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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. It's a bit annoying to recalculate all bonus every-time a characteristic change. I was thinking of an alternative.... Where I give a +10% budget for category bonus. No bonus could be higher than +15% or lower than -5% and let the player chose their category bonus. How about that? Once decide it can never be changed.. too bad...
  2. I am trying to come up with some basic cosmology / fact about a very special outerplane that bathe the multiverse and all other outerplane. I need it because I see it as the way to find a path between distant planes and players are going to be lost in an outer plane soon. I want it because I want to have adventures in one of those mysterious place of floating gates and fractured reality. It's probably a good place for some souls to go to and many gods to live in, or be reachable from. And probably the highest magical secret can only be found there. Now I can just make it up, but I have some conflicting desire in my mind (like locality, so it can join 2 distant specific spot in distant material planes, and dreamland quality without location) and I have trouble conceptualising it... And I like to read some material / cosmology other have written on such a place Any good reference / reading / suggestion?
  3. Thanks for the explanation klecser. That sound nice. Anything that make life more simple is! Having a look at the finer details now...
  4. I got another idea, haha! No bonus MP after all.. POW is POW is mana, no change. However Skill mastery remain to reduce spell cost. 61% => -1mp, 71% => -2mp,... 101% and above -5 mp to spell casting
  5. I have a fantasy campaign going on (currently Mythras but planning to switch to BRP) and I have a SciFi settings cooking. When I told one of my player I was going to switch to BRP4e he asked me, why not CoC 7e? That's why I wonder... But yeah, CoC doesn't have all the magic of BRP4e and one book with all setting's equipment... Might just go with BRP 4e as originally intended. However you got nme curious... what are all the subtle difference between BRP 4e, CoC4 and Coc 7e? Any skill thathave been merged or simplified? I am a taker for any improvement!
  6. There isn't much activity on the BasicRoleplaying forum, but this one seems more active. Also Latest BRP was v4 in 2011 but Apparently Cthulhu is now v7 Which one is the latest fancier version that everyone plays?
  7. I want o be able to use the Fire spell in multiple version. A fire projectile (single enemy) or a large ball. And maybe someone wants another variation, like the default pillar. I wonder... Should I make the spell quite flexible in shape. Or each shape take one INT slot (while sharing the skill percentage)?
  8. Page 94, Conjure Elemental, last 10 round and cost 1 per level. on page 356, fire elementals are all the same. So, now, what is the level of that spell? Also same question for Sorcery's Summon Demon, page 137. A demon use 1 INT point per D8 of its POW. Now, page 354, Demon, Lesser have 2D6+6 POW... is that like 3 point? Greater demon are also way more powerful but only have 1 more D6 POW seems .. too easy to upgrade, doesn't it? (4INT is just just like any other spell)
  9. Since yesterday I got an idea.... I have 2 changes. Cost is the same (i.e. no change) Dice per level is 1 1/3, i.e. level 3 = 4D6 And also I created some Magical Enchantment Ring Of Power (1-4) (spell) Each ring will target a specific spell costing 3pow/per level. Making the first (1-4) level costing 2 instead of 3. Level 1 and Level 3 are the most common. All together it's working out nicely, I think. At any rate I like it gotta test it! Will have to test that...
  10. Mm..... another idea for those damage spell Cost per level: 1 Damage: 1D6+1/level 1 target obviously (doesn't work so well for area effect )
  11. Using vanilla BRP (i.e. NOT using the BasicMagic supplement which is just RuneQuest 3 magic), how does one make magic items? Never mind, reading "Starting equipment with Power" (page 240) and "Equipment with Power" (page 244) I got some ideas...
  12. I am thinking to change Blast,Fire,Frost,Lightning as follows First, cosmetic change, pillar now become floating ball thrown by the caster instead of pillars. Each level can be used to add one “one dice” ball or add an additional dice of damage to an existing ball. Also the damage dice use increase with level, as follows: Level 1-3: 1 magic point ~= 1 damage, Dice is D6 Level 4-6: 1 magic point ~= 1.5 damage, Dice is D8 Level 7-9: 1 magic point ~= 2 damage, Dice is D10 Level 10-12, 1 magic point ~= 2.5 damage: Dice is 2D6 Level 13+, 1 magic point ~= 3 damage: Dice is 2D8 Now a Blast 9 would cost 27mp, and do 9xD10 for an average of 49 damage, or in average:
  13. My particular problem are the Blast/Lightning/Frost/Fire spell in the Magic section (I am not going to use the other "advanced magic" inspired by RuneQuest /Mythras they seem to favor magic users too much to my liking.) I have conflicting relationship with them. I like to have used more often... with the caveat that they are not too deadly. Or maybe they should be boss fighting aces. So.. On one hand hand you can cast any level you want very easily. On the other hand spell can be just dodged or parried easily (though you can game it, wait until your target has done 1 or 2 parry already) and they are prohibitively expensive. So far that seems almost fair... But now the "problems" starts: One comparative advantage between spells: A 4D6 Fireball (1mR) costing 12 POW for one single attack, whereas 12 POW can give you a Weapon +8 with ByPass armour 4 for 15 minutes that make Fireball totally uninteresting by comparison. Also a control spell will cost only 3, or a change spell costing only 4 and will be totally game changing I think the idea is those spell are not really worth it, but I guess they are good attacks against high POW target (because no save), distract them with some fighter, and cast it at them after they already use their defensive move or 1 or 3 times. Might be intended and OK. I guess it's a toss up. Problem 2, is the big Blast spell a good Boss spell anyway? Let say you meet a Dragon. Perfect opportunity for Blast to shine, to fire your 9D6 Blast. But first problem, your dragon problem didn't bother dodge anything else so he can dodge that one (thankfullly he only has 35%), then if it fails your 27 magic point spell that does an average of 31 damage is reduce by 12 armour point = 16. It's barely a scratch. And also you can NOT cast it again because it's 27 magic point. To recap I am happy about the price.. But something feels not quite right... maybe damage should scale up non linearly? BTW, Magic already has optional rule of Familar and Staff, which I am going to remove, so this is equivalent This is the bonus I am settling on: Total Mana, used to power all power, is equal to POW plus skill modifier. For a maximum of 2xPOW Skill modifier is as follows: Each (Magic) spell, or Psionic Ability at 26% +1 Each (Magic) spell, or Psionic Ability at 51% +1 (for a total of +2) Each Stunt: +1
  14. Seeing how expensive some spell are I think one need to give extra power point boost to magician. Yet I don't like the Staff or Familiar tropes. I came up with this alternate idea, what do you think: Each Stunt know give +x (1?) magic point bonus Each spell (at, say 30%?) give extra +x (+2? +1? +skill%/10?) magic point bonus What do you think?
  15. Hi all.. I am a new comer to BRP which, after some thinking might be a better suited for my GM style than Mythras. I particularly how the magic is acutely less OP than in Mythras and few other minor tweaks. However there is 7 problem I want to tweak, I came up with some ideas.. But I wonder if there is already a work around... Problem 1: I like elemental attack spell. I also like how prohibitive it is to do a powerful one (3mp/D6-Level for Blast, Fire, Lightning,Cold) but I am a little disappointed by you cast it twice (or 4 at best with a Staff) and you're out power. And one can just dodge it (I'm fine with that, I just want more casting), also I don't quite like mage staff trope.. but I guess it could be a gem instead or whatever.. Anyway I was thinking of a spell "Repeat" that cast with an other offensive spell (take lowest percentage) spread your level between the elemental attack and the repeat (cost = 1/level). (both together <= INT/2) Each level of repeat gives you 1 (2?) more round where the attack can be cast again. How about that? Problem 2: I am unclear on how one make magical items Problem 3: I want to have interdimensional portal that can be open for quite a long time (a yet to be defined spell that would only last a few round in its basic version). I guess they could be enchanted (problem 2), but I was thinking to introduce some sort of other combine spell with some yet to be define limitation that could make a spell last POW hours. How about that? Problem 4: I like how how BRP, has in fact, special effect like Mythras but with a lighter touch. However I'd like to add a few more, like say "trip opponent". Unsure how to proceed here.. I guess I could add them on the special result? Problem 5: I like the resistance table concept. But why not do Defensive_Score+D20 >= Offensive_Score+10 for success, instead of using a table? Problem 6: I like general HP, but I kind like a soft touch of localisation. I came with an idea. No major wound table. Instead if one take 1/2 total HP in one strike (or 2/3) one roll localisation do the HP (2HP) damage to limb effect. BUt then I'd like to use the chose location so... I guess chose location will only be on special hey? Problem 7: Love the Blood and Tide Stunt. Like to gate them between some kind of XP like thingy. But there is no XP in BRP, which might not work so well with the huge number of skills... Mmm.. any thought? I like the way the Power Budget for Martial art is Martial score / 20. Would there be a way to do the same thing with the stunt?
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