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adding Mythras Special Effects to MW


zzabal

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Hello,

Im thinking about picking up MW PoD and pdf and was curious if incorporating some of Mythras special effects into the MW ruleset would be a heavy lift. obviously specials like choose location would have to be excluded. 

also besides the big damn book of monsters are there any other sources for monster stats?

Thanks!

-Z

 

 

 

Edited by zzabal
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I don't think it would be too hard to bring the concept to MW since many special effects from Mythras are already covered by special damage and spot rules. Then use the Attack/Defense matrix to open up choices:

  • On a critical success, choose between critical success effect, special success effect or a spot rule effect 
  • On a special success, choose between special success effect or a spot rule effect 

Many Mythras effect will be covered by special damage and weapon traits (entangling, bleeding, knockback, etc..) others will be covered by spot rules (disarm, closing, disengaging, knockout, choose location, etc).

The only thing left to do is scan Mythras list for effects that you'd like to add but are not covered in some way in MW (compel surrender as an example). 

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thanks! i love the tactical decision making in Mythras and wasnt sure exactly how similar the rules were to other BRP rules. i just ordered MW and will probably pick up the new BRP book and see what i can put together.

 

cheers! 

-Z

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i owe you a beer. my short Mythras negatives list (combat styles and shield parry) fixed by MW rules! each class of weapon gets its own skill and ill up the shield Base % for parry only. 

base chance of a 2 handed hammer is 25? that seems a bit backwards compared to the lighter weapons...

 

Edited by zzabal
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On 5/8/2023 at 10:40 AM, zzabal said:

Hello,

Im thinking about picking up MW PoD and pdf and was curious if incorporating some of Mythras special effects into the MW ruleset would be a heavy lift. obviously specials like choose location would have to be excluded ... 

Hello, and welcome to the Tribe!

Pretty much the entirety of BRP-family games are relatively-easily intercompatible.

If the very-fine details matter to you (5% here, 10% there, etc) you may want spend the effort to dig down into the weeds... but honestly, I doubt it's worth it.

I'd just yoink the Mythras combat wholesale, with  Crit > Special > Success > Falure > Fumble  levels' difference between attacker/defender giving a varying number of SE's.

Boomdone.
 

No, I wouldn't even exclude "Choose Location" -- I'd use hit-locations from BRP.

 

On 5/8/2023 at 10:40 AM, zzabal said:

...

also besides the big damn book of monsters are there any other sources for monster stats?

...

You could grab either RQ or CoC Bestiary books, and/or the old "All the World's Monsters" line (3 vols, $5 each PDF scans of the old 1979 editions); also the Gateway Bestiary (also $5), which is a fully-remastered reprint, not just a scan (and thus also available in print ($10), which I don't think the AtWM line is).

N.B. -- I would expect, across all those different lines, to find a fair amount of overlapping/shared content, not an every-creature-unique collection.

Edited by g33k
Gateway Bestiary
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C'es ne pas un .sig

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The big difference is in Mythras you chose a special effect as a result of your attack roll, while in BRP some of those effects are either combat maneuvers you announce in advance (these are covered by spot rules) or the special results of weapon attacks (bleeding, impaling, etc.). Mythras of course has a bunch of additional special effects, but you can convert them following the above logic.

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Wielder of the Vorpal Mace.

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1 hour ago, Ravenheart87 said:

The big difference is in Mythras you chose a special effect as a result of your attack roll, while in BRP some of those effects are either combat maneuvers you announce in advance (these are covered by spot rules) or the special results of weapon attacks (bleeding, impaling, etc.). Mythras of course has a bunch of additional special effects, but you can convert them following the above logic.

However, it does no harm to the flow of the game if one allows a choice of special effect in line with a spot rule once the Adventurer has rolled a special or critical success, as DreadDomain suggests. Indeed, my general approach these days# is that if the Adventurer has the relevant specialisation (e.g. in Pikes & Polearms) they can attempt to disarm, trip or pin an opponent in lieu of dealing damage as their normal attack with the weapon, but if they achieve a result that would result in boosted damage on the Attack defence matrix, in addition they can deal damage, or enhance the out come of the special effect.

But I long ago stopped trying to articulate in specific terms every possible edge case and map every combination of things that  might occur in play and instead try to derive broad principles that I and my players can all grasp that we can then quickly discuss and agree on how they might apply to specific situation when it arises.

 

#bear in mind I have four Combat skills (Melee, Unarmed, Missile and Projectile, with weapon groups etc as specialisations within those).

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