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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. Oh.. that's how you wash it hey? Risky, hahah! 😮
  2. The channeling dark thoughts idea is an interesting one. And you even added another plot twist to it, that is cool! The consequences I am still cautious and unfamiliar with them. But they are starting to grow on me!
  3. Yes Soltkas you are right... I might buy a Tablet in a few months But right now I am a slave of my mortgage
  4. This is not a question about the rules, this time! In my current campaign, despite the appearance, I already have a long term plan for the players. Without getting into too much details, an important pivotal plot point is that they will have to contact some powerful entity (whose particular description is still left to my whim and change for now).. But the point is that they will have to give "it" something magically very precious and it will grant them the power to open planar gates... My current plan, in the BRP setting / universe / ruleset was that they will had to collect many "Power Stone", a rare mineral resource, the crystalised blood of elder powerful creature of yore, that can be used in lieu of permanent POW sacrifice. And trade it for the gate power. That would have been inprinted in their soul through a process very much like how Sorcery work in BRP. Now... this idea doesn't translate directly very well (as far as I can tell) into the RD100 ruleset. So I am here asking for suggestion on how to emulate such a suggestion. I had a few ideas so far.... First idea, inline with me not liking powerful magic much, I was not planning to have Focus, (you know, the main extra rule of the Arcane magic section). But then it hit me, maybe focus and power stone can remain as one and the same. As prised natural focus. 2 birds with one stone. I keep focus and they are very sought after. So this is a very prized resource to trade... But how would the entity grant planar knowledge now? It's not quite a divinity and beside the players would not be swearing allegiance to it (my current idea is the entity is going to be some sort of "elder undead" power, not a lich though, more like a ancient necromancer living in a pocket plane, or maybe something Cthonian - as in from the Cthulhu mythos)
  5. I haven't seen it.. but going to look for it! Great news!
  6. - (30-08-2019) added energy / weapon tables
  7. I got another idea this morning that might be a winner (more liked by more people). what if project base damage is 1D6, and additional might give a flat +2 damage. This way a starting professional gifted sorcerer start (55%) can do D6+10 at close range. Always a major wound on a human. And the powerful one with 85% will do D6+16 at close range (guaranteed major wound on a dragon) or D6+12 at medium range (possible major wound on a dragon) Or another thought.. to keep dices.. maybe use D4 for elemental dices... mmmm... and maybe I will leave increase damage and protection as is... have to try it out... toughness change many things... (except for a reduced coverage for protection of (10 - might)+, instead of 0+)
  8. After reading the enchantment rule more carefully. Oh yea, I did misunderstand them. They are cooler than I thought!
  9. Really? Ho yeah.. 8 toughness should be common.... To be honest I didn't play that much D100.. but every time I played all variation of magic made me sad. I am trying to solve that. I like the ideas of increase damage, increase armor, lightning bolt spells, but those spells always seem to break the game... 😢 Anyway... maybe divide by 2 is a bad idea. What about a number penalty to elemental/kinetic might (i.e. "low level or ungifted" caster can only do harmless element), say minus 3. i.e. one need a magic might of (at least) 4 for 1D6... but then it grows 1 by 1 after that. (obviously no need to pay more for project in that case, usual price will do) A beginner gifted wizard (55% in concentration, 6 channeling) -1 for range = +5 might = 6 magic might = 3D6 for 2ep could spam 3d6 lightning bolt twice per round for 6 rounds without a sweat. Yes it's survivable but it's better than bow and arrow or equivalent to a good sword strike. It also automatically bypass most mundane armour, doesn't it? A veteran with 75% could spam 5D6 firebolt instead... does that sound more... reasonable? Just throwing up ideas... I would apply the same modifier to protection / increase damage too.
  10. Reading those 2 spells now... trying to apply my x2 scaling and see how I understand things... Palsy need to run a Parallel conflict, it might take, say 3 rounds at least, shouldn't it? In 3 round one could cast 4D6 lightning bolt 6 times, couldn't they? it's going to be 24EP.. might get rid of extra cost for project.. so only 12EP (range and might manipulation), not excessive... Dragon armour might remove 1D6 perhaps.. but let's say it doesn't... it's 4D6 6 times against Toughness of 15..... Well.... there is a good chance to roll 16~18 in 6 attack, which would be over toughness.. i.e. shake the dragon significantly... However if I remove just 1 die for dragon leather.. then lightning useless... Mm... although 1 or 2 damage on a toughness of 15.. not that much... mmm... Mmm... going to brainstorm what I want...
  11. ... I will keep in mind.. thing is the game is totally new to! ... I just saw that a starting score of 52% in concentration seems easy to achieve, that makes lightning bolt of 5D6 spamming easy.. or continuous Protection 5 with extended duration... all things that I found painful everytime I played any BRP/Mythras game... (when I was a kid I played RuneQuest, but only use the expensive Divine Magic, Spirit Magic or Shape spells in Sorcery) What I wanted is to get that D&D level 8 adventures feel magic wise... lightning, fly, shapechange, etc... but Wizards still not that threatening yet... well... let say I was confused apparently... it's 257 page I was trying to speed read between Monday and now, jumping from topic to topic... 😮 interesting revelation that you tell me now Mm.. need more read.. thanks for explanation!
  12. I don't have the (hardcover) books yet.. Just the PDF, which, for me, are hard to use during a game session... (don't have a laptop / tablet) Yet I am thinking to migrate game to RD100 this weekend / next game! 😮 I made this small summary of essential tables.. might be helpful. Feel free to suggest any other essential info I might be missing. Will print them (8 pages), I think there is enough info to run a first session! 😮 RevolutionD100-EssentialTables.docx v2 (corrected mistake I made on hand written sections, also added info about profession) RevolutionD100-EssentialTables.docx
  13. Will it be the fire nation versus all other benders?! Will it feature Avatar Ang or Korra?! Void benders are new though!
  14. well... It might seem that I try to use the arcane magic concept of powerful sorcerer then complain about it... but what I am really trying to come up with is a NOT a super powerful sorcerer (I am not after that at all) but one that can still do lightning bolt, shapechange and teleport... i.e. think of a level 7 D&D wizard power level. It's by no means a power house, but he can still fireball, dimension door, polymorph... Now I am just trying to find a way to go about that.... I think I came up with something workable in my other newest question. sorry about flooding the forum!
  15. I got multiple conflicting desire for my game... - I want magical power in play such as lightning bolt, damage boosting, protection, shapechange - I want wizard to be very expensive Xp investment before being worthwhile (in term of lethality) (that was the hardest one to come up with some ideas) - i like the time scale mechanism for extended power duration, but that compound power balance issues... - I think I could say I want to emulate a level 7 D&D wizard power level. It's by no means a power house, but he can still fireball, dimension door, polymorph... - I don't mind too much that Exertion Point would be like 25 and magic would cost like 2 (or 6 for lightning 5, close range) provided it's not too op... - I like magical items I came up with some ideas, and some question.. feel free to ignore them if you totally disagree or criticise them if you like what I try to achieve but disagree with the means. - what if 2 magical might = 1 elemental / kinetic might . ie. concentration 55%/channeling 6 can only do 3d6 of elemental damage (still 6EP cost though), or 3 armour, or +3 damage. suddenly it's much more manageable and still potentially lethal... and would be significant but not game changing... Plus I wouldn't mind maintaining (i.e. Extended duration for Arcane Magic) +3 weapon for the party as much as I would +6 weapons... Might as well give magical armour a coverage of (10-might) with +2 on roll unless magical sense reveals as custom rule about arrows. In fact I quite like that idea, going to roll with that, me think. And it doesn't really matter much for rule consistency if I want to apply a scale to some powers (0.5 in that case). But I think it will scale power / lethality as I like them to be... - shapechange: this is a very powerful (particularly since the casting cost is so negligible: 2EP).. but if I get conflicts, and parallel conflicting right (only 3 read so far ) this needs to bring down POW pool to 0. Say pool is 12 each "attack" cost 5SR, defence cost 5SR for +30% bonus (if trait applicable) or 0SR for no bonus, might take an average of.. just a guess at this stage.. maybe 6 conflicts for enough wins? (if better skill and/or luck, of course) or 3 round so it's a bit tricky and counterable (smite the wizard for fast dispel!) and annoying for victim (SR cost that's worth incurring) I wonder, did I understood the gist of parallel conflict? - I like my dark elves (right now player are stranded on Master of Magic's Arcanum, land of Dark Elves and Dragonewt) to be long lived powerful sorcerer fighter. With those legendaries adamantium armor and weapons. The whole enchantment rule is.. designed for fewer powerful items, not for "relatively" numerous chainmail +2 with absorb (fire/electricity 2). I am not quite sure how they happen. I could just drop them in game of course... But how would one craft one is a mystery?! 😮 - Dodge & Parry: one can dodge or parry a weapon or lightning bolt. the weapon table you can see Parry reduce the dice. It's not clear anywhere else, but I guess this is the best way to go about it. Which dice does it remove though? Might first? Weapon Dice? And for lightning, what's the parry value? And dodge.. apparently that dodge everything.. Does it incur an encumbrance penalty? Sorry for flooding the forum! 😮
  16. Wow.... I was wondering since I came here where is this "Download" section people keep speaking of! 😮 Turns out it's just a link at the top, right next t "Forums", silly me!
  17. Where is this download section? I saw it mentioned a few times... But the only post I found is this sticky thread Which, for example, doesn't have the cybernetic rules....
  18. I am a little confused by the intended rule for Arcane power. Say I have a Wizard with knowledge: 30% arcane knowledge, concentration 50%, range, might, shapechange (sparrow), project (lightning), 1 free spot - an electric touch 1D6 attack can be done for 1RP (and close combat?) - a lightning bolt at close range (1, 30m) can be up to 5d6 (might 4) will cost 6RP. can be dodge or parried with 1 penalty. it is unclear if the defence is total or remove a number of dice. - a shapechange at close range (+1) against a human might (+2) +base of 1 = 3, cost 2 RP (2 manipulations). and the follows a Will conflict. i.e. the victim is .. transforming.. and resisting.. now I am going to rid it a bit more.. but my understanding of parralel conflict, in case of spell. it cost 5SR to 'attack' (at normal skill) and one can defend for free without bonus, or with a trait/stun (if has one, such has willpower) by spending 5SR. the first one to drop to 0 resolution point lose (shape change complete or failed) note that the wizard should allocate at least 5SR each round on the spell to take effect or it fizzle out...
  19. In Mythras any skill can augment any other skill if it's thematically relevant (i.e. up to GM approval). For example Faction skill can be used to augment anything that has to do with the faction. I.e. fight clan enemy, resist clan enemy influence, etc... To augment a skill simply add 1/5th of its value to the other skill. Just a suggestion, since you were looking for a gamification of the faction percentage!
  20. I doubted it too.. But I thought I probably could reuse some art assets, machine design or ideas anyway! Oh well, gotta wait Haha.. well hopefully I can convert my players too!
  21. ha well.. never mind.... thanks for the info mate
  22. I just went on Alephtar game and bought everything I could (including 5 hardcover! ) (thanks my new good job haha) Anyway... I then stumbled on that: http://www.alephtargames.com/en/galactic-frontier-menu Wow.. I want it! But. I can't find any buy / download link?! 😕 While we are at it I found that http://www.alephtargames.com/en/red-moon-rising-menu That I would interesting to buy and peruse were it a modestly priced PDF. But woe is me, again, I can't find it!
  23. In general? Or in the context of the question about fist fight? It feels like I need to do both... more reading incoming!
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