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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. What's the base value for weapon skills such as "Shield", "Sword", "Bow", couldn't find it anywhere.. :O
  2. feels better that way! 👍 I might still allow a roll against arrow at medium range..
  3. you right , just checked that... although.. on one hand I feel you should be able to parry arrows better... in war the turtle formation was very efficient at stopping an incoming arrow cloud... at any rate, I might create a stunt that allow hero to parry missile at normal chances instead...
  4. I was thinking to use normal shield chance to block missile attack... no need to worry about localisation cover...
  5. 2nd sword would be hard skill anyway, because 2 sword got in the way of each other, proof: it was not done that way historically and sword practitioner do complaint about it being unpractical! maybe long sword and dagger
  6. Thanks Man!! I went on very slowly... like 9 session in a low fantasy viking worlds.. with some hint (non human ghost and one trip to .. was it midgard? the dwarves and giants realm) and then! boom! interdimensional abductions! also one's characters goddess is an ascended human... who hate interdimensional monsters and, surprise surprise, she was a normal human in this other dimension 1 century ago, they just found out! 😮
  7. APP (Aka Appearance) is the least useful of all characteristics. Anyone thought of some way to make it more useful? Initially I thought of getting rid of persuade and the like, but obviously skill matters, so might not do it.... An idea just struck me, might use fast talk as an influence roll, followed by a save that would be APP vs Int/POW/SomeSkill or something...
  8. Cover doesn't work so well without localisation.. mmm.. I guess I will keep partially using locations then! (was planning to use it for wound threshold anyway) Thanks Leary!
  9. Thanks guys! It's gonna be fun, Dark Eleves, Dragonewt.... followed later by Illithid and Gythzerai... followed by Nyarlathothep and Chtugha! Descent into madness!
  10. Found a reasonable limitation. Each attack is done at cumulative -5DEX initiative penalty. Which limit the number of attacks.
  11. I am running a soon to be BRP Campaign (was running with Mythras but just switched over to BRP) and I am thinking to include *some* Mythos magic, monster and lore. My campaign is not an horror adventure, but some of it would fit well in the current accidental interdimensional travel of my players. However, when I look at the spells... some of them cost 25 magic points, 30 magic points.. I am confused.. Are those spell here just to taunt the players? Or am I missing something? (i.e. I thought magic point more or less = power = 3D6 capped to 21)
  12. Do you need a shield to parry? Can you parry with your weapon? (I'd say yes) What's the benefit of parrying with a shield then? (I'd say maybe can parry projectile as well?)
  13. I suppose the dream skill is like the ability to conjure any spell you like on demand, and more. They can dream they can fly or whatever? or they might not come up with an idea and suck it up.... Be inspired by BRP and Classic Fantasy for spell price. Hell, maybe they can even "dispel" the wall? Though dream skill might produce "real"things instead of mere spells.
  14. It's a question about some stunts in Blood and Tide supplements) There is one stunt: Flashing Blade: make one extra attack per magic point. How do you "balance" that. It can make shortwork of Boss encounters (provided there is only 1 a day).... At the very least force Boos to do a Flashing Parry... and run out of parry and magic point. I wonder if it would be a good idea to favour defence in that case (to make thing a bit more tactical and for rabble) with Flashing parry enabling ANY number of parry in 1 round for the flat price of 3 (no added cost for extra parry). Or maybe limit extra attack to one per target. What do you guys think? I haven't used Stunts (or BRP for that matter) (only Mythras, planning a ruleset swap) before anyway, just asking.
  15. well.. it's just for being able to decapitate or dismembered people... at any rate Major Wound has a complicated table, I though this might, in fact, reduce the complexity... instead of running the Major Wound table, run the localisation table. Then apply the Location effect.. same difficulty really!
  16. I said 60%.. because.. in localised HP Arm have 0.25 of total HP. Hence Major wound = 0.5 of your total life = double the Arm's HP in damage = limb severed in the rule....
  17. I am playing with Mythras at the moment and, obviously, location HP. I am thinking to convert the game to BRP and General HP. However I am thinking that Major Wound could be improved by rolling location and gravity. Something like Arm have 60% of being severed, Leg 40%, Head 30% and then the usual characteristic loss (Arm) => DEX, (LEG) => MOV, (Chest, Abdomen) => CON, MOV, (Head) => CON,APP and loss of counsciousness Anyone did something like that already?
  18. checking Damage and Healing section page 207-209 I can't see any such effect... all I can see is major wound effect occasionally cause loss of various random characteristics ... (another source of change ^^)
  19. I plan to have most characteristic change, not just POW. POW will be the "fastest" of course.. but every time someone survive death I might grant them CON roll. For STR, DEX, INT I might *Occasionally* grant roll after like one year in training organisation or something else quite significant in the down time part of the game. And I was planning to Use APPx5% more than Fast Talk / Persuade (since APP is otherwise totally useless) (not much improvement to have for APP.. but maybe 1~3 temp bonus if good care, like clothes and cosmetic product) And all those change would be annoying...
  20. That is generally true... But in the case of combat skill, 100% vs 100% is quite uninteresting.... How do you handle that? I am genuinely curious, you might help me make my game much better!
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