spell skill for each spell... (I know, I use XP, you don't, so that change things a bit for you) As a side note, since it's totally equivalent but does not requires any lookup, I do not use the resistance table, instead the defender must roll Defence Score + D20 >= Attack Score + 11 to successful defend.
  11. MM.... I was thinking to use (DEX+D10) for initiative.. But perhaps I should do (DEX + Skill/10% + D10)? I am already using Skill/10% bonus in few other places (like resistance rolls)
  12. I am finally doing the equipment list... I was thinking to go equipment slots (one has only 2 arms!) and have a carry capacity for backpack... (with malus to all dex/str/physical actions) you gave me some fatigue and movement idea now as well, yeah, cheers!
  13. Ho well.. I am interested by feedback indeed.... mmm.. if you interested .. well.. gotta share now ! BRP-Magic2.docxBRP-Magic2.pdf and the pdf My though process for fire, firebolt, fireball: I made a skill that limit how much MP can be spend one 1 spell (arcane knowledge), and you are also limited with INT/2 in mos t case, and the costing is spell dependent not quite linear. For example teleport and change kept verbatim from BGB But fire became firebolt and costing is 1 = 1D6, additional D6 cost 2MP each (slightly different from level : it's not quite linear).. on one hand it's cheaper (I use general HP), on the other hand you are limited to 9MP in most case, which mean 5D6 top. Also, since it is a bolt, I can combine it with ball (which cost 4) for 3D6 fireball at best, i.e. for 9MP. The important Spell in it (my 110 long list is for providing lots of fun effect and develop a blood magic villain society) are the enchant spells, they are meant to affect magic greatly - Autonomous Spell: it's in, I want to have city elemental or flying ships or submarine... (this one doesn't use POW) - Spell Booster spell, missing, it create enchantment that gives cost reduction on a small selection of spell (up to 3~4), that's a big power up
  14. From the trailer, it looks like a cool movie warning is due!
  15. What a grandpa! Previous generation were better at more things than us I feel... 😕
  16. Oh yeah, I had and remember RQ3, I also have Mythras, BGB, Revolution D100.... I have multiple, conflicting, like and dislike about them.... First I flat out dislike the RQ/Mythras style 1000km range 100 years 10 target kind of spell... But I do like area and maintained spell from RD100, though I dislike how easy it is, and I like BRP magic mostly, but I have a problem with elemental spell, they are both too easy and too expensive... I also dislike the staff and familiar thing... And finally I want to enable urban magic punk setting thing... My magic system, hopefully, is going to enable the powerful scenario I like gated behind massive experience requirements (way beyond starting character kind of experience), while tuning down starting wizard so that making a simple fighter seems like a good enough idea! (though I favour what they do in RuneQuest I believe, i.e. magic for everyone!) Will share soon for feedback! 20 spells done out of 110 planned... (missing 4 out of the 5 magic item building spells, one of them being critical to powerful wizard) And the whole new skills fully detailed already...
  17. I had RuneQuest 3 when I was a kid.... many years ago.... But I don't have it no more....
  18. Not a question about Scifi this time! 😮 (also writing a "new" magic system, though quite similar to the Magic power (page 88) in effect and spirit, it is limited and costed slightly differently, and it has more spell and some non spell skills) Anyway, I was wondering about elementals, they have "Armor: None, but invulnerable to normal attacks". I was wondering about things like "Sharpen", in my previous campaign I was ruling that some spectre (very much like elementals) only take the magical bonus as damage. i.e. your magical 2 handed sword +4, does only.. 4 damage. I am wondering how you handle creature "immune to normal damage". I don't think the D&D mindset of plus weapon can damage fits... Plus I was not quite sure what could damage my spectre anyway.. 😕 And in the new magic system I plan to have an "elemental shape" spell, so I need to clarify what can damage the caster once they turn into elemental themselves...
  19. Looking at your profile picture... I am afraid you failed the roll! 😅
  20. I understand... I guess while we are all different, my personal feeling is l don't like D&D because I feel constrained by classed and I find the humongous HPs one gains as level increase intolerable... On the other hand, I like the fantasy that D&D settings have! Although, of late, I become also a little over the typical D&D fantasy of lots stupid retarded farmers and some sparse godly adventurer here and there, and in my soon to be shared little magic overhaul I will emphasize urban magic applications! I guess I am adopting the magic punk fantasy!
  21. CF is nice but... It has classes... 😕 (it makes sense, because magic is OP, as if, if I am a lord and it's the same cost to have a warrior or a wizard, better take a wizard!, or if I am a new character, for the same starting experience, I'll do better as a wizard) Fireball has the same "problems" (my personal feelings inserted just there) that a default BRP implementation would have... Also the spell cost reduction goes way to high too fast... unnecessary for most, like "change" for instance, but needed due to crazy price of fire(ball) spells. Meanwhile the Sharpen/WeaponDamage bonus completely outshine fireball for a much more modest cost
  22. Reading this scholarly report on the Elder Things, it is increasingly clear to me, that one should or indeed must give those proper respect and acknowledgement, for they are our progenitors! All Hail the Elder Ones!
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