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  1. Hi! This dawning project started some months ago when I did a comment about alternative magic systems here at BRP Central. The idea was the Skill roll is made under the current value BUT over the difficulty, so no math was involved. It seemed to me a very clean mechanic, so I went and developed some other basic ideas and personal tastes. These are still in a note/ideas phase, but I wanted to share them here for feedback and whatever. ND100 stands for New D100... ND100 seeks for "player only" rolling, and adds a "success with a complication" instance. Characteristics STR 3d6 CON 3d6 DEX 3d6 INT 2d6+6 POW 3d6 CHA 3d6 I got rid of SIZ. I think it brings more trouble than solutions. Instead I use "Scale" which is a broad category. Humanoid characters have a Scale 2. My goal is to keep Characteristic values low, even for large beigns. Scale differences is what matters between different sized creatures. Think something like QuestWorlds "masteries". Derived Stats Hit Points = (STR+CON) /2 Energy Points = (CON+POW) /2 Damage Bonus = STR 2 or less (-6), 3 to 5 (-3), 6 to 8 (-1), 9 to 12 (none), 13 to 15 (+1), 16 to 18 (+3), 19 to 21 (+5), every 3 points (+2) Scale = 2 (human) Move = 8 Hit Points as usual. Energy Points are both "magic points" and "stamina", making the pool useful for both magic and non-magic user characters. Damage Bonus. One thing that usually bothers me is the quite large impact DB has on a characters damage. I made it a fixed value which is, at the same time, easier to use and less impactul. Scale. As noted above. Move. Still as usual. Characteristic Rolls Effort Roll = STR x3: An Effort Roll is needed when carrying, pushing or throwing objects. Objects of one Scale lower or less don’t require a roll. Objects of the same scale require a successful rol to be carried, with partial success meaning Move and physical skills are halved. Each Scale level above requires a higher success level. Stamina Roll = CON x3: Stamina Rolls are used when a character runs, or exerts some physical activity during a prolonged length of time. Also required when a character receives a Major Wound or goes to 0HP or below. Reaction Roll = DEX x3: Reaction Roll establishes which character reacts first in a given situation. If two characters roll the same success level, the one with higher DEX acts first, if it is the same, the one with the higher INT. Memory Roll = INT x3: A Memory Roll is used when a character wants to recall some knowledge or detail previously seen. If the setting uses vancian magic, this roll determines whether a spell is forgot or not. Perception/Will Roll = POW x3: Whenever a character may notice something a Perception Roll is needed. This is a passive action. For active perception activities, use the appropriate skill instead. If a character has to resist an intimidation, a moment of doubt or a magical intrusion, a Will Roll is needed. Charisma Roll = CHA x3: This roll is made every time a character faces another for the first time. A Critical Success means social skills require one less success level. A success means the character is received in a good way. A partial success means the character is treated as any passing by. Failure means the character is not taken into account and all social skills require one higher success level. Fumble means the character is frowned upon and taken as hostile, treacherous or any other appropriate interpretation. No social skill is allowed without a really significant action. Skills Skills never go above 99% -- One thing I don't like is skills going higher than 100%... I know it has some useful mechanics, but it feels wrong for percentile gaming. Skill bases are one Characteristic -- An easy way to give Characteristics more relevance. Tick boxes -- I like them more than XP. Skill rises 1d8. After base x5 or 90 (whichever is lowest), it raises by 1d4. -- Again, this is something to give Characteristics more relevance. Also grants some niche protection. Skill rolls Against set difficulty Difficulty is expressed as a percentage value. Roll 1d100 against difficulty, set by GM Roll same number on both dice, under your skill: Critical Success Roll under your skill BUT over the difficulty: success Roll under your skill AND under the difficulty: partial success, but with a complication or something happens. Roll above skill: failure Roll same number on both dice, over your skill: Fumble Against other character or active opposition Roll 1d100 against both player and opponent’s skill Roll same number on both dice, under your skill: Critical Success Roll under your skill BUT over the opponent’s: success Roll under your skill AND under the opponent’s: both succeed, or partial success, or something happens. Optionally, Player may choose both sides fail. Roll above skill BUT under the opponent’s: failure and opponent succeeds Roll same number on both dice, over your skill: Fumble Against other character in combat Roll 1d100 against the opponent’s skill Roll same number on both dice, under your skill: Critical Hit: full+roll damage Roll under your skill BUT over the opponent’s: Normal Hit: roll damage Roll under your skill AND under the opponent’s: Both sides hit: both roll damage. Player may choose to spend Energy Points* to win the tie. Optionally, Player may choose both sides fail. Roll above skill but under opponent's skill: failed defense: opponent rolls damage Roll over player AND opponent's full skill: both fail. Roll same number on both dice, over your skill: Fumble, opponent gets a critical hit: full+roll damage * Player can spend 1d4 energy points to exert himself and win the tie. This is the meat of the mechanics. It reduces the number of rolls and makes them player facing. It makes opposed rolls less dull. It adds the "sucess with a complication" outcome, while it may be not to your taste, it's something many GMs already do when interpreting some rolls, especially opposed rolls. ------------------------------------------------------------- I have some notes on combat as well, but let me know what you think about it so far. Thanks!
  2. Hi! I have a question, some magic have the effect of making players loosing POW. What happens when the investigator is loosing POW, what is the effect? Dread Curse of Azathoth for example, the investigator meets a cultist who is casting the spell, player rolls dice and looses 18 points of POW, should something more happen here? or is the investigator just continuing doing it's round like nothing happened. I told the player to make a CON/SAN roll to make sure he is still standing or? Loosing POW must feel like hell. I'm just curious how you people are game mastering this?
  3. Is there a thread to directly ask Chaosium a rules question, be it RQG, CoC or any other game in the Library of Chaos?
  4. One thing I've been doing for my Roll20 games is compiling cheatsheets that distil particular topics such as spell casting, learning spells, etc from multiple locations in the RuneQuest: Roleplaying in Glorantha rule book. @Wookie has been very helpful in my games in this regard. I do currently have these on private blogs, but if there's interest I'll post them to my main blog and link them here. So far we've needed: Spellcasting guide, including Roll20 screenshots for the commonly used character sheet. Between Adventures, also with some Roll20 screenshots Replenishing Runepoints - how, when, and where, and adjustments to the Worship roll Learning spells - including my interpretation of how the Ancestral Spirits option would work. Handling Major Battles - house rule adjustment to the Battle skill after I looked at the published rules and the official clarification and went YIKES.
  5. Hey all, I just uploaded the latest version of The Second Way freeform magic rules to this site. There are lot of small change that came about during playtest. You can get it at the link below or from the download section.
  6. Version 2.1

    814 downloads

    The Second Way (TSW) is a set of homebrew freeform magic rules for Chaosium’s Magic World setting. The goal of TSW is to provide a definitive yet flexible way for crafting and scaling spells. Inspired by Chaosium’s Deep Magic and Atlas Game’s Ars Magica, TSW changes Deep Magic’s spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium’s excellent Advanced Sorcery book.
  7. Hello there! I stumbled across some doubts regarding critical damage. Starting from page 203, the rule book explains how impaling, slashing and crushing damage works when special successes are rolled: Impaling - double the weapon's damage and possibly impale with all the consequences (not always making the attacker happy). Slashing - double the weapon's damage and possibly make the target unconscious for 1d6 rounds. Crushing - add the maximum rollable bonus damage to the normal damage. When looking for the Critical success, I only find it for Impaling weapons (maximize the roll of the special success) and at the end of the section it says that regardless of the weapon type, "A critical hit ignores the effects of armor or any other protection" (page 206). Ok, fine! I only have a minor doubt about this: a) Do Critical hits ignore spells protections too? Or only armor protection? Shields still block damage I think, since on page 200 it says that "Though the target’s armor does not subtract any damage from a critical hit, a successful parry from a weapon or shield blocks the amount of damage it normally would. However, a weapon that parries a critical hit takes twice the damage it would take normally. If the attacking weapon is a long-hafted weapon or an impaling weapon, the parrying weapon takes no damage. A shield that parries a critical hit receives twice as much damage as normal, and any unabsorbed damage strikes the parrying adventurer". b) And my major doubt: on page 206, "A critical hit [...] usually does maximum impaling, slashing, or crushing damage (depending on weapon type), as described above." Does this mean that slashing and crushing weapons do maximize the damage like impaling weapons do? As I said, there's no trace of this in pages 203 to 206 though..so that's where my doubts come from. Thanks a lot!
  8. A long time ago someone wrote some Battle rules similar to KAP's but giving more specific opponents. Does anyone know what I'm talking about? cos I don't. I don't even recall the system other than that it is not KAP.
  9. Time to create a new thread and this time I blame soltakks and PhilHibbs for it. A while back in another thread a couple of comments caught my attention and made me go, " huh, I did not see that at all. Wow, this needs to be further explored".The thread is not relevant— the following... No kidding, mind if I make a new thread..? The table that made soltakss* so excited that I quote him and start a new thread was and damn, it got me excited and wondering else what I have missed as well.You know, forest for the trees and all that. Time to hit the books to see what I can find, but first to the Forums to post this bad boy! So what of it? Anything catch your eye and make you take a 2nd look like soltakss** did? Post it here for us all to marvel over. Remember, tell them Soltak soltakk Tell them Frank sent ya. Cheers * (all right I officially hat the spel chekr monster thingie... try to type soltakss I dare ya) ** Arghh!!!!
  10. In my continuing second read of the mighty RG:Q tome the Treat Poison skill is really sticking out to me. As read someone may, once per poisoning, attempt a skill check to purge 2D6 POT of the poison from their patient's system before damage is rolled. I definitely like this, since a straight up poisoning looks downright lethal in some circumstances (refreshingly as it should!). Ingested something bad? A quick regurgitation should help deal with some of the incoming damage. However this does come with a thematic incongruity: what about venom entering someone's blood stream? Or even vapour? We can look to the old "suck and spit" method perhaps, even combined with a tourniquet with a dramatic spot of bleeding for good measure. It's a shame that this method rarely manages to do anything meaningful, and can even be detrimental in the wrong circumstances. I'm certainly not trying to poke holes! But in a system that loves to model reality in a truly fantastical world with certain bronze age trappings, I'm wondering how this might actually look. One of the things I find striking about Glorantha is how ritualism is so tightly bound with the spirit. Looking at such things as the peaceful cut or, it's polar opposite, inflicting such pain that you cause a person's spirit to flee into their extremities, I don't believe it's a reach that something like Treat Poison could also be ritualistic. I can very easily imagine inciting the person's spirit, and thus their body in turn, to reject the invading substance whether through instant and severe sweats or some forced and deep exhalation. Perhaps even some form of pressure point manipulation? Certainly not a serious thread, it's just an image that appeals. How does it look in your Glorantha?
  11. This is the first of three videos delving into the spirit world of the Animist. In this video, I look at the concept of the animist, how they fit into your existing campaigns and which skills they need to invest in. Further videos will look at spirits, spirit combat and how the animists operate within adventures. https://youtu.be/-wmwHNcPfTk
  12. Hi everyone, When creating and running my sessions, I like to put in rumours and information that the players can gather from people they know. On page 22 of the CRB there is some information about how to run contacts and even within the passion section it would be possible to have contacts which they are 'loyal' to. I was wondering: 1) how do you run contacts in your sessions? 2) Do you use passions for this so that players can develop them? 3) When they interact with their contacts, do you ask for rolls for the social interaction, e.g. influence skill rolls? Looking forward to hearing your replies inwils
  13. Hey Everyone, I was hoping I could get some help on the First Aid skill? On my first attempt at reading I failed my roll : ) ( LOL actually I re-read it more than a few times) I love the idea of first aid and want to use it properly but must admit the rules confuse me in the wording. I am a very precise person and words matter but I see a few ways to use First Aid. The way I read it from page 149 is that first aid stops bleeding, revives characters and can restore HPs. (I love how you can actually do first aid on wounds and not just hit locations). But it seems that a successful first aid roll allows you to heal 1D3 damage to an injured location. Then it says that a failed roll means no damage was healed. The wound is bandaged but no benefit comes from the treatment. How I read that is that in order to stop bleeding all you need to do is use the first aid skill (no roll needed) on an injured player and you automatically stop bleeding. But you only roll against that skill if you want to restore HP. Then when I read up on the skill on page 177 it gives me the impression I need to roll to stop bleeding. These seem contradictory to me. So the way I think it should be implemented from what I read is: if you want to stop bleeding you do the first aid skill and roll against it. If you succeed you stop bleeding. If you want to restore HP you roll against your first aid skill and if successful roll a die to see how many HP you restore. So you can basically do 2 different types of first aid. The first one is more critical first aid so to speak and the second one is setting someone up for healing. It mentions reviving a character but I honestly have no clue how to implement that one. Would this be a third type of first aid? First you roll to stop bleeding, then you roll against first aid to revive them, then you can roll a third time to heal? Of course taking the appropriate amount of time for each type of first aid treatment? I did search the forum out but could find nothing so am hoping someone could shed some light. I'm working my way through the combat system now and am adding a new complexity. Thanks for any help Brian
  14. When setting up explosives (such as C-4, Pipe Bomb, Anti-Personnel Mine, etc) do I roll for Demolition or Electrical Repair? The weapon table says its Demolition, while the description of the Electrical Repair skill says it can be used instead.
  15. Do Mythos Monsters & other supernatural creatures take Major Wounds? I noticed two monsters make explicit use of Major Wounds (the zombie & the werewolf). What about the rest? A critical hit with a shotgun can do 24 damage, which is over the Major Wound limit of most monsters. Should they fall prone, and/or have a chance to become unconscious?
  16. How do burn attacks (flamethrower, molotov cocktail, etc) work against monsters? According to the rules, the target must roll Luck to avoid catching on fire. However, no monsters have a LUCK attribute in the manual. How do I know if the creature caught fire or not?
  17. Shotguns do less damage at long range. The average shotgun does 4d6 at close range, 2d6 at medium range, and 1d6 at long range. On top of the lowered damage, do I also need a Hard / Extreme success at these ranges? Or is a normal success enough?
  18. The Keeper's Guide, page 125 list the values of some armor. Interestingly, the U.S. helmet provides 5 points of armor, and the Military Body Armor provides 12 points of armor. Does this mean that someone wearing both would get 17 points of armor? With so much armor it seems most Mythos Creatures could only scratch the investigators. Or am I reading the rules wrong?
  19. Something I would like to have for RQG are rules for Rabble and Extras, but I wonder if they appropiate to the RQG mindset. One unique feature of RQG are the "Consequences of Violence" (RQG p. 7), and the Bestiary comes up with the premise: "In RUNEQUEST, few creatures are mere cannon fodder— mobs of weaker monsters that can be cut down safely in large numbers. Instead, every creature is an individual" (RQG:Bestiary p.4). So, it seems that rules for Rabble/Extras contradict the guiding principles of RQG. What's your opinion (besides MGF) concerning this topic? I'm keen interested to read some arguments based on the RQG mindset.
  20. Hmm, I was going to post this in What the Heck... Check that out but this is not really a whizz bang earthshaking, What the heck, check that out… pat pend ™ thing , or even a really new and groundbreaking rule so I thought it worth another thread. I have seen it mentioned that RQ G lacks an Encumbrance system on a few threads now, or a little confusion on others. Seems that they kinda have ENC rules or really near option/suggestions with rules tacked on. Back in RQ2 days they had a common sense approach to encumbrance. Don’t carry more than you can…. but if you do and need a measuring stick they offered a neat idea of things weighing either one thing or two (depending on the number of hands required to carry the thing, I believe) . This has been brought back with either CON or STR setting the upper limit on the number of things one could carry (kinda), It is (only a little) more complicated than this so I think rather than quoting the whole skill I will send interested parties to the RQ RiG book page 150 and 15. In short it reads ENC Penalties Every point of ENC an adventurer carries over their maximum ENC causes them to suffer the following penalties: –1 from Movement (MOV) –5% from all skills in the Agility, Manipulation, Stealth, and Weapon skill categories and more follows… I believe i might be the only human on the planet that liked RQ 3 ENC rules and even used them (gasp) and I did not mind the thing approach of RQ 2 so really I think I will be using the rules in the future for RQ RiG but it's early games at the moment so I told the players to set phasers on ignore when it came to ENC, for the moment anyway. How about the Chaosium agora and its literati: comments, hates, likes, comments about ducks... Cheers
  21. I appreciate the concept of Build in CoC7 (combination of Size & Strength) as it makes sense for maneuvers: in general, a strong and heavy person will be harder to push than a similarly strong yet skinny person. However, it makes no sense for the Build of a creature to affect how easily it is to shoot it. According to the manual, if the target is Build -2 or smaller, one penalty die needs to be applied to the shooting skill. If the target is Build 4 or more, one bonus die is applied instead. This is absolutely illogical. If two targets are of identical size, it shouldn't be easier to shoot one just because it has more Strength. As it is, a strong dwarf is easier to shoot than a weakling dwarf of the exact same size! Typically this weird quirk of CoC7 has admittedly low impact on play, as Strength & Size tend to correlate & investigators generally can't be of Size -2 or 4+. However, the rule fails spectacularly when dealing with small creatures of supernatural strength (think Chucky from Child's Play), in which case said creature may have Build 0, even though it is quite small! Hence, I decided to change the rules to the following: "When shooting at a creature with a size of 32 or less, a penalty die is applied. When shooting at a creature with a size 143 or more, a bonus die is applied." The modified rule should produce the same result as the official rule when Strength and Size are the same, but may give different results if Strength and Size are very different. This should make it more intuitive for your Keeper to add murdering dolls to your game. You're welcome.
  22. Hi everyone, As you have come to expect, after my actual play session I always have a few questions which we reflect on as a group and come to some agreement over these. So, I was wondering how you play the resistance to the Summon Spell. Gully, used it to summon all the swords from the bandits to his hands. They get a resist of evade to prevent them from being pulled from their hands. We have rationalised why evade over brawn but is it just a roll or is it actually 'evading'? So questions: Do you use evade to resist against the summon spell? Or do you use something else? If you do use Evade, if they are successful, has the resisting combatant actually 'evaded' and is now prone, or have they just managed to keep hold of their weapon. Looking forward to your answers :) inwils
  23. I do enjoy the chases rules of 7th edition CoC. They can be really fun and a good chase can feel like a horror movie. However, I have issues regarding some aspect of the chase rules, First, the chase depends too much on the initial Speed roll for movement, especially for the NPCs chasing/get chased by the investigators. Most PCs will have a default move between 7 and 9. Suppose the PCs are chasing a cultist with a Move of 9. If the cultist fails its CON roll, he ends up with a Move of 8, and the chase will probably be quite easy. If he gets an extreme success, the cultist ends up with a Move of 10 and the PCs will likely automatically lose the chase. It's very hard for Keeper to make an enjoyable chase with such high random factor. Second, the chase behaves totally differently if a slow investigator joins the chase. For example, if two Gnoph-Keh (Move 9) chases four investigators with Move 8, the Gnoph-Kehs will move twice as fast as the investigators - making it hard for the investigators to escape, and potentially resulting in a TPK. However, if the same Gnoph-Keh chases three investigators with Move 8 and one investigator with Move 4, then the Gnoph-Kehs will have 6 actions each round while the Move 8 investigators will have 5 - which means the three Move 8 investigators will likely escape. So adding a slower investigator to the chase can actually be more beneficial for the investigators than adding a fast one, and the balance of each chase will dependent on if slow investigators take part in them or not. Thirdly, the rules state that a chase is automatically resolved if the speed of the chasers is less than what they are chasing. This is problematic: if the fleeing character is much worse at avoiding obstacles than the chasers, the chasers may well be able to catch their quarry in time. Also, flying monsters are likely able to catch a faster car if the road is windy. It is telling that the cool illustration of two cars chased by a Hunting Horror on a mountain road (page 143) is almost impossible to happen according to the rules because the Haunting Horror has Move of 11 while the slowest car has a Move of 13, so the cars should automatically escape. My personal recommendations would be to avoid the CON check for NPCs (just assume they win the CON check) & to not chase the PCs if the party has a slow investigator, and to apply judgment on when a chase should be automatically resolved.
  24. From my copy of the manual, the "Listen" skill default minimum is 20%. However, from the Autocalc character sheets provided by Chaosium, the default minimum "Listen" is 25%. So which one is it? 20% or 25%?
  25. Is there any adventure or supplement out there that provides rules for winter sports (skiing, snowmobile, snowshoes, etc)? I'm going to be running an adventure taking place during a snow storm and I was wondering what rules I could adopt. I know "Cold Warning" has a Driving Mishap Table for driving under snowy roads & a Frostbite Table, but beside that I don't really know any scenario that provides rules for dealing with ice and snow.
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