Drew Posted February 21, 2013 Share Posted February 21, 2013 I purchased the pdf last night and it's pretty spiffy. As I read through a number of questions occur which I'll ask in order. First off is age; does a character gain +20 skill points per additional d6 years or does it only kick in at 5d6 years or greater? Also, which skills can they be applied to? I can't seem to find anything that says they're restricted to culture or occupation. Quote Link to comment Share on other sites More sharing options...
Al. Posted February 21, 2013 Share Posted February 21, 2013 OBVIOUSLY authors will give official but my reading is that you get +20 per d6 (as per page 17) and that page 21 is incomplete Quote Rule Zero: Don't be on fire Link to comment Share on other sites More sharing options...
Drew Posted February 21, 2013 Author Share Posted February 21, 2013 OBVIOUSLY authors will give official but my reading is that you get +20 per d6 (as per page 17) and that page 21 is incomplete Yeah, that was my take on it too. Quote Link to comment Share on other sites More sharing options...
Mankcam Posted February 21, 2013 Share Posted February 21, 2013 A choice of only three skills from the Cultural Skills list . After RuneQuest I was expecting a few more, maybe five or so. Something doesn't feel right with saying your culture only gives you three...Other than that I'm pretty much liking most of this product so far. I really prefer the RQ Hit Locations over the Major Wounds Table, but I knew this was pretty much Stormbringer before I ordered it, so no surprises there. Looks like a really good fantasy toolkit to have, and the setting looks like alot of fun as well, I really hope Magic World takes off Quote " Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!" Link to comment Share on other sites More sharing options...
Ghostwriter Posted February 21, 2013 Share Posted February 21, 2013 I had a question about Allegiance. On p. 29 under Increasing Allegiance it says it increases by 1d6 if you roll under current allegiance. Shouldn't it be over instead? Quote Link to comment Share on other sites More sharing options...
Scout Posted February 21, 2013 Share Posted February 21, 2013 A choice of only three skills from the Cultural Skills list . After RuneQuest I was expecting a few more, maybe five or so. Something doesn't feel right with saying your culture only gives you three... Why is only three a problem for you, and couldn't you just add another Cultural Skill? Quote Link to comment Share on other sites More sharing options...
seneschal Posted February 21, 2013 Share Posted February 21, 2013 Hmmm, I'm sure I saw the guy with the facial tattoos and the Mohawk on Jay Leno .... Good to see more BRP product actually getting out the door. Congrats, Zomben! Quote Link to comment Share on other sites More sharing options...
ewilen Posted February 21, 2013 Share Posted February 21, 2013 I had a question about Allegiance. On p. 29 under Increasing Allegiance it says it increases by 1d6 if you roll under current allegiance. Shouldn't it be over instead? No. The same rule/algorithm is in Elric! Seems the idea is that Allegiance accelerates as you get more allied. Opposite of skills, where the more you know, the harder it is to improve. Quote Link to comment Share on other sites More sharing options...
BMonroe Posted February 21, 2013 Share Posted February 21, 2013 I purchased the pdf last night and it's pretty spiffy. As I read through a number of questions occur which I'll ask in order. First off is age; does a character gain +20 skill points per additional d6 years or does it only kick in at 5d6 years or greater? Also, which skills can they be applied to? I can't seem to find anything that says they're restricted to culture or occupation. The Aging description on p. 21 is a bit muddy. Read the full description on p. 17 instead. Yes, for each D6 of age you take, you get +20 percentiles to distribute as you wish (IE: to any skills you want). At 5D6, aging kicks in, and you lose the two characteristic points. A choice of only three skills from the Cultural Skills list . After RuneQuest I was expecting a few more, maybe five or so. Something doesn't feel right with saying your culture only gives you three...Other than that I'm pretty much liking most of this product so far. I really prefer the RQ Hit Locations over the Major Wounds Table, but I knew this was pretty much Stormbringer before I ordered it, so no surprises there. Looks like a really good fantasy toolkit to have, and the setting looks like alot of fun as well, I really hope Magic World takes off See p. 219: "THESE RULES ARE MALLEABLE: This book contains the material that most peo- ple should need to run an epic fantasy cam- paign. Inevitably, your setting will have ar- eas that fall outside of the scope of what we have written. If you don’t want to allow certain races, equipment, spells, etc. in your game that is your prerogative. Discuss with your players the changes you wish to make, and feel free to add, delete, and modify rules to make the game exactly fit your style. Make sure to note anything which alters from the core Magic World rules, so that there will be no confusion as the Chronicle progresses." Quote Please don't contact me with Chaosium questions. I'm no longer associated with the company, and have no idea what the new management is doing. Link to comment Share on other sites More sharing options...
Drew Posted February 21, 2013 Author Share Posted February 21, 2013 The Aging description on p. 21 is a bit muddy. Read the full description on p. 17 instead. Yes, for each D6 of age you take, you get +20 percentiles to distribute as you wish (IE: to any skills you want). At 5D6, aging kicks in, and you lose the two characteristic points. Thanks. I have a few more questions about other aspects of the rules that I'll fire off tomorrow. Quote Link to comment Share on other sites More sharing options...
Mankcam Posted February 22, 2013 Share Posted February 22, 2013 (edited) Why is only three a problem for you, and couldn't you just add another Cultural Skill? Never said I couldn't add another one or two Cultural Skills, of course I can if I desire. Certainly not a problem. I was just making an observation that I was was surprised that the default rules suggested only three. Nothing overly critical, I think the rules and the Magic World product itself is a great thing to have in print. See p. 219: "THESE RULES ARE MALLEABLE:... Yes, of course, any GM will fiddle with things, I'm no different I like your product Ben I think this Magic World line should get a lot of support. Chaosium really needs a Fantasy line as well as a Cthulhu line, I'ld like to think this will take off well. Its a great start to the year in any case! Edited February 22, 2013 by Mankcam Quote " Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!" Link to comment Share on other sites More sharing options...
BMonroe Posted February 22, 2013 Share Posted February 22, 2013 Yes, of course, any GM will fiddle with things, I'm no different I like your product Ben I think this Magic World line should get a lot of support. Chaosium really needs a Fantasy line as well as a Cthulhu line, I'ld like to think this will take off well. Its a great start to the year in any case! Glad you're enjoying it! I'm sure I've mentioned elsewhere, but there are already four other supplements written and edited, and ready to go into the production queue (and a fifth which is about 75% done). If all those do well, I hope there'll be a long line of support for the game in the future! Quote Please don't contact me with Chaosium questions. I'm no longer associated with the company, and have no idea what the new management is doing. Link to comment Share on other sites More sharing options...
rleduc Posted February 23, 2013 Share Posted February 23, 2013 Let's talk about the Brawling skill okay? Consider Baab the Brawler -- he has 110% in Brawling and is attacking a guy with 1D6 armor. The question is does he do 2D3 - 1D6 with a 55% of hitting, or is it only 1D3-1D6. In other words, do you get the extra damage before or after the skill reduction for armor? The second related question is my version has in the example with Iron Claw as doing 1D4+1+7D3 -- is this a typo? I get 1D4+1+2D3 (which is still worth the effort). Could you clarify that paragraph a little. As always, Thanks. Quote Link to comment Share on other sites More sharing options...
BMonroe Posted February 23, 2013 Share Posted February 23, 2013 I'd say the bonus d3 is related to total, unmodified skill percentiles. And yes, that's a typo. Logged. Quote Please don't contact me with Chaosium questions. I'm no longer associated with the company, and have no idea what the new management is doing. Link to comment Share on other sites More sharing options...
rleduc Posted February 23, 2013 Share Posted February 23, 2013 Cool -- lets do another one: The Fisher and the Sorcerer both only have seven professional skills. What happens to the extra skill bonus -- call the put two +20% on one skill? Quote Link to comment Share on other sites More sharing options...
NickMiddleton Posted February 23, 2013 Share Posted February 23, 2013 Cool -- lets do another one: The Fisher and the Sorcerer both only have seven professional skills. What happens to the extra skill bonus -- call the put two +20% on one skill? http://basicroleplaying.com/magic-world/core-rules-questions-3257/#post48840 Ben addressed that, I think. Nick Quote Link to comment Share on other sites More sharing options...
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