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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. 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! :P 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
  2. 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 spellโ€™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! ๐Ÿ˜ฎ
  3. 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...
  4. 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.. ๐Ÿ˜ฎ 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.
  5. 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! ๐Ÿ˜ฎ For the record I am still keeping elemental damage to D4 instead of D6...
  6. Out of curiosity.. I wonder why you mention 7D6.... Not accounting for magical protection, shouldn't a 4D6 firebolt be (on average) deadly enough (14 damage)?! Or maybe 5D6 against leather armour? Could I be missing something? ๐Ÿ˜ฎ
  7. I might give it a go, my players are used to me changing my mind by now, and I also preface many game with "sill working things out"! ๐Ÿ˜… I am thinking to add a "-1" modifier though, or something, or maybe 8SR instead of 5, or something....
  8. From Chaosium twitter account, the castle of Kite looks quite nice! Me think I am going to be inspired by it!
  9. 0 is ... 0, haha, silly me, didn't think of that! ๐Ÿ˜ฎ I do find it a bit fast though But the I just realise, as written on the conspiracy theory rule, that on can use take cover to dodge without malus... mmm...
  10. What if I want to play ah old grizzled veteran fighter duck?! ๐Ÿ˜ฎ
  11. Additional Feint Idea: Maybe Feinting cost 1 EP, and each level add +1SR cost to the attack Power attack cost 1EP and should be only 1D2
  12. Just sharing because I like it! 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! ๐Ÿ˜ฎ
  13. Basically one gain D10 channeling point (+1~2) per concentration action (the ten die of the concentration roll). With an INT of 15 one can cast 3 spell per round, is that correct? It's way faster and deadlier than the 10SR for Project Energy in the base rule...
  14. other stunt ideas: Expert (weapon type, same as known trait): gives + 4SR when using that weapon
  15. 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 ๐Ÿ˜ฎ ) I think I know how to crush a better armed and armoured opponent with superior numbers ๐Ÿ˜ฎ 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! ) Then coup de grace. Is that right? ๐Ÿ˜ฎ
  16. 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
  17. Smoke are grenade are coming, I think it's going to be good! And yeah, it's good to give them game mechanic value!
  18. 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! I was looking for something just like that!
  19. 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!
  20. Well... keeping an eye on what's coming up! Thanks for the update!
  21. Just an idea... How about some kind of one time enchant / spell / magical potion that stops a very high damage attack (i.e. only so much will be stopped) once.
  22. Searching for ongoing project with Revolution D100.. I found 3 that looks like they could be interesting for me... (Red Moon Rising looks quite interesting and original too.. but less relevant to my current ideas! - Irem, the city of 10,000 pillar - Weird adventure on the Astral Sea - Guide to the Galactic Frontier And I was curious to know if there is any (near?) ETA for any of them?
  23. Speaking of hiding... Smoke grenade become the new low-tech way of mitigating all sort of magical attack! Go Ninja! ๐Ÿ˜ฎ
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