Jump to content

Lloyd Dupont

Member
  • Posts

    1,499
  • Joined

  • Last visited

Everything posted by Lloyd Dupont

  1. What about finesse stunt that help reduce the coverage roll by, say, 1 or 2? Is that a good idea?
  2. I was not commenting on the usefulness of the product but on its.. believableness....
  3. Sure, sure, was just looking for some good "product ideas" I.e. while a healing potion seems quite the natural thing to do, a potion of teleport seems less so... I guess, in that case though, a potion of resist damage could be a good common item.. but, by 1 use we mean 1 fight, not 1 attack.. I realise...
  4. cool, gotta check it.. I didn't even read the weird science section yet! 😮
  5. BTW what kind of alchemical stuff are you using? I guess it's not a potion... Asking because one use item are nice, easy and repeatable rewards,! so even more of an attractive idea! And.. there is no alchemy section in the rule / SRD! It's no big a deal, could make it up, just asking what "name / item" you came up with that made good sense...
  6. thanks for all the idea and comment I am going this way.... I am not really counting encumbrance... But I plan to give them malus if they carry too much stuff or just say you can't have all of that! They are in an hostile region and they have only what they carry...
  7. Before I study the magic item creation into much more details, what would be the expected average power of "common magical items"?! I am asking because... Still thinking how to emulate a D&D atmosphere with a D100 systems... currently thinking on how to handle energy projection... I already reduced the energy damage to D4.. but still not quite happy... at 5D4 and above it's one shot... 5D4 being easy for starting sorcerers.... but then it hit me.. one wouldn't go (unless foolish) in battle naked, would they now? I guess one should not fight wizard without heir trusty old protection amulet! Hence the question, how good should this trusty old amulet could / should be?! also I am curious what damage bonus or armour bonus the "average magical" sword / armour would have?! Guess I might also introduce some more exotic item, like a bag of holding, since those dark elves are quite handy with magic....
  8. Well I haven't read too carefully the original version, but this one seem clear enough! I wonder though... This new SRD seem to have the same polish and finish as in the book. However it has not side bullet (which is a plus I'd say). But one might find the long text a bit hard on the eyes.. why not do 2 columns of text per page like many other books do? Just an idea... Which you might already have, not sure how to do 2 column with Word!
  9. Finished the game! Took about 3 days.. The atmosphere of madness and mystery was quite well done! My character ended up in the Asylum! But that's OK, I watched a great old on in the flesh... and I am alive to tell the tale! 😮 And kids, don't eat whale, you never know, seriously! 😮 😛
  10. One can find and read the Necronomicon itself in that game! 😮
  11. Well there are too reason to that... most D100 have the exponential increase in power inherited from Runequest.. so the sorcerer can teleport more and more people further and further way at once... I guess this is okayish.... also most D100 variant will do 1 dice of damage per negligible coast /limit. and make spell by pass armor. so the sorcer can strike with the power of 7 sword at once, on multiple targets, ignoring armour, cannot be parried or dodged, with very little effort, on every action. and that's available to beginner sorcerer or just after a few adventure / some XP (in D&D the player will be level 3 by then) there are many variations but the problem always looks like that... the counter argument is always magic is powerful, those spells are rare, deal with it. sure.. but the point is you can hardly recreate a D&D settings with D100 variant... (I happen to like D&D settings) BRP is better with teleport and fly. Default magic has fixed range, time, etc... But Lightning/Fire is still a problem. 1D6 per might. Max might is INT/2. Hence beginner sorcerer with 8D6 of damage incoming! One fix could be fixed damage. Why should the damage increase after all? Doing as much as an arrow should be good enough! But, as I was challenged on the Revolution D100 forum, how do you kill a dragon then? (or any big buffy ennemy) (Seems like magic is the only viable solution) there are way latest D100 variations cope with that. Mythras and RevolutionD100 both maximise your power to one tenth on some percentile. But the wizard power (over time and experience) still won't progress as nicely as in D&D.... Playing with some optional Revolution D100 rules I found some interesting solutions: - casting time... maybe mana is not the limiting factor. but time. strike with the power of seven sword might take as much time as 7 attack to cast.... (could be adapted to all D100 variant really) - also RevolutionD100 doesn't just polymorph / teleport / dominate people instantly. saving throw / resistance roll is replaced with a conflict phase that might last a few round... I quite like it
  12. g33k... not to add anything on what you say.. but to illustrate.... While I generally like all D100 variant well over any D&D variant, there is one thing that irks me with all D100... most of them have horribly overpowered magic over D&D, at least to my liking. I.e.a level 7 Wizard can cast fireball, dimension door, fly but he is still a (relatively) benign force. But give any flavor or teleport, fly and energy projection to your wizard in most if not all D100 variants and he is a fucking god! Well most D100 players and GM seems OK with that. But it's a problem for me. I like to give fly, teleport and project energy around, and I don't like spell caster to put all other players (and the rest of the world) to shame... 😮 As a side note... Revolution D100 is growing on me, for various reason, including, but not limited too, the fact I think I can make magic work the way I like it!
  13. Got the books delivery notification yesterday, dropped at the post office this morning before work, books are in my car!
  14. Ask here too, for the sake of completeness.. https://basicroleplaying.org/forum/18-revolution-d100/ The is also a public free SRD.. which I think probably implied it's 3rd party publication friendly
  15. But... I saw Bradley officer die with my own eyes! 😮
  16. Remind me of Warhammer.... I mean last I played warhammer was in 1990, but sounded like that for all I remember...
  17. I heard some incantation! Though not that one (yet?) though 😕 They did a good job of it, hahahaha
  18. Hey thanks Jakob for your answer! I didn't expect the .... rule confusion to have such an impact 😮 No idea if it's better now.. Though they are absolutely working on it, wait a few month, according to the latest news, and a new SRD should be there soon as well. But perusing The Conspiracy Theory it's indeed nice the way they introduce additional rule each combat step by step! And yes, you are right, of all the D100 variation, this is the one with the steeper curve. Simple on the surface, but the depth of details can easily lose many! 😮 😕 One thing I tell my players is that I still don't know the rule well.. so we'll learn as we go.. Particularly only have the pdf for now (waiting for print, Australia shipping is slow..) and I don't have a tablet / laptop... 😮 All I have in game is what I write down and a 12 page summary of the rule I printed...
  19. Hi Jakob, I am a newcomer to RD100 and instantly loved it! I am curious as to how you saw the game then and how you see it now?! For me I have this to say: Negative: rule needs many reading (I guess once you mastered conflict and advanced combat you are mostly in business.. but simple combat still have a place, like for tavern brawling) Mixed, but mostly positive: The skill / trait paradigm. It create a feeling of both general knowledge and specialisation. Also trait, like feats in D&D create user excitement, love it. It doesn't feel like you can specialise enough though, thinking I "might" introduced expertise stunts. Only played 1 game so far though.. so we shall see. But stunts are probably the way to go instead, no skill increase, but more special effect at your disposal. Positive: Love the toughness attribute (never liked how easy it is to kill someone with a few punch in most D100 games) Positive: love how much easier it is to create a profession or a new character mostly by just using a few word (instead of tons of numbers) Positive: love how it all ties up together (toughness in particular) to make creature design simple and meaning full as well. So good in fact that my beginners' GM mind came up with the same number that they did when I created the creature first and checked the manual second! 😮 Kinda Positive: Most D100 variant have an horribly overpowered magic compared to .. (shudder) D&D and I am not entirely ashamed to admit I like the impact of D&D magic better. But RD100 close the gap. In the base rule casting a spell and overcoming the victim takes a while, I like how conflict replaced saving throw. Positive: lots of good idea. Positive: Advanced Combat. I gave up on Mythras it was too cumbersome. This version is very similar to Mythras in spirit, but more elegant / less cumbersome, I'd say. Positive: love the free SRD, player can get it for free and print the few pages if interests!
  20. The small footnote rule (page 36, last side note)... that nobody saw! hahaha! Well now that I know, put things in a different light! 😮 Might not need this "Advanced Magic" skill after all... But will keep probably the expertise one, we shall see...
  21. The Fabled International Edition! Many trials await the daring adventurer looking for it!
  22. I did go there and downloaded stuff, thanks!
  23. Kudos to that! I love the supplements BTW, merged some ideas for my campaigns! 😛
×
×
  • Create New...