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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. I think I was not very clear in my explanation..... But basically I was looking for a way to use a bit of both (skill and POW) that was smooth... And I think Mugen might have nailed it. Basically use the usual skills, but change the difficulty with a quick lookup on POW difference... (I mean, hopefully quick, we shall see...) Also, Lawrence, your idea to use resistance table for any skill.. I did consider it in the past.. but I dared not.. But you make me think of it again! ^_^
  2. After trying a bit of both I realised there are subtle incompatibilities between the 2 rulesets. For example Mythras damage tables work much better with hit location hit point, but using BRP damage tables with location hit point was not a very good experience, at least for me. Also luck in Mythras is much better, a few point with big impact. Not 60 points that one could milk endlessly to never miss their 90% skill. Also, after brainstorming about magic for a while I finally realised that Mythras version of Classic Fantasy (not the earlier BRP version) is exactly what I was looking for all along!! ๐Ÿ˜… The class concept there is also fantastic and very open... Gotta create many original classes in my master of Orion setting, like merchant Prince or Diva! Now, before I swing back into the Mythras camp, there are 2 issues that I had with Mythras mechanics I want to brainstorm a bit with you guys. First, and it pains me to say because it looks good on paper, is a basic combat rule that is used successfully by many, but action points was a bit of a slog with my group.. Particularly with bonus defensive action from CF, we got color tokens on the table and... It was not smooth. I could go for BRP combat flow (1 action any number of reaction with cumulative malus) which was a great success. But fighters would be losing out in offensive potential here.. Never mind, got an idea, gotta introduce multi attack for chosen monsters and fighters.... The second issue is more tricky. It's about saves. In BRP one use the resistance table, whereas in Mythras one do opposed skill check. I don't mind a bit of skill here, but I prefer the resistance table. But in Mythras POW almost never change, so the resistance table will be endlessly frustrating for the player. And I also like characteristics that do not change much... Basically I'm conflicted here and will take any ideas! ๐Ÿ˜
  3. About making bosses and encounters.. And making travel interesting...
  4. what bother me with it is, ahem, the "realism" of it.... It seems reasonable and intrinsically well balanced at first... but what if the caster travel to the other side of the world or another plane of existence.. reasonably the enchantment should unravel but the "communication" between the caster and the enchantment bother me here... anyway, other than that, sorry for the nitpicking, it's intrinsically balanced and seemingly meaningful! ๐Ÿ™‚
  5. I think it's either unlimited, or point based or (not heard much here) cooldown based or perhaps, much like assassin creed, adrenaline based (win some fight, earn a few of those point up to a maximum), or perhaps semi unlimited with skill roll to lose a power level or not (i.e. get tired) as to the "real world", it's jab jab punch. one do not punch non stop. for reasons of stamina and setup. how do you reproduce that in game play? cooldown I guess... pick your poison.. rules are nowhere near perfect approximation of the real world, just acceptable and simple enough model... that said you are perfectly in your right to dislike all previous model ๐Ÿ˜„ just be aware that a perfect model is unlikely to be in reach....
  6. Looking at Bloode Tide, the stunts there are somewhat similar to magic too. Basically you pay some Power Points for some sort of instant effect. he major difference between that and a RQ spell is mostly that Stunts can be used in a reactionary role (i.e. to reduced damage after you've been hit), and that they are either instant effect or last for one combat round. That makes them a bit more utility, but makes them a bit less powerful. Other than that it really comes down to trappings, and description. Someone who moves faster or hits harder could be under the effects of a spell, or they could just be getting a rush of adrenaline, know special techniques, or just be lucky. But it does really seem to come down to presentation rather than game mechanics. So I think that the sprint magic and powers systems could be adapted into stunts, if desired. And the basic method used and costs could be expanded upon easy enough. Several stunts reduce the difficulty of a particular type of roll by one level for 2 PP, and new stunts that work the same could be created for the skills not already covered. However... Just to share my personal (and controversial, I hear) feeling here, I am personally loathe to use the same PP that power everything else to power them... (which I was already told was a mistake!) for a number of reason... But let's present the main argument why, "PP is the lifeforce of the character, and why do I reinvent the wheel" I was told. Well HP also represent the lifeforce of the character too, yet I don't see anyone having issues with HP and PP being different. And I rather have stunt use a different counter some of the times (which I set around 3 for average character, much more stringent usage being one of my personal pet goal)
  7. skill/10 is 1/5th of skill/2... progression is not... "regular" for lack of a better word. where as 1/5 & 1/20 is 1/5 and 1/5 * 1/4 more... homogeneous... (same for 1/3 and 1/10, 1/10 = 1/3 * 1/3.3333) anyway it's not too important... just to explain explain my thinking as to 95% vs 200% I paraphrase one rule somewhere that I use, to let skill point higher than 100 be used % as a malus to the opponent. Hence 200% vs 95% becomes 105% vs 0% pretty crushing margin of comfort... other than that, I am not a big fan of dice trick meself.. but this is a simple one I suspect I'll get over... after all I did use something vaguely similar for Revolution D100 and it was .. acceptable.... I think...
  8. I dunno about other people, for example I know many Mythras players seems to be very particular about Mythras rules (which, ultimately, made me "leave" Mythras). However many BRP players on the other hand seems to adopt this approach, at least some prominent one on this forum! ๐Ÿ™‚ As for my personal feeling on the rule and what I want to tweaks... Even though rules are kind of nice, here is some things I keep tweaking: - Magic strikes me as being overpowered. I mean I get it, it's Magic. But make a new Wizard vs a non Wizard with the same number of skill points and the difference is quite unfair to non wizard player... That bother me... Or sometimes the opposite, these elemental spell are both too expensive and too deadly.... And the cost doesn't compare well with the cumulative benefit of sharpen or protection... so tricky... anyway I did try a few things, I think I am getting somewhere.... - special/critic... I guess they are important, they open opportunity for better dice roll when 2 players both 100% or let you do a perfect hit. But 1/5 and 1/20 are not my favorite number for this... I would prefer 1/3 and 1/10 but too much maths... next time I play BRP (currently a player not a GM, and in Starfinder) I would use 0 as critical (success of fumble) i.e. 10%, 20%, 30%.... and 00% for fumble) and 1,2 as special (01%, 02%, 11% 12%, ...) - trying to make the character feeling unique without pilling on power like D&D - trying to make the game both deadly (as is don't go to a sword, gun, knife fight without weapon) and not kill the players... Luck point (to change dice roll percentage roll) not good me think (was using them last game), going to use fate point now, player got like 5, each change success of any skill roll by 1 level of success or 3 negate all damage from 1 attack. Gain 1 or 2 each game
  9. Matthew Colville is always interesting, with some good insight! In this one I particularly like how he label some people as "joyless pedant"! ๐Ÿ˜„
  10. just read last post.. I might be totally out of topic.. ๐Ÿ˜ฎ I think there is a game.. blood tide is it? that has lots of stunts... it's how BRP usually call this kind of thing... or heroic ability (if you look at legend by mongoose) of course everyone's taste is different and I made my own list (which has its own quirks and costs) I am going to paste my own home brew list below.. side note (not in the copy pasted list) each character has about 2~6 SP or Stamina Points usually (more for heroic characters of course) and the number of stunt is intentionally low.. it's mean to be a free INT sink and a vague character differentiator, not meant for higher power play.. feel free to be inspired and tweak
  11. Wow.. it's also my 50th! On Halloween! (well the day right before, like every year), what a coincidence! ๐Ÿ˜„
  12. New show on Netflix! Where the deepstate, lizard people, aliens, whatever is all real! ๐Ÿ˜ฎ It's a comedy / animated cartoon. Looks fun so far (only halfway through episode 1)
  13. that give me an idea for one more stunt! though .. at the moment, my stunt ideas.. is seriously limited in number.. about INT/2.... (and the INT is also used for other things.. forcing characters in specialization, on purpose)
  14. Oh I don't know the Runequest lore, such as Nameless or Queen Leika,! ๐Ÿ˜•
  15. I mean, yes there is another way. Have a few select spell that are only disclosed to the worthy. But it's not really my favorite approach... In the past I gave my favorite spells to the characters right away... ouch... But based on 100%+ skills... that's hard to imitate and deadly.. But had never used them because society didn't seem competitive and knowledgeable enough....
  16. Hi yall! After months, nay years of mind block (and getting old and being chronically sick doesn't help, I guess ๐Ÿ˜ฎ๐Ÿ˜…) I am back productively on setting up my MoO world & game rules! (meanwhile played fantasy brp and d&d adventures...) Anyway so, I realize, I don't really have a clear question or a well formed story here, just looking for gut reaction. Though, come to think of it, I have an additional bonus question, below the map. So here to brainstorm about the galaxy map. The "time period" I chose (as in the game phase in a MoO game when you played many of them) is when all empires have come into contact and have already started to push against each other as all the good and free stars system are all been colonized. Inspired by Master of Orion I have small 2D map. It doesn't really matter practically much that space is 3D not 2D, and this is much more easily manageable by human and pen and paper. The main point is I have an exhaustive (and not too long) list of planetary locations, instead of an humongously large and not well defined planetary locations. I.e unlike Star War games which often had those "mysterious planet" somewhere in the galaxy, that won't be happening here! And there are still room for plenty of mysterious asteroid, moonlet, secret space stations... Legend Bulrathi, Sillicoid, Human, Gnolam, Psilon, Mrrโ€™shan, Elerian sectors. Bonus question time. Watching Matthew Colville on youtube I realized I was a little frustrated I never have "elite character" in my BRP games nor, come to think of it, am I sure what would make an "elite character"? After some thinking, I believe a character with skill well beyond 100%+ and the malus that inflicts on its enemies would be a great elite when opposing rolls, causing competent opponent to fail where they usually succeed, while flawlessly hammering them will make perfect elite character. I never used elite character before. But I feel much more confident I can drop many of them in these trillions lives empire with highly competitive pressure and education, than in a medieval fantasy setting. Me think I might even drop some "lesser elite" guard every 3 or 4 guard group encounters! The question here, I guess, is how high above 100% would the score be? For the comparison, I plan to award 1~2 XP per session / week (with bonus on mission completion), and 1 XP grant 1 skill improvement roll. So... what's your thoughts on "elite characters" and my take on it? BTW I am also making a stunt table, but this is not an elite stunt table, anyone can get stunts. It just make the character more competent, not an opposition crusher.
  17. Interesting question indeed! I will have a go, here are some uninformed stab at possible ideas... - sporstmen will be gun wielding hunting enthusiast, whereas modern day environmentalist will be city dweller, enjoying the greenery on the weekend. Also, they don't like to be shot accidentally - what happen to the sustainable huntsmen? too much work for our consumerist society, there ain't as many of those as they said, now they just want the prey and not worry about the detail... - the supermarket killed the sustainable huntsman
  18. Another one, found on Chaosium twitter feed! ๐Ÿ˜ฎ ๐Ÿ˜„ Dr. Michael A. Ryan presents How to Forge a Magic Sword :: Anthropology | The University of New Mexico (unm.edu)
  19. You know, about those reptilians techno necromancer from Alpha Centauri? And the aliens in Area 51? Well fear not, if you didn't know, I found the real source, from real nut case who ever believe in it or harness the masses gullibility! With Workshop, Event, Articles, you name it (for the modest price of AU$140 per year!), you will soon know how to expand your consciousness with crystal vibration or something. While I have an inkling many of you will recognize this for what it is, it is also a possible inspiration for modern seemingly authoritative conspiracy, magic and alien information! Sweet! ๐Ÿ˜„ Gaia - Conscious Media, Streaming Yoga Videos & More Out of curiosity I searched for the reptilian techno necromancer from Alpha Centauri. Alas they didn't know. But they "knew" about something equally interesting.. ๐Ÿ˜„ Mantis Aliens: The Mysterious Insectoid Overseers | Gaia Oh this page will help narrow your interest quickly! ๐Ÿ˜„ Explore Conscious Expanding Topics Today | Gaia Scroll down to secret and cover ups, or magic and mysteries perhaps?! ๐Ÿ˜„
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