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Lloyd Dupont

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Posts posted by Lloyd Dupont

  1. Hi!

    Well this is perfect horor background information for a game like Cthulhu! :D
    Or in fact, as general culture, I wonder what famous books or story will feature such that I could read!?

    My inspiration as a GM, however, comes more from a love-hate relationship with D&D (as far as fantasy settings are concerned)...  Magical statue guardian are on the love side of it, and have little horror background associated with it! :D 

  2. It's a common trope of movie and story: the light armoured quick guerilla fighter

    now I was wondering, one of my player like the light armoured style of fighter, but clearly a big armor offer better protection, why would any one use light armour if they have the choice?

    looking for ideas!

    - it takes time to put the big armour on and it's annoying, should offer some kind of malus to agility, perception and stealth? And make some thing annoyingly slow (like going to the privy :P )
    - it's expensive
    - increased exposure, more hot in the sun, more cold in the cold? some other kind of malus?
    - leather armour should protect better than it does? (seem like it protect little, as far I can see..)
    - something else?

    how to grade it?....

  3. Hi Archivist,

    for your spirit thing, I have to say spirit confused me a bit in RQ, and Mythras... I mean a few tray ghost here and there.. but a rich spirit menagerie.. so ... no advice here...

     

    As for the random protagonist, I find it easy to wring it up, even without knowing the rue too much...

    Here is my personal approach to that problem:
    - decide class size and whether the creature has average toughness or a bit more (for bosses)
    - decide the value of interesting skill (mostly combat, for animals and mobsters)(be inspired by players value! ;)
    - decide the eventual power / poison / movement ability combat style / weapon / spell

    And I summarise it all in 3 short lines on my notebook! :


    In fact, got though the character creation rule once.. you will see it's pretty easy.. starting skills average to around 25%, you got 1 +20, 1+10 a free bonus of ~+13 and about 8 traits (IIRC) to chose in a thematically appropriate list.
    Check the monsters too, they have close to human like characteristics, save for toughness / size and an occasional power

  4. I am having a lot of magical statue, i.e. golem, in this Dark Elf setting.

    In fact we stop the game today just before fighting one...

    I am wondering about the stats... Bear in mind that the stat should be, somehow, linked to an Enchant spell.

    I just came up with that creation spell, how about that?

    Create Golem

    Enchant

    Each material has an inner strength / AP value (Stone 6, Iron 8, Steel 9, Adamantium 12) and the spell’s might should match it plus the size of the statue. Additional point can go either to improved toughness or physical might. Base toughness is size class (and NOT size class x2) but the golem is immune to slash and impale.

    Remark: For a given size class a golem is smaller than the same class size real creature, due to the statue solid and dense material. So golem are likely to be small, after all! 😮 

  5. Say I try to Dominate [Human]

    Spell is successful.

    Now start a conflict phase. 

    It's concentration vs concentration, right? (i.e. no +30% from the spell trait)
    Although arguably the initial roll for spell might be the start of the conflict and included the spell trait bonus...

  6. Updating my summary tables... (now that I have a small laptop I can carry my word document around, handy :)

    Anyway I spotted a big mistake, page 48 of the book, in the roll for effect table!

    In the column description, attacker and defender are swapped around, that create a bit of confusion, i.e. on Attack Failure and Defender Success the result is: The Attacker inflict.. 😮 

     

    While I am at it here are the 2 table that I created, they have less words per cell, but their meaning might be more clear perhaps?!

    Speaking of which, could we have in the international edition, just like BRP does, an appendix at the end of the book, with all the useful table there?! :) 

     

    Conflict Table

     

    Defender Failure

    Defender Success

    Defender Advantage

    Attacker Failure

    Higher roll inflict 1D6.

    Defender inflict 1D6, 2D6 on higher roll

    Defender inflict 2D6

    Attacker Success

    Attacker inflict 1D6, 2D6 on higher roll

    Higher roll inflict 1D6

    Defender inflict 1D6, 2D6 on higher roll

    Attacker Advantage

    Attacker inflict 2D6

    Attacker inflict 1D6, 2D6 on higher roll

    Higher roll inflict 1D6

     

    Advanced Combat

     

    Defender Failure

    Defender Success

    Defender Advantage

    Attacker Failure

    Nothing happens.

    Attack avoided,
    defender gets 1 Effect

    Attack avoided,
    defender gets 2 advantage effects

    Attacker Success

    Attacker hits, gets 1 Effect

    Attack avoided,
    higher roll get 1 Effect

    Attack avoided,
    defender gets 1 effect (advantage on higher roll)

    Attacker Advantage

    Attacker hits, gets 2 advantage effects

    Attack avoided,
    attacker gets 1 effect (advantage on a higher roll)

    Attack avoided,

    higher roll gets 1 effect

     

    Remark: I didn't put in the table, because it is evident and I wanted to keep the text straightforward, that damage effect are use when we roll for damage, otherwise normal combat effect are used.

  7. On 10/12/2019 at 12:25 AM, RosenMcStern said:

    A -1 is more or less the equivalent of the rules as they will appear in the International Edition. You can also enforce the fuelling of the first point of Might and of the default 1 Target, which is what will be in the definitive form of the rules. On average a 7d6 blast of energy will take two Actions, but a lucky roll may allow you to obliterate one enemy with one single Action. OTOH, if you roll low twice...

    Just reading this carefully and thinking of it.. I like the final version where, might, targets (even 1) and range should all be provided and accounted for... :) 

    I have a new player coming tomorrow (and new to Revolution D100!).. and he will have to test play it! 😮 

    For the record I am still keeping elemental damage to D4 instead of D6...

     

  8. Just sharing because I like it! :D

    I made this picture for my RPG Facebook group, it shows my inspiration.. 
    I am happy to report column 1 and 3 are in this campaign..... 
    Though they have only glimpsed at column 3, they are going to go back to the astral plane, they just don't know it yet...
    And they are going back to a few other spot, I tried hard to introduce places and people, for them to reappear later! So they could be like, not again! 😮  :P 

     

    TaringaRpgBanner.jpg

    • Like 1
  9. First I got 2 new stunt ideas to submit for review

    first one is a tweak and generalisation on an existing, the jab, jab, punch

    Power Attack: could apply to any know close combat weapon. Enable the power attack effect or can be used with stun. Grants 2 kinetic might.

    Feint: this can be learn multiple time, it can be used any time in the attack phase, it apply up 1 level penalty to the attack (player's choice) and the same penalty is applied to the defence. 
    maybe this could be use only one per fight.. undecided...

     

     

    Combat tweak ideas: when out of SR one lose the trait bonus and also 1 EP to defends. I am contemplating adding additional malus somehow.. (and maybe there is but I didn't understand it).
    My current thinking right now is using figurine each character has an orientation (front, back, etc..) and 1 penalty for sideways attack and 2 penalty (or can't defend if surprised) from back attack.
    How about that?

    And I should use grapple. When multiple enemy try to grapple one I should apply the defence malus mentioned above.. i.e. it's hard to grapple against multiple enemy.

    And as I get more comfortable with Revolution I think I should revisit combat (and make some NPC - NPC simulation)(tomorrow evening, just got up in the middle of the night to write that 😮 :P )  I think I know how to crush a better armed and armoured opponent with superior numbers 😮 

    First make him lose all his SR with multiple attack & defence
    Then win 1 attack roll and use stun: it will be a successful stun since SR is already 0. (Power attack can be useful here, if one has a might of 0! :P )
    Then coup de grace.
    Is that right? 😮 :D 
     

  10. 5 hours ago, Crel said:

    Could you elaborate on this? I'm not familiar with the mechanic, but I do personally find the one-shotting tendency of D100 to be more often a bug than a feature.

    After some more thinking, a better explanation:
    2 minor wound do not make a major wound

    I.e. when I hit does a minor wound the effect are minor and do not affect HP cumulatively. Say, perhaps you lose fatigue point equal to the damage in BRP.

    When it's a major wound, the major wound damage are cumulative (to serious wound) and the effects are major

  11. 2 hours ago, RosenMcStern said:

    Then I suspect Toughness is not for you. Basically, it is an all-or-nothing mechanics: either you overcome location HP (renamed as Toughness) with your damage, or it is just a flesh wound the effects of which you will shrug off almost completely by the end of the round. Light wound effects are non-cumulative if you do not overcome the threshold, and you are entitled to an Endurance roll if Toughness in a vital location is overcome. So it is either one-shot or nothing. On the other hand big and healthy characters are very resilient, as you cannot take them down by attrition: either you deal serious damage or it is basically a no effect.

    You can find the whole rules in the Revolution D100 SRD, Chapter 4a - Advanced Combat, link in the RD100 forum.

    It's work like a natural armour based on your size and slightly modified by STR and CON.

    It doesn't mean you are not "damaged", in Revolution D100 you are "shocked" and lost.. mmm. sort of action point... but no HP loss
    the bigger you are, the bigger wound you can shrug off....

     

    Paolo being game designer obviously got it right! ^_^ but I get a different interpretation! :D I was looking for something just like that!

  12. Very high level mob tend to one shot each other or do nothing (depending whether damage or armour is their strong point). This is true of most D100 rule set.

    On medium-intermediary level, I think Revolution D100 is onto something with their toughness characteristic.
    It does change monster design quite significantly... But I think it can probably be adapted to all D100 variation! :) 

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