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Lloyd Dupont

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Posts posted by Lloyd Dupont

  1. HI Paolo!
     
    Hey glad you like that stunt! :) This indeed make the game more.. interesting.....
    In practice I need to work on the difficulty / effort to learn the stunt in practice... might requires some downtime conflict (i.e. training) with a round of 1 week and a difficulty around 20....

    - XP I mostly ask because my player was complaining about the cost... and.. I got some fuzzy uneasy feeling about it too...

    - Golem and spell.. I made it immune to many spell... but not just plain immunity, but something that made.. "sense". They are immune to elemental spell so far, and polymorph as well (different kingdom). But when they tried hinder I saw no reason to say no... But it turns out to be quite effective...
    But since those monster are typically know for magic resistance and since I didn't see any reason to say just "no, it's immune".. I felt somewhat unsatisfied.... and I am looking for an idea to make them more... "immune" (or maybe a reason to make them immune to more spell)... even a +30% resistance might not be so helpful since they should have low base concentration...

    Ar any rate keen to see your magical construct rules! :) 

  2. Watching some picture of the Facebook page (all because of Project Z! Glad to know 2 orphans will fight for humankind 😅 ) I stumbled upon a pic of the combat card!

    Mm... wondering about them now.. it might be more handy that trying to find the combat page in the book.... Might be worth it!
    And.. we definitely need a game screen to! Or (and?) an appendix at the end of the international edition! (just like the BRP golden book has)

  3. On 12/10/2019 at 8:42 PM, PhilHibbs said:

    I don't see why that is an error. There might be cults that don't have three Knowledge skills - Storm Bull, for instance, only has Cult Lore and Battle. Exceptions like that are down to the GM's discreation, I'd probably allow Understand Herd Beast as a third skill. Or maybe just waive the third knowledge skill requirement for cults that aren't big on thinking.

    Mm.. so you are saying those cult can't have Priest or Rune Lord basically... How is that.. normal? :o 

  4. Plenty of things I was wondering from the last session and wonder if any like minded individual have any ideas on those...

    •  XP progression: progression seems to have a quadratic cost increase with... errr.. level? for example if I have 90% in concentration an 40% in combat and 9 XP. I got one roll with 10% chance at 2D4 progression (or 1) or 2.x rolls at 60% chance for 2D4 (and probably 20% at 1D4 and that leave 20% at 1). So not only you progress less but you also roll less... which discourage specialisation a bit too much (and with general skill as they are I rather people specialise) I am tempted to either have XP roll at 1XP regardless of skill or keep the roll cost, but roll for 2D4 or 1D4
    • I am starting to have some power "stunt" ideas.... for example I was contemplating making a new spell-stunt: change self, which would be a stunt of Illusion. What about that hey?
    • What would be the Concentration skill of a golem? (I am thinking to give them 20% + a resist magic trait, bringing save to 50%) and... Soltkas gave it No CON.. so how would it resist to Hinder?
      discussion here: 
    • Speaking of golem.. it could be a big waste of material if I use precious material... (so far my golem have been human size with XL (5) size class, due to material weight / density) and it's also harder to make big one! I am tempted to introduce Animated Armor monsters in my campaign (i.e. being hollow they would be much less wasteful and hard to produce)....mmm.. what is the question here.. right, any suggestion on the stat and construction procedure of those? Also, ideally, SIZ class should not be based on weight for the armour version, me think...
  5. I wonder if Revolution D100 was inspired by this pointless system.. err, I mean hitpointless :P

    Basically anything below Toughness (which is the same as your normal HP though calculated more simply) is just a "small flesh wound" that add a minor stun effect for the round... (and some ongoing tiredness as well...)

    Above toughness it's where you start counting.. but any such blow has potentially dire consequences...

    • Like 2
  6. 6 hours ago, Old Man Henerson said:

    Thank you. That is exactly what I am looking for. I liked the idea of the locations getting damaged and the PCs having to work around it, but the whole thing just seemed so complicated. This will help me emencely. Thank you.

    What I was thinking here was in terms of week points or limbs that the PCs would want to disable, like the wings of a creature, a tail that has a venomous stinger, or the ever classic giant eye.

    Just FYI this is going into a custom wound and HP hybrid system halfway through general and localised.
    Nothing wrong with that, but if you were looking for a simplified versions.. well, it ain't it!

    • Like 1
  7. Bel;ow are a creature hit table summary I made when I was playing mythras, I quite like it in fact.... mm... maybe I should still use it ha!

     

                                                           
    Hit Points CON+SIZ                                              
    Locations   1-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 51-60 51-65 51-70 51-75 51-80 51-85 51-90 51-95 96-00 +5pts          
    Leg     1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1          
    Abdomen   2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 +1          
    Tail     1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1          
    Chest   3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 +1          
    Arm     1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 +1          
    Wing     1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 +1          
    Head     1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1          
                                                             
    Minor Wound                                                    
    [ 1, HP [ Bruise and scratch                                                
                                                             
    Serious Wound                                                    
    [ HP, 2HP [ No attack for D3r (pain), permanent scar                         Psilon              
        Limb: Endurance save fail => limb useless. (constructs/undead immune)               D20 Location            
        Chest, Abdmonen, Head: Endurance save fail => unconscious (dmg-HP)', first aid to awake           1-3 Right Leg            
                                            4-6 Left Leg            
    Major Wound                                   7-8 Abdomen            
    [ 2HP & up Character incapacitated                             8-9 Chest            
        Limb: shattered / rip off.                             11-12 Right Upper Arm          
        Limb: Endurance save fail => unconscious, dies in Healing Rate * 5r. (insect/droid/demons/constructs/undead immune)   13-14 Right Lower Arm          
        Chest, Abdomen, Head: unconscious                         15-16 Left Upper Arm          
        Chest, Abdomen, Head: Endurance save => die.                       17-18 Left Lower Arm          
        Chest, Abdomen, Head: Endurance success => Healing Rate * 2r for Healing or die.. (constructs/undead immune)     19-20 Head              
                                                             
    Humanoid       Quadruped, Winged   Insect       Arachnid       Centaurid              
    D20 Location     D20 Location     D20 Location     D20 Location     D20 Location            
    1-3 Right Leg     1-2 Right Hind Leg   1 Right Rear Leg   1-2 Right Rear Leg   1-3 Right Leg            
    4-6 Left Leg     3-4 Left Hind Leg   2 Left Rear Leg   3-4 Left Rear Leg   4-6 Left Leg            
    7-9 Abdomen     5-7 Hindquarter   3 Right Middle Leg   5-6 Mid Right Leg   7-8 Hindquarter          
    10-12 Chest     8-10 Forequarter   4 Left Middle Leg   7-8 Mid Left Leg   9-10 Forequarter          
    13-15 Right Arm     11-12 Right Wing     5-9 Abdomen     9-10 Fore Right Leg   11-12 Right Front Leg          
    16-18 Left Arm     13-14 Left Wing     10-13 Thorax     11-12 Fore Left Leg   13-14 Left Front Leg          
    19-20 Head       15-16 Right Front Leg   14 Right Front Leg   13-14 Abdomen     15-16 Chest            
              17-18 Left Front Leg   15 Left Front Leg   15-16 Front Right Leg   17 Right Arm            
    Biped, Tailed     19-20 Head       16-20 Head       17-18 Front Left Leg   18 Left Arm            
    D20 Location                         19-20 Cephalothorax   19-20 Head              
    1-3 Tail Tip     Quadruped, Tailed   Insect, Winged                                
    4-5 Right Leg     D20 Location     D20 Location     Arachnid, Tailed     Draconic              
    6-7 Left Leg     1-3 Tail       1 Right Rear Leg   D20 Location     D20 Location            
    8-10 Hindquarter   4-5 Right Hind Leg   2 Left Rear Leg   1-2 Tail       1-2 Tail              
    11-14 Forequarter   6-7 Left Hind Leg   3-4 Metathorax     3 Right Rear Leg   3-4 Right Hind Leg          
    15-16 Right Arm     8-10 Hindquarter   5 Mid Right Leg   4 Left Rear Leg   5-6 Left Hind Leg          
    17-18 Left Arm     11-14 Forequarter   6 Mid Left Leg   5 Mid Right Leg   7-8 Hindquarter          
    19-20 Head       15-16 Right Front Leg   7-10 Protothorax   6 Mid Left Leg   9-10 Right Wing            
              17-18 Left Front Leg   11-12 Right Wing     7 Fore Right Leg   11-12 Left Wing            
    Biped, Winged     19-20 Head       13-14 Left Wing     8 Fore Left Leg   13-14 Forequarter          
    D20 Location               15-16 Right Forelimb   9-12 Thorax     15-16 Right Front Leg          
    1-3 Right Leg               17-18 Left Forelimb   13-15 Right Pincer   17-18 Left Front Leg          
    4-6 Left Leg               19-20 Head       16-18 Left Pincer     19-20 Head              
    7-9 Abdomen     Serpentine                 19-20 Cephalothorax                    
    10 Chest     D20 Location     Pachyderm                                  
    11-12 Right Wing     1-3 Tail Tip     D20 Location               Dorsal Finned Aquatic          
    13-14 Left Wing     4-5 Mid End-Length   1-2 Right Hind Leg             D20 Location            
    15-16 Right Arm     6-7 Fore End-Length   3-4 Left Hind Leg             1-3 Tail              
    17-18 Left Arm     8-9 Rear Mid-Length   5-8 Hindquarter             4-6 Dorsal Fin            
    19-20 Head       10-12 Mid Mid-Length   9-12 Forequarters             7-10 Hindquarter          
              13-14 Fore Mid-Length   13-14 Right Front Leg             11-14 Forequarter          
              15-16 Rear Fore-Length   15-16 Left Fron Leg             15-16 Right Fin            
              17-18 Mid Fore-Length   17 Trunk               17-18 Left Fin            
              19-20 Head       18-20 Head                 19-20 Head              
    • Like 1
  8. combining the 2 system was what I was doing with Runequest 3 in 1989.. but I have seen no such rule in BRP (2011 edition or is  it 2014?), Mythras (2nd edition), Runequest 6 or Legend.
    Nor I think it's worth the bother.

    I found that localised HP help you survive better against many small cut or even big one if you have a big armour (since if each damage is on different location it really multiplies your overall HP).
    But it's really much weaker against big damage, such as 2H weapon, or spell that typically ignore armour in many D100 systems... (though in BRP it is a bit confusing seem text seem to indicate elemental damage is blocked by armour, while some other page say the contrary)

    I personally like the Revolution D100 system. It has localised HP (slightly higher too) but it has Toughness! which make over all the character much more resistant

    • Like 1
  9. You also compare apple to orange. Yup Wizard can kill lots of low level mob and one is more hard pressed to do it in BRP. indeed... But D&D wants you to kill lots of mob, it's not a real challenge... I don't want BRP wizard to kill lost of mob. Doesn't mean they are not powerful in their own way

    Also how is it any better than a Warrior Level 5? It is not!

  10. 7 minutes ago, Atgxtg said:

    First off where are you getting your domination spell from? Magic World's Advanced Sorcery supplement? It is a very powerful spell at a very low magic cost, because it is designed to be. It is far from a "not very dangerous spell" It is quite dangerous, especially under the right circumstances. But is is not the sort of spell to use as a benchmark. That would be like comparing Burning hands to wish.

    BRP page 95. List of magic spells.

    Here a few good ones

    CHANGE: polymorph into anything for 1MP / 3 SIZ
    TELEPORT: 1MP/ 3SIZ
    CONTROL: 3MP per ennemy 
    LIFT (aka fly): 1MP / 3SIZ
    SHARPEN: +1 damage / MP
    PROTECTION: 1AP / MP

    all pretty good and cheap I'd say...
    it would help the discussion if you had read the rules! :P 

  11. Spell costing is tricky... if you increase the cost overall... (which might be a good idea) you will start with spell caster casting only 1 spell a day.. (which might be fine, just pointing that out) and a polymorph, once a day, that last 15 minutes is kind of frustrating... but it's still an unearthly power though!

    You might want to introduce MP storage (like the wizard staff and familiar) and / or way to reduce spell cost...

    At any rate I can't advise too much.. I did a quick stop in BRP on my way from Mythras to Revolution D100... and I kept messing around with Revolution D100 magic for like 3 months... I am starting to get the hang of it now! :)  But it does many things differently (regarding saving throws, duration, range and, for once, magic item creation rules are more clear than those in BRP! 😮 )

    • Like 1
  12. 20 minutes ago, Atgxtg said:

    Hardly. D&D is one of the worse magic systems is any RPG, and the main reason why every version of D&D breaks down at higher level. The magic outclasses everything else. A 20th level fight is not on par with a 20th level magic user.

    If anybody tries to make magic work like it does in D&D in BRP, then no one is going to want to play anything other that a mage because magic will overpower everything else.A low level D&D spell like fireball can completely wipe out an experienced group of adventurers in BRP very easily, with one action. That is precisely why a fireball with a 20 foot diameter isn't a low level spell in BRP.

    I disagree... in BRP magic is way more powerful for much less cost that D&D. (unless you are wizard level 16 or more.. in which case D&D magic is indeed at ridiculous level of power)

    Let's take this wizard with the not very dangerous spell of domination at 70% as starting spell, as you said. He can easily cast it 4 times in a fight (or once on 4 people) (for a total of 12MP). Granted it doesn't kill the victims. How how about the 4 victims backstabbing their friends? Way more deadly and cost effective than a single 4D6 fire spell for 12MP. Also domination has a lot more potential than merely killing the victim! (and not the other way around)

    Or what about Protection. Spending 8MP I got an armour of 8. Way better than than even most rich warrior can afford (after plate + helmet is only D8+2 AP).

     

    I don't know how you do it.. but when I GM Mythras/BRP/RevolutionD100 magic were all overpowering and making a mockery of any other profession....

    And the only way to reign in that I was told of is to "make spells rare" but controlling power with rarity of spell is definitely not what I would call a reasonably well scaled magic power, nor the answer I was looking for.

    For some reason, while it's only subtly different (mostly saving throws are quite a different procedure), and after some spell cost adjustment, I quite like how magic currently run in my Revolution D100 campaign now! 😮  :)

    • Like 1
  13. 14 minutes ago, Old Man Henerson said:

    it sounds so much like the old AD&D game

    It does indeed! ^_^

    Which, as far as magic is concerned, is a good thing! ^^

    But the only 2 things I wanted to put forward with that is the spell cost reduction with arcane knowledge over 100% and the better thought out magic cost of the various powers! ;) 

    • Like 1
  14. Increasing the other spell cost would be just as fair I guess ^^

    On a vaguely related topic if you can get your hand on classic fantasy for BRP they have a very long list, a well thought out and constistent spell cost and some interesting ideas on how to reduce it....

    • Like 1
  15. Domination cost 3MP, polymorphing your ennemy into a rat will also cost 3MP, meanwhile burning your ennemy to cinder (say 4D6 of damage) would cost 12MP.

    I hope you can see that all the elemental spell are very poor value for your MP....

    with general HP you have, 12HP whereas with localised you got at most bout 5HP on one location. Localised HP is better against multiple small stroke (you can take more overall damage) but you will lose your limbs (including the head) much easier (more than 5 or maybe even 4 and it's.. in a bad state).. 
    So you can argue either way.. But since Fire damage is such poor value for MP I think it worth to lower the price with general HP

    • Like 1
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