Scout Posted February 23, 2013 Share Posted February 23, 2013 (edited) Page 15 Str/2 aids you in dodging? That doesn't seem right Would it break anything if I just ruled that it was Dex/2? Page 31 "Accepting apotheosis or not, the benefits of Allegiance continue so long as Allegiance exists." So once you get 100+ more Allegiance, you get the applicable benefits regardless? EDIT: I'd forgotten I'd started another similar thread called 'Core Rule Questions' located here. Feel free to merge them if it's easier Edited September 25, 2013 by zomben Quote Link to comment Share on other sites More sharing options...
soltakss Posted February 23, 2013 Share Posted February 23, 2013 I think the rationale is that if you are strong then you can more easily throw yourself around. But use DEX if you want. It is very difficult to break BRP by making small changes. Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
Scout Posted February 23, 2013 Author Share Posted February 23, 2013 That's what I was thinking soltakss The Fisher occupation only starts with 7 skills, not 8, so does Sorcerer, but on page 19 it tells you to dish out skill points to 8 occupation skills. Quote Link to comment Share on other sites More sharing options...
NickMiddleton Posted February 23, 2013 Share Posted February 23, 2013 Page 15 Str/2 aids you in dodging? That doesn't seem right What is the base score of Dodge? Now consider who has the advantage at diving out of the way of a rock thrown by a giant, the 8 stone weakling who happens to have average hand eye coordination (STR 8, DEX 11 so Dodge 26 untrained) or the athletic Warrior with similarly average coordination (STR 16, DEX 11 so Dodge 30)? The skill category bonuses are (especially in the case of skills like Dodge, which are based on other Stats) a small part of the starting values of skills, and represent a broad aptitude across a whole category. Would it break anything if I just ruled that it was Dex/2? No, but it would over emphasise Dex's role in combat in my opinion as Dodge would start at 2.5 x DEX. If you are that bothered about it I'd exempt Dodge from having ANY skill category modifier tbh. Nick Quote Link to comment Share on other sites More sharing options...
BMonroe Posted February 23, 2013 Share Posted February 23, 2013 The Fisher occupation only starts with 7 skills, not 8, so does Sorcerer, but on page 19 it tells you to dish out skill points to 8 occupation skills. That's an error. Add "World Lore" to the Sorcerer, Fisher should have "and one weapon skill, or one other skill as a personal specialty." I've already made a note of that, and if I can't get those fixes in the final printing, I'll make sure to add them to the errata. 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...
Scout Posted February 23, 2013 Author Share Posted February 23, 2013 Cool beans Quote Link to comment Share on other sites More sharing options...
Scout Posted February 23, 2013 Author Share Posted February 23, 2013 What is the base score of Dodge? Now consider who has the advantage at diving out of the way of a rock thrown by a giant, the 8 stone weakling who happens to have average hand eye coordination (STR 8, DEX 11 so Dodge 26 untrained) or the athletic Warrior with similarly average coordination (STR 16, DEX 11 so Dodge 30)? The skill category bonuses are (especially in the case of skills like Dodge, which are based on other Stats) a small part of the starting values of skills, and represent a broad aptitude across a whole category. No, but it would over emphasise Dex's role in combat in my opinion as Dodge would start at 2.5 x DEX. If you are that bothered about it I'd exempt Dodge from having ANY skill category modifier tbh. Nick Yes, that does make sense Thanks Quote Link to comment Share on other sites More sharing options...
Aramone Posted February 23, 2013 Share Posted February 23, 2013 On page 103 in Magic World book it states that "A staff may have protection and countermagic spells laid on it." I think those spells are from Rune Quest or from magic in BGB. Can spells SORCERER'S SHIELD and REFLECTION be used on staff instead? Quote Link to comment Share on other sites More sharing options...
spyritwind Posted February 23, 2013 Share Posted February 23, 2013 In general I'd say most dodge's are related to reaction time and agility, but if you are trying to dodge out of the way of a very big object you can always go Dex + Str for that roll. Otherwise I'd go Dex x 2. I can understand dex being too powerful though. Quote Link to comment Share on other sites More sharing options...
BMonroe Posted February 23, 2013 Share Posted February 23, 2013 On page 103 in Magic World book it states that "A staff may have protection and countermagic spells laid on it." I think those spells are from Rune Quest or from magic in BGB. Can spells SORCERER'S SHIELD and REFLECTION be used on staff instead? We're not talking about specific spells in this case. Any protection or counter magic-type spells fall into this rule. So, yes, Sorcerer's Shield and Reflection would work. 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...
Aramone Posted February 24, 2013 Share Posted February 24, 2013 Thanks zomben. I really like the book. Quote Link to comment Share on other sites More sharing options...
Aramone Posted February 26, 2013 Share Posted February 26, 2013 I can't find the pioneer occupation description in the magic world book. What page is it on? Quote Link to comment Share on other sites More sharing options...
BMonroe Posted February 26, 2013 Share Posted February 26, 2013 It's missing. I'll add it to the errata at some point. 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...
Aramone Posted February 26, 2013 Share Posted February 26, 2013 Thanks zomben. Quote Link to comment Share on other sites More sharing options...
Scout Posted September 25, 2013 Author Share Posted September 25, 2013 Page 31 "Accepting apotheosis or not, the benefits of Allegiance continue so long as Allegiance exists." So once you get 100+ more Allegiance, you get the applicable benefits regardless? Quote Link to comment Share on other sites More sharing options...
Scout Posted October 4, 2013 Author Share Posted October 4, 2013 Anyone care to comment? Quote Link to comment Share on other sites More sharing options...
soltakss Posted October 4, 2013 Share Posted October 4, 2013 I assume that it means that if you keep the Allegiance then you get the benefits, regardless of whether you achieve Apotheosis. Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
filbanto Posted October 4, 2013 Share Posted October 4, 2013 Page 31 "Accepting apotheosis or not, the benefits of Allegiance continue so long as Allegiance exists." So once you get 100+ more Allegiance, you get the applicable benefits regardless? I don't have Magic World & it's been ages since I played Elric so please keep that in mind... In Elric you got "allegiance" benefits once you had X points higher than anything else. They were nice perks - extra magic points or hit points or stuff like that. If your level went high enough you could become a champion and things went to the next level. For example, I think champions of chaos were automattically resurrected if they were killed. I'd read this as if you don't accept Apotheosis you could still keep the lower Allegiance benefits you were entitled to. Quote Link to comment Share on other sites More sharing options...
Scout Posted October 4, 2013 Author Share Posted October 4, 2013 Ok thanks all Quote Link to comment Share on other sites More sharing options...
Chorpa Posted October 5, 2013 Share Posted October 5, 2013 I'd read this as if you don't accept Apotheosis you could still keep the lower Allegiance benefits you were entitled to. I haven't read through the Allegiance section in Magic World thoroughly yet. But this is how I understand it too. Quote Link to comment Share on other sites More sharing options...
Scout Posted October 6, 2013 Author Share Posted October 6, 2013 To make sure I'm reading this right; unlike d&d type spells, you don't cast magic in Magic World on your turn, but a round later? Example D&D: the mage's initiative is 12, when 12 comes up, the mage casts his spell and the effect is produced on 12 MW: the sorcerer's intelligence is 16, when 16 comes up, the sorcerer 'prepares' his spell and the effect is produced when 16 comes around the next turn? Quote Link to comment Share on other sites More sharing options...
Mankcam Posted October 6, 2013 Share Posted October 6, 2013 I think it takes a full combat round to prepare/cast most spells (possibly longer for more complex ones, I'm unsure), and the spell takes effect during the magic phase of the following combat round. No skill roll required is the default, although I don't really dig that. I tend to prefer the BRP Sorcery system with the optional suggestion of having casters making an INTx5%, and I always stipulate at least three components or environmental/circumstantial/sympathetic requirements (also relevant Knowledge skill mimumums etc) to be present otherwise I make it a Difficult roll. Just makes it feel more 'sorcerous' that way. But to answer your query, it takes a round of prep beforehand, otherwise it would feel more like a superpower rather than spellcasting I reckon. 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...
Scout Posted October 7, 2013 Author Share Posted October 7, 2013 Thanks for that Manckam Quote Link to comment Share on other sites More sharing options...
fmitchell Posted October 8, 2013 Share Posted October 8, 2013 To make sure I'm reading this right; unlike d&d type spells, you don't cast magic in Magic World on your turn, but a round later? Example [...] the sorcerer's intelligence is 16, when 16 comes up, the sorcerer 'prepares' his spell and the effect is produced when 16 comes around the next turn? This is correct, but on the plus side Magic World has a distinct "Magic" phase before mundane actions. E.g. Eilonwy the Enchantress (INT 16, DEX 11) casts a spell at an attacking cheetah (DEX 18). Assuming her pal Athelstane the Armored can fend it off for the rest of the turn, her spell goes off before the cheetah can make a second attack. Quote Frank "Welcome to the hottest and fastest-growing hobby of, er, 1977." -- The Laundry RPG Link to comment Share on other sites More sharing options...
TrippyHippy Posted October 10, 2013 Share Posted October 10, 2013 Not sure if anyone has asked this before, but is the threshold of 16 POW too high to be able to perform Sorcery? Maybe Characteristics should be started at a higher base anyway (2d6+6?). As it stands, there is a less than 3% random chance that any character will be able to use magic. In game-world percentages this is fine, but Magic World PCs should have more chance than that surely? Quote Link to comment Share on other sites More sharing options...
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