Lloyd Dupont Posted Wednesday at 02:56 PM Share Posted Wednesday at 02:56 PM (edited) I noticed all latest Imperative ruleset converge on everyone having base of 2 action point (with exception such as higher rank adventurer in Classic Fantasy) What of monsters? What is advised? Just wring it... 4 AP for boss monsters! 2 for the rest... Edited Wednesday at 02:57 PM by Lloyd Dupont Quote Link to comment Share on other sites More sharing options...
Nozbat Posted Wednesday at 05:35 PM Share Posted Wednesday at 05:35 PM Do whatever fits the narrative Lloyd, and as Bosses tend to end up facing all the adventurers at once having run out of henchpeople to sacrifice for the cause.. 4 APs doesn't seem unreasonable.. or maybe more if the fight needs to have jeopardy. Definitely a few special effects too. When I ran the RQ3 Vikings, some of the major protagonists had Berserkergang as a natural ability. They couldn't be harmed by natural weapons (leastways thats the way I remember it) and the players all ran away after failing to hurt the 'boss'. Years later they found that magical weapons harmed him and that if they could survive long enough, he would eventually keel over from exhaustion. But I had five campaign seasons of running scared before they eventually eliminated him. 2 Quote Link to comment Share on other sites More sharing options...
Ian Absentia Posted Wednesday at 07:48 PM Share Posted Wednesday at 07:48 PM The Action Point economy in Mythras can't be understated. For Imperative, the keep-it-simple version of the rules, APs have been leveled off at 2 AP for player characters. It's the reasonable expectation of how much a regular, competent person can get done in a limited amount of time -- nothing particularly impressive, like with even 3 AP, or painfully sluggish as with only 1 AP. A character or creature with 4 AP (or higher!) can quickly turn into a murder machine in combat, or at least hold multiple opponents at bay. The escalation in potential mayhem from 2 to 3 to 4 AP and beyond might be geometric, not linear. It's a matter of what that person can continue doing while others have been maneuvered to a standstill. !i! 2 Quote ...developer of White Rabbit Green Link to comment Share on other sites More sharing options...
Raleel Posted Wednesday at 10:31 PM Share Posted Wednesday at 10:31 PM (edited) largely, the AP2 number is mostly just to be a fixed number that's not based on a couple of characteristics. you could use about any number you like in there, just as long as it's fairly consistent. I generally find the ratio between the baseline for the campaign and the character deviation from that baseline is a better indicator of how it will affect the game. for example, having a boss with 3 when the characters have 2 is 3/2. having characters with 3 and a boss with 4 is 4/3, which is a smaller number, and thus a smaller impact. It also means any other alteration to that will feel more or less superhuman. Edited Thursday at 05:21 PM by Raleel ratio not ration 2 Quote Link to comment Share on other sites More sharing options...
Lloyd Dupont Posted Thursday at 05:55 AM Author Share Posted Thursday at 05:55 AM (edited) Cool... I started writing some monsters (1 and half week to go before the campaign starts, I must get my shit done!) (completely revamped the upkeep rule if anyone here has downloaded previous iterations) And that gave me idea... I will shamelessly gave them (the monsters) an AP count depending on how "boss" they are! 😄 Edited Thursday at 05:56 AM by Lloyd Dupont Quote Link to comment Share on other sites More sharing options...
Mugen Posted Friday at 07:24 AM Share Posted Friday at 07:24 AM On 9/4/2024 at 9:48 PM, Ian Absentia said: For Imperative, the keep-it-simple version of the rules, APs have been leveled off at 2 AP for player characters. It's the reasonable expectation of how much a regular, competent person can get done in a limited amount of time -- nothing particularly impressive, like with even 3 AP, or painfully sluggish as with only 1 AP. I've seen people suggesting this as an option before Imperative, because they felt PCs with 3 APs were overpowered in combat, and it seemed to me fixing AP was in part an answer to them. As for myself, I would base APs on the Initiative roll. It's based on the same characteristics, and it would lessen the difference between characters that are close to the threshold between 2 and 3 APs. 1 Quote Link to comment Share on other sites More sharing options...
Lloyd Dupont Posted Friday at 07:59 AM Author Share Posted Friday at 07:59 AM I was inspired strongly by Classic Fantasy Imperative. So it's gonna be 2 + Plus what? where some skill rating gated perk up to +2 ... But yeah, big impact... Quote Link to comment Share on other sites More sharing options...
Raleel Posted Friday at 01:16 PM Share Posted Friday at 01:16 PM Fixed action points are listed as an option in core and have been for a long time Quote Link to comment Share on other sites More sharing options...
Ian Absentia Posted Friday at 03:56 PM Share Posted Friday at 03:56 PM 8 hours ago, Mugen said: As for myself, I would base APs on the Initiative roll. It's based on the same characteristics, and it would lessen the difference between characters that are close to the threshold between 2 and 3 APs. If I take your meaning correctly, a special result on the Initiative roll might add bonus APs (or subtract them on an especially bad roll). I like the idea in general, because it represents the fickle finger of fate, but... ...Mythras makes an effort to reduce some of the randomness of die-rolling in combat simulation by shifting the emphasis to strategic and tactical choices by the player. Arguably, a number of the Special Effects, which are themselves the result of randomised rolls, grant actions that effectively represent several APs. Similarly, Combat Style Traits often result in similar effects when the player chooses to employ them. !i! Quote ...developer of White Rabbit Green Link to comment Share on other sites More sharing options...
Mugen Posted Saturday at 10:34 AM Share Posted Saturday at 10:34 AM 18 hours ago, Ian Absentia said: If I take your meaning correctly, a special result on the Initiative roll might add bonus APs (or subtract them on an especially bad roll). I like the idea in general, because it represents the fickle finger of fate, but... I'm not sure what you mean by "bonus APs" or "subtract them". I really meant to base APs on the Initiative roll, and not a bonus to base AP based on Initiative roll. For instance, it could be APs = Initiative/10, rounded to the nearest integer. If my Initiative is between 15 and 24, I'll have 2 APs. If it's between 25 and 34, I'll have 3 APs, and so on. With Initiative being equal to 1d10 + the average of DEX and INT. In my idea, Initiative is re-rolled before every combat round, but it might also be fixed in first round, and change depending on one's successes in battle, inside the possible outcomes of rolled Initiative. A SE could allow a character to "steal" Initiative to the other, for instance. Quote Link to comment Share on other sites More sharing options...
Runeblogger Posted Saturday at 10:53 AM Share Posted Saturday at 10:53 AM I have also thought about implementing this. It is how the Shadowrun RPG does it (at least in the 3rd ed. I’m familiar with). Quote Read my Runeblog about RuneQuest and Glorantha at: http://elruneblog.blogspot.com.es/ Link to comment Share on other sites More sharing options...
lawrence.whitaker Posted Saturday at 11:27 AM Share Posted Saturday at 11:27 AM 49 minutes ago, Mugen said: I'm not sure what you mean by "bonus APs" or "subtract them". I really meant to base APs on the Initiative roll, and not a bonus to base AP based on Initiative roll. For instance, it could be APs = Initiative/10, rounded to the nearest integer. If my Initiative is between 15 and 24, I'll have 2 APs. If it's between 25 and 34, I'll have 3 APs, and so on. With Initiative being equal to 1d10 + the average of DEX and INT. In my idea, Initiative is re-rolled before every combat round, but it might also be fixed in first round, and change depending on one's successes in battle, inside the possible outcomes of rolled Initiative. A SE could allow a character to "steal" Initiative to the other, for instance. Remember that Armour worn reduces the Initiative bonus, so you’d need to decide if the Action Point calculation is made taking the Armour Penalty into account or not. Quote The Design Mechanism: Publishers of Mythras Link to comment Share on other sites More sharing options...
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