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8 hours ago, g33k said:

I think the thrust of @Crel's remarks (and effort) is NOT to capture the "D&D Vibe" (particularly class/level) but to produce a simple but robust (rather than minimalist, as per the original BRP-OGL from Chaosium) fantasy rendition of BRP, that can serve (at least the fantasy segment of) BRP'dom the way the WotC OGLs serve the d20 crowd.

Yep, exactly what I meant. Thanks, @g33k. :)

I've read neither Classic Fantasy nor Magic World, although the prior's been on my read-list for some time. Partially in hopes of finding it more readable than Mythras. I like Mythras's rules, and their setting books have been fun to read (in particular, I really enjoyed Sorandib), but that core rulebook has been a slog for me to read cover-to-cover.

I see an "OpenBRP: Fantasy" as filling the same sort of ecological niche as 5E, not actually trying to reproduce the style and feel of D&D within a D100 system.

Although, I do have some ideas for "Vancian" D100 magic...

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For BRP this was already done in october 2009:  As the Chaosium Monograph 0383 "Classic Fantasy"* by Rodney Leary * Updated edition for Mythras in April 2016 as The Design Mechanism 500 "Classic

Yeah.  I mean, I think there are innovations to be had, still; but sure -- the options are pretty well explored these days! But my point is that any elaboration on the very-core  "roll-low / d100

I would third it. I would also note that, while Rodney's work is pointed towards 2e, the bard that he has is fairly easily restructured into 5e, and can form a basis for other classes. The fighter he

22 minutes ago, Crel said:

...

Although, I do have some ideas for "Vancian" D100 magic...

N.B. -- Vance's Lyonesse is coming to d100.  TDM has licensed it from the Vance estate.

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Just now, g33k said:

N.B. -- Vance's Lyonesse is coming to d100.  TDM has licensed it from the Vance estate.

Hm, interesting. I've never read Vance's works (a flaw, I know), but mostly know it as a descriptive term for D&D's "cast and forget" wizardry.

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On 4/8/2020 at 7:25 AM, Lloyd Dupont said:

Can you let me know what you think of this set of homemade homebrew rules.. I think they should help bring the D&D feels to BRP.. (particularly Fireball are usable!)

I largely agree with g33k's comments. I've only gotten to skim your document. It does look pretty interesting, but probably more fleshed-out than what's in my mind. But I'll have to give it a more comprehensive read, and re-read the BRP OGL to see where it does and doesn't diverge from the core.

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21 minutes ago, Crel said:

I largely agree with g33k's comments. I've only gotten to skim your document. It does look pretty interesting, but probably more fleshed-out than what's in my mind. But I'll have to give it a more comprehensive read, and re-read the BRP OGL to see where it does and doesn't diverge from the core.

Hey, thanks!
Updated a new version with some magic item creation rule...

Anyway, I want to elaborate about the 2 most innovative part
- stunt (to be fair, there are plenty of stunt ideas around for BRP, here is mine)
- magic cost reduction

- I play just a bit of RPG lately, nonetheless I observe much more player excitement in D&D when player talk about their unique power and character development plan. and it mostly relate to which unique unique power they have or unique feat they are gonna chose. And by comparison, I found BRP lacking.. ANd I don't think the solution is to horde some specific spell to a few specific NPC...
- I used/tried 5 D100 systems in my latest campaign 😮 and while I like expensive magic, like BRP is, with Revolution D100 I got to like spammable magic.. it makes some sense too... But I don't like how easy the Wizard have it and they are so self sufficient, so I was trying to come with ways to spam (a few) spell in BRP too using magical item (boosting spell casting) or high skill...

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@Lloyd Dupont I really liked the idea of stunts. i'm a bit hesitant on the execution, but that's mainly because I'm a fan of the skill-use model, rather than the XP points model for character improvement. That (and your conflicts model) are elements I'm planning to read more closely.

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To give credits where credits is due.. I read about conflict first in M-Space and then Revolution D100....
As for stunt you could find some in either Blood Tide or Revolution D100 (though D100 leave you a bit hanging, it's an important rule item, but most stunt in the book are underwhelming... 😕 RD100 is too much pro wizard anti fighter haha)


I updated my document with some tweaks btw, have a look... I have a short description of the duel of wit where I set some different damage than D6 for conflict (which, for some reason, neither MSpace nor Revolution D100 do)

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1 hour ago, Lloyd Dupont said:

- I play just a bit of RPG lately, nonetheless I observe much more player excitement in D&D when player talk about their unique power and character development plan. and it mostly relate to which unique unique power they have or unique feat they are gonna chose. And by comparison, I found BRP lacking..
 

I don't want to deter you, but I must confess that the lack of Stunts/Feats is one of the main features of BRP for me. I like the idea that everyone can try pretty much anything, they just need to make the roll. Less rules overhead, more flexibility. If you have a specific Stunt for something, in the end it always means that characters without the stunt can't be allowed to even try that thing, because otherwise, the investment in the Stunt would have been wasted. I've yet to see a Stunt/Feat system that I don't consider fundamentally limiting.

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16 minutes ago, Jakob said:

I like the idea that everyone can try pretty much anything

Jakob, for me too!
I don't think my stunt implementation goes against that approach btw! ;) All those stunt do not do radically different things..

One of the most radically different stunt I came up would be, for example, the teleport tracking stunt.. but I find it more... mmm.. appropriate... to have teleport tracking require teleport and perception both at 50% using a specialisation point from a limited pool that instead of making yet another spell that is only use to teleport at the same teleportation destination than someone else... (and take from your also precious INT/2 spell pool) (anyone can learn any stunt when they met the requirements, there is no class requirements, only the purposely limited stunt point pool, but hey, you can drop this limit if you like! ;) )

 

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Hi,

I'd be interested in joining in with this project, if you have room for a new collaborator. You can see some of my work in the Downloads section of this site.

I've had the idea for BRP crossover rules since 2002 (which I intended to use for cyberpunk games) but never got round to finishing it. I'd be happy to lend a hand with an OpenBRP engine.

Regards,

Colin

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1 minute ago, colinabrett said:

Hi,

I'd be interested in joining in with this project, if you have room for a new collaborator. You can see some of my work in the Downloads section of this site.

I've had the idea for BRP crossover rules since 2002 (which I intended to use for cyberpunk games) but never got round to finishing it. I'd be happy to lend a hand with an OpenBRP engine.

Regards,

Colin

private message some of the chaosium member here!? ;) 

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3 minutes ago, Lloyd Dupont said:

Jakob, for me too!
I don't think my stunt implementation goes against that approach btw! ;) All those stunt do not do radically different things..

 

Okay, maybe I should read your take first ;)

I just get nervous when I read the words Stund and Feat.

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1 hour ago, Jakob said:

I don't want to deter you, but I must confess that the lack of Stunts/Feats is one of the main features of BRP for me. I like the idea that everyone can try pretty much anything, they just need to make the roll. Less rules overhead, more flexibility. If you have a specific Stunt for something, in the end it always means that characters without the stunt can't be allowed to even try that thing, because otherwise, the investment in the Stunt would have been wasted. I've yet to see a Stunt/Feat system that I don't consider fundamentally limiting.

In contrast, I feel the Stunt/Feat type mechanisms are interesting...

They allow for results outside the linear   better <---> worse   "pure skill"progression.

They allow for "signature moves," subtle tricks, unusual training, secrets passed down master-to-disciple, etc.

In very direct disagreement with your tastes:  they give different characters different "flavors" and unique abilities, preventing a same-y "all 115% swordsmen are essentially alike."

 

How about the idea that anyone CAN try a "Stunt," but lean on the Called Shot rules, and/or the Special/Critical rules:  if you haven't had the training, it's a longshot... but possible.  If you HAVE had the training, it can be done (relatively) reliably.

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Wow... I was also a little annoyed (like 5%) that stunt are all or nothing that you can only do if you train... but your idea of letting someone do a stunt on special ring a bell to me... I should review them in that light! :D 

But you got that right, they are meant to be the flavory signature move reserved to your character! :) 

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Feats and Stunts for D100 are fine:

MYTHRAS has at least 3 different Feats/Stunts Systems: Combat Style Traits (CRB), Gifts  (CRB) and Traits (Luther Arkwright, other supplements like Worlds United call them Gifts)
Furthermore, CLASSIC FANTASY is full of the DnD feats for each class.

In summary: Feats and Stunts are natural for Mythras and they belong to its core.



 

Edited by prinz.slasar
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14 hours ago, Ian Absentia said:

You mean like Magic World

For me, no.

Magic World is effectively a setting-less Stormbringer/Elric-like version of BRP.

I would prefer a setting-less Runequest-like version of BRP.

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2 hours ago, g33k said:

How about the idea that anyone CAN try a "Stunt," but lean on the Called Shot rules, and/or the Special/Critical rules:  if you haven't had the training, it's a longshot... but possible.  If you HAVE had the training, it can be done (relatively) reliably.

Now, that sounds like a good idea! Especially since it doesn't necessitate "stunt spamming" (getting new stunts all of the time to be able to do new things).

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5 minutes ago, Jakob said:

... it doesn't necessitate "stunt spamming" (getting new stunts all of the time to be able to do new things).

I enjoy things like skill-thresholds; like sometimes you just randomly knock a weapon out of your foe's hand (actually, that's usually their fumble) but above 75% skill, you're able to intentionally disarm someone -- on a successful & unparried attack, you may declare them disarmed (instead of rolling damage / hit-location / etc).

This sort of effect is, in essence, a "stunt/feat" -- it's just an exceedingly common one, something everybody learns automatically, at a certain point.

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11 minutes ago, g33k said:

I enjoy things like skill-thresholds; like sometimes you just randomly knock a weapon out of your foe's hand (actually, that's usually their fumble) but above 75% skill, you're able to intentionally disarm someone -- on a successful & unparried attack, you may declare them disarmed (instead of rolling damage / hit-location / etc).

This sort of effect is, in essence, a "stunt/feat" -- it's just an exceedingly common one, something everybody learns automatically, at a certain point.

I'm totally fine with that; what I really dislike, however, is things like: "You may be a competent warrior, but you can't even try to disarm someone, because there's a special Feat for that, and you don't have it."

 

EDIT: However, this actually brings us pretty close to how Mythras does it anyway, where you get to choose special effects on higher succes levels than your opponent and also a self-designed special feature for each combat style you learn.

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10 minutes ago, Jakob said:

EDIT: However, this actually brings us pretty close to how Mythras does it anyway, where you get to choose special effects on higher succes levels than your opponent and also a self-designed special feature for each combat style you learn.

indeed, and you can say that the Weapon Traits are feats/stunts in disguise, because the different weapons give access to specific and individual Combat Special Effects. Not a Feat or Stunt by definition (in difference to the above mentioned three or four Feat/Stunt subsystems of Mythras) but something similar.

Edited by prinz.slasar
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4 minutes ago, prinz.slasar said:

indeed, and you can say that the Weapon Traits are feats/stunts in disguise, because the different weapons give access to specific and individual Combat Special Effects. Not a Feat or Stunt by definition (in difference to the above mentioned three or four Feat/Stunt subsystems of Mythras) but something similar.

Yes, it's pretty organic - basically, your selection of combat style, weapon (and shield) type and overall skill define what you'll usually be able to pull off.

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Note, however, that the Mythras "Effects" system is a pretty substantive part of the crunch of the system.

This is drifting far off from the original "OpenBRP" project.

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7 hours ago, Crel said:

Although, I do have some ideas for "Vancian" D100 magic...

Regarding Vancian D100 magic: In a couple of weeks the LYONESSE RPG for Mythras is out. It has an exhaustive and indepth discussion of Vancian D100 magic.
It seems it will be the definite source of this topic for D100, just as the same with Classic Fantasy, which is the ultimate masterpiece in terms of DnD D100.

Edited by prinz.slasar
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