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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. well.. if you must know my tweaks now.... (fireball being dear to me ^_^) new skills: Arcane Knowledge: maximum MP spend per cast= MIN(this skill/10%, INT/2), at 100% and each 10% beyond can learn one new spell Mystic Power: +1MP / 10%.. (simply increase MP, I don't like staff and familiar) Ritual Casting: can cast any spell with this skill, but powering 1MP/round, so no combat casting.. also can spend up to Arcane Knowledge/10%, not just INT/2. Also can cast with other wizard for much higher MP limit. Spell Skill >= 100% bonus: -1MP cost reduction (min 1) at 100% and every10% there after. Cost reduction unlock most powerful spell since MP cost is the limit, instead of level Spell can be combined, simply add up each spell cost and use lowest skill! I got "rid" of level, maximise MP per cast.. it won't change anything in most case.. but occasionally it will be different Now: for fireballs! Firebolt (change): Activation: 1+2MP/D6 (so limited to 4 initially), Range 30/100 (i.e. at 100m, you can miss but the spell still trigger, maybe hit something else) Ball (new): Activation 3MP, combine with other spell and make it affect multiple target (in 3m Radius). Incidentally make long range (100m) elemental bolt normal instead of hard. One can also do mass change with that!
  2. one idea is to use ClassicFantasy for magic.. which has the desire to emulate D&D... ad also go to the download section for the monster compendium other than that I am working on a magic system.. quite similar to DD with some tweak that enable more liberal use of elemental damage spells (without making Wizard OP) and eventual spamming of spells... (and urban castion) and with about 100 spells.... give it a wekk and I can send to you... The gist is more skill need to be used to do magic (i.e slower progression), use general HP (this way 3D6 fireball doesn't mean automatic death), and all some occasional item cost reduction... (and also urban magic tech ideas and spells) That said.. my magic item list is pretty pathetic compared to D&D...
  3. Which makes me think, quite appropriately....
  4. Speaking about this some more... First in, what might call an unrealistic uncharacteristic fashion, I decided to go with general HP! I feel like localised HP is fine for medieval game where it in fact increase survival (many small cut can do more that overall HP..), with high damage modern weapon it become very oppressive... Also I find HP was mostly beneficial to PC to cut enemy's head but were not essential to the story hey!? Also.. grenade, rifle.. I get it they are mean to be deadly... But I'd like to offer a window of opportunity to my player to escape... make sure that, perhaps spending luck point, they can be sure to survive 1 round and take defensive or offensive action.... Whether or not they should be dead in theory if it were real.. Maybe I could work the perception roll angle.. to pin the survival on threat detection.. dunno still struggling... Other than that.. mm... I'd like your suggestion 4 x1D6 is different from 4D6. Armor is removed from each D6 fragment! And that just gave me an idea on how to tweak grenades. I mean Fusion Grenade do 6D6 and Shrapnel Grenade do 4D6 and... somehow.. I feel the difference is not significant enough.. But if I tweak how damage is counted, that could be huge! 😮 And the comparison is important, in that setting one can meet both of those! 😮 I.e. In Master of Orion, a big part of the game, is the conflict between different civilisations with, potentially, vastly different tech levels!
  5. Thanks for your excellent reply! Otherwise... Yeah... While I never questioned D&D and its save for half mechanic... In BRP if feels somewhat uncertain about this mechanic... so I wanted a (this!) thread to elaborate on that
  6. You gave me an idea.... In fact a few ideas! But the one I am particularly quoting here.... Throw skill will give the grenade 10SR less than the thrower... (easy to dodge if you see it coming), but the grenade skill will work just the same but with reduced SR cost.. maybe 5, or D4 in case of crit....
  7. BTW I use general HP... Localised HP seems fine in medieval setting and "low damage" weapons (in fact it increases survival since you can take chip damage on each location for more that overall HP! 😮 ) , but as soon as you go modern or futuristic weapon or high damage spell... It doesn't work so well.. i.e. it's much less fun to have instakill whoever lose initiative every fight....
  8. Thanks for the detailed physics explanation I am particularly interested n game mechanic ideas though.... Explosives are listed page 267 of the BGB You can see "Grenade, Shrapnel" 4D6/4 meters, or "Grenade, Plasma" 6D6/1 meters. It looks like, I succeed at my roll skill, you dead. I have a problem doing that to my players, I feel bad about it. I like it better when they can attempt something.... (even though, I guess futuristic grenade should really kill you hey?!) So, in game mechanic term what can they achieve? According to the BGB you can "evade area damage" for half damage... here I am a little conflicted, player tells me "the monsters are in this square empty room, how come they can evade"? (though they don't really complain about their own evade roll, those sneaky bastards! ) so I am not sure if I should give in.. and requires some tactical action (i.e. use of movement and cover)
  9. I was looking for game mechanic guys! I guess it means you agree with the game mechanic I went with?! 😮 I guess kickback is another option, if your initiative is before the grenade initiative... On that topic, wondering if the grenade should go same round (initiative tricky because it need be less than the thrower, obviously.. but how much less?) or at the beginning of next round! How does that work? Damage is on a 3 meter radius, is it not?! 😮
  10. Another grenade question! How do you "defend" against grenades? I am thinking: 1st I can do the game-y version. Roll evade for half damage ("jump" to the ground, end-up prone). I am also thinking: if your initiative is high enough and you can use your move action to get out of the area, and/or into some sort of cover then you can use your move action if evade is successful and take no damage. If you already move but did not engage anyone you can also amend it. Maybe need a perception check as well.. (spot the grenade in time) Anyway, how do you do? Also thinking to apply that to "fireball spells"
  11. Behold! I give you: The Energy Vampire!
  12. We should write such wisdom in a scroll hidden in a coconut, for future generations to behold in wonder!
  13. mmm... from the top of my head, indeed I can only think of psionic power.... mm... and it's also the leading score in the perception skill, i.e. used for experience rolls in the settings, and empire, only one common and playable race has full access to psionic (the Elerians). However, nicely and purposely, I chose level 13 as the campaign tech level because it make accessible Psionic to non psionic (I opted for a psionic chip that give 1 power for each chip) For the record I plan to have some mindflayer/illithid.. not as scary bugabo, but as servant / minor race that could find its way as military helper, like a sort of sentient guard dog would be... Elerians psionicly blow the mind of Mindflayers of course! That will teach them! 😅
  14. Good thoughts for thoughts! Yeah, INT that does limit spells seems not that useful... It's why I want it to limit Tech Knowns and use Tech known as a biggie for crafting / repairs to make it somewhat great again! Interesting..... That's a bit much of an advantage though... FYI I like social conflict (and conflict pool) in principle... But apart from a small "court case / apparition", where it worked well.... (each roll being an argument, with possible damage bonus depending on the argument) I had not much success with using it. Not that I couldn't roll the dices, use pool and reduce them, I had trouble narrate it well in a convincing and useful fashion, like HP in a fight for instance...
  15. INT is initiative for powers (psi power in that case) and limit the number of tech known. Also if the character drop on a fantasy planet... they could be awesome spell caster! DEX is combat initiative STR is bonus damage ... every 16 points! 😮 CON is HP also planning to have each characteristic being used for experience roll, depending on the skills, instead of the blanket INT-10 bonus. Overall attribute are not that much influential except INT/DEX for initiative.. (and known tech limit). I plan to add a D6 to initiative to add some randomness.... Oh yeah, occasionally they are used on the resistance table.. mostly CON, DEX, POW I think... Maybe APP/INT are occasionally "HP-like pool" for social conflict, though I am not entirely too convinced I shall use them...
  16. Thought it further.... Parts + Fabricate skill to repair or build when the tech is known (using INT slot) Parts + MIN (Fabricate, Science) / 2 to build or repair when the tech is unknow but below highest known (note: MIN(skill1, skill2) is how skill are usually combined, like horseriding and fighting) Parts + MIN (Fabricate, Science) / 2^N, to build or repair when the tech is unknow higher than highest know. where N is the tech level different between known and needed tech. And science will be kept to not much use in game otherwise, except asking diagnostic question and answer and the occasional odd requirements... Seems right... As for making parts from raw material... MIN (Fabricate, Science), normal roll...
  17. Yeah I thought I should tweak it to make INT and DEX more expensive...
  18. Or a simplified solution, with (tech level - 5 ) x2 point if attribute < racial average: 1 improvement point = 2 attribute points if attribute < (racial average + racial max)/2: 1 improvement point = 1 attribute point if attribute < racial max: 2 improvement points = 1 attribute point else: 3 improvement points = 1 attribute point
  19. Atgxtg... I got an idea... which seems complicated to explain but involve only very simple math (me think) and scale with racial difference... Have a look! This is about improving health / well being / attributes! I give Tech Lech Level - 5 improvement point potential, i.e. 8 point for the planned campaign's character With this they can spend improvement points (and credits and time) at a clinic to improve one attribute to the next grade Attribute Current Grade | cost to next 0-3 | 1 4 | 2 5 | 3 6 | 4 7 | 5 (i.e. up to grade 8 ) how grade is related to attribute is the grade is the D6 value, here are some examples: Grade | 2D6+6 | 3D6 | 3D6+6 | 4D6 | 4D6+6 1 | 8 | 3 | 9 | 4 | 10 2 | 10 | 6 | 12 | 8 | 14 3 | 12 | 9 | 15 | 12 | 18 4 | 14 | 12 | 18 | 16 | 22 5 | 16 | 15 | 21 | 20 | 26 6 | 18 | 18 | 24 | 24 | 30 7 | 20 | 21 | 27 | 28 | 34 8 | 22 | 24 | 30 | 32 | 38 so, for example, an human with a STR of 12 to 14 should spend 2 point to get to 15, and then 3 more (up to 5 total) to get to 18
  20. Well I have to check the suggested book tonight when I get home... (at work now, oopsie) But I got an idea... I might go with Fabricate (xxx) and Science (xxx) Fabricate will build & repair know and unknown tech (harder when unknown, i.e. not in tech using INT slots). Fabricate would use repair part that have to be tailored for the device. Or scavenge other similar device (2 broken = 1 working) Science could identify a device or phenomenon, and gather data. All not that much needed in play. It could also could help make part for any devices (again, harder if the tech is not now) (from part of same tech branch, i.e. biology, physics, power..) or from raw material in a lab / factory (conversion rate to the GM appreciation). On one hand this feel a bit contrived... On the other had I think in game it would be fine... The ship will have part for its component, so o biggie... But sometimes they might run out (or be destroyed) or be in a primitive place, and they would have to work the science skill to make the part to build / repair the device they need, adding to the gravity of the situation... How about that?!
  21. Some good ideas there.. But I need to think a bit more how to formalise them....
  22. Atgxtg, you inspire to consider those changes.. will see after a few nights sleep Biotech (once acquired, can't be changed) (removed the attribute change) 8 : Fashion Hair/Skin/Eyes (+4AP, +20% disguise) 8 : Eagle Eyes (reduce range penalty by 1) 8 : Cat Eyes (dark light vision) 10: Graceful +20% DEX skills 12: Regeneration (heal 1 step faster, grow back limb if hacked) 15: Psionic Power & Meditation unlocked Biohacking (cost money) (well the other thing cost money too hey!)(bonus can be moved around multiple time) (Tech - 8 ) x2 points to spend on Attributes (no slots) 8 : 1 point => +1 STR/CON, 2 points => +1DEX 15: 3 points => +1 INT 17: 2 points => +1 POW The rest of it Tech Level: # slots 8 : 2 11: 3 14: 4 17: 5 20: 6 Nanotech 8 : Immune Nanite ++ (+6 in CON saves vs poison, sickness, disease, RAD) 8 : Health Nanite ++ (+5 in HP) 8 : Drug Gland ++ 11: Biobattery ++ +5MP reserve 12: Cortical Assist +20% INT skill 12: Relentless (succeed Endurance roll for staying conscious, +6vs Stuns, can stand up when between 0 and -10 for up to 10 rounds) 13: Cyberlink 13: Psionic Chip ++ (1 power) 13: Biorecorder (hours of full sensory data or just raw data) 15: Awareness Mod ++ (+1 perception roll when needed) 18: Enhanced Cyberlink ++ (extended consciousness, multiple body) Cultural Bonuses 19: Can pay for 1 enhancement once: Psionic, HighGravity, Creative, 3 Luck (i.e. 3 advantage roll per session) Prothesis: .. still thinking ...
  23. It's tricky here.. the different playable alien races have different dice numbers.. so, arguably some are better, but I usually give an ability to other races, so, hopefully, it's a toss up! Anyway attribute are not that game changing except for the sweet high initiative power of DEX
  24. You gave me an idea.. I might also have, on top of the ideas above, have credits buying of attribute point... The total improvement might be limited to something like (tech level - 8 )x2, i.e. +10 for the players, and cost increasingly more... DEX/CON/STR cost 1 point for point, INT cost 3 point and POW 2.. something like that? Although this make me want to remove the characteristic increase slots above, and then this will be in opposition to MoO tech: "Evolutionary Genetics: Heightened Intelligence", which was my INT+6 for a level 15 slot.. mmmm.....
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