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Topics - Fidoric

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1
Fantasy Express / Sample Characters
« on: November 03, 2023, 07:08:55 AM »
I open this thread to post some examples of how characters are build under current rules version (0.10c).
The first ones are both build with different vocation kits (archer/scout for one, cavalier/champion for the other).
Feel free to use them, to add some other ones or to ask any question about character creations.

2
Novus 2e / Foundry Virtual Tabletop
« on: January 22, 2022, 07:49:28 AM »
Last week-end I used for the first time the Foundry VTT tool.
Any chance to see a Novus module for this application or any other?
Regards,

3
Novus 2e / V24 Character sheet
« on: December 19, 2021, 10:00:47 AM »
I have begun updating my example characters using the final ruleset. Everything goes fine so far rulewise but I encounter some problems with the character sheet itself:

  • Stats (both primary and secondary) do not auto-calculate
  • Most cultures have several ranks to share between two or more crafts so a second Crafts line in the General skills would be handy
  • Blank lines after Subterfuge skills do not display the right police (too big)

4
Novus 2e / CrTs for monsters
« on: November 15, 2021, 12:23:33 PM »
If rules are the same for monsters as they are for PCs (I believe so even if large monsters have a bonus), CrTs are based on DT.
This means that they can be increased if the monster benefits from fighting defensively or some other DT advantage. If this is right, you may want to mention it somewhere in the Creature description chapter (p100 under CrTs entry probably)

5
Novus 2e / Kongjin Fa development
« on: November 15, 2021, 12:20:30 PM »
<hr />

To develop Kongjin Fa, if I understand correctly, you need:

<span class="s2">• </span>Wushu (more ranks than Kuo Sho)


<span class="s2">• </span>Weapon focus in Wushu


<span class="s2">• </span>Kuo Sho MA Style (more rank than Kongjin Fa)


<span class="s2">• </span>Lore: Kuo Sho (if you want to buy moves or special abilities)


<span class="s2">• </span>Kongjin Fa MA style


<span class="s2">• </span>Lore: Kongjin Fa (if you want to buy moves or special abilities)


If you disregard the one-time cost for Weapon focus, that means you are required to pay 10 ranks in Wushu and KuoSho before buying 10 ranks in Kongjin Fa. Probably you will have Wushu and Kuo Sho as favored skills but even so, the price in CP will be hefty (50 CP if you have both Kuo Shoand Wushu as favored, 70 CP with only Wushu as favored... and this is without buying any rank in Lores, Combat moves or special abilities).

The cost is going to explode for ranks above 10. Even with all skills marked as favored, it will cost 15 CP just to upgrade from 10 to 11 ranks in Kongjin Fa.

Is this how it is supposed to work? I think it may be a little bit expensive.

6
General Discussion / Really sad news
« on: October 02, 2021, 12:44:32 PM »
From ICE website:

To all in the ICE family

It is with the greatest sadness that we must inform you that the incomparable Terry Amthor has died. We extend our most heartfelt condolences to his sister Tamara, his family and his friends.

The cause and circumstances of his death are still under investigation, so we cannot provide any details on this and will defer to his family on what they choose to disclose in due course.

Terry was a founder member of the original ICE and a cocreator of Rolemaster and Spacemaster, writing and contributing to many of its most iconic products, and to some of the most exceptional 1st edition Middle-earth modules. Most of all, he has shaped our imaginations with his masterful Shadow World epic fantasy setting. He continued to develop Kulthea through his own Eidolon Studio company, before joining forces with Guild Companion Publications to create new sourcebooks and adventures bringing ever more of Shadow World to life, and working as our layout guru for most of our other products.

Author, designer, world builder, and friend, Terry's genius has enriched our lives for decades. His creations will continue to inspire us all for years to come.

Rest in peace, Terry.

7
Novus 2e / Combat Balance
« on: November 23, 2020, 03:42:35 PM »
I have conducted some combats between the Dwarf I posted earlier (9 base AB which is good but reduced to 6 due to his armor).

First I pitted him against a Goblin. The combat dragged for more than 10 rounds due to the difficulty for the Dwarf to score a hit.

Then I went for a Kobold... that critter is even harder to hit and tougher to damage due to better armor and DT.

The good point is that fate points have proved very powerful tools  to tip the balance. But having to rely upon fate points to hit a mere goblin seems wrong to me.

Have you met the same situations? Do this need to be addressed? I think that maybe armor ratings from armors may be a bit too high, especially when worn in full suits.

 

8
Novus 2e / Player's choice instead of preset entry
« on: November 15, 2020, 06:21:24 PM »
I think it could be a good thing not to mention any specialty or sub-skills in training paths descriptions.
I have found it awkward sometimes when creating characters. Of course I can always ignored the preset indication when it does not suit me but it could be easier for people who are not familiar with the ruleset.
For example when creating Hranulf (Dwarf Warder) I had to switch his TP ranks from Heavy Blades to bludgeons/axes and Thrown blades to Theown Hafted to better suit the character's concept. That was pretty straightforward but then I had to adapt his extra core specialty light blades to bludgeons/club.
I think the good way to go is that which has been used for the Bounty Hunter who has Influence(player's choice) allowing him to choose between different styles.

9
Novus 2e / Cuellain (Human/Urban/Pickpocket/Rogue)
« on: November 11, 2020, 12:44:45 PM »
And here comes Cuellain, a rogue seeing strange things and willing to join Kadiris in his venture.

Something occured to me while creating this character, a punch causes as much damage as a dagger, which is not very realistic. Probably unarmed attacks should be lowered, maybe a punch should have Str+0 BD (minimum 1). It could be the base damage, all weapons basically working toward increasing dealt damages, hence Str+xx damage.

10
Novus 2e / Stats and skills relative weights
« on: October 23, 2020, 06:20:50 PM »
It occured to me recently that stats influence of the total skill roll quickly fades when compared to skill ranks.

Considering the stat values table, there's only a 2-point difference between a prime adult and a world-class individual. That means two ranks in a skill bridges the gap between above-average and word-class ability.

I have never thought about this earlier and wonder if someone else has already given it a thought?

 

11
General Discussion / Merry Christmas!
« on: December 24, 2014, 07:05:04 PM »
It may be a little early in the US but here in France it's the beginning of Christmas night.
So I wish a merry Christmas to everybody!

12
General Discussion / Study tour
« on: November 30, 2014, 12:33:09 PM »
I am about to leave for a 15 days long study tour in the US. I'll be in south Washington area for the next two weeks. That's really cool because besides professional opportunities, I'll be staying at my best friend's home on next WE!

13
Novus RPG / Impedance reduction
« on: July 03, 2014, 10:20:15 PM »
After a quick glance at D&D5, it seems they consider you can cast spells in any armor you are proficient with. What about making something like that in Novus. Maybe the armor talents could give an impedance reduction along with their other ability?

For example armor,medium could give you a 1 point impedance reduction to spell casting in medium armor.
Several possible options come to mind :
- each armor talent gives a 1 point impedance reduction for the appropriate armor category,
- same but the reduction is equal to magic stat bonus (equivalent to the impedance reduction talent),
- same as above, impedance reduction talent is a prerequisite for this second reduction (meaning the armor training talent grants an impedance reduction only if you have the impedance reduction talent too)

This could be a way to give semi-adepts an edge.
What are your thoughts about this ?

14
Other Game Systems / D&D next basic rules
« on: July 03, 2014, 10:07:02 PM »
I have just had a quick reading of D&D new iteration.
So far it seems rather cool. What impress me most is the fact that they have thoroughly renewed D&D while keeping its distinctive feeling. Something that another game as fail to do so far...

I will happily read it further next week-end!
What are your first impressions?

15
Novus RPG / Racial attacks as combat moves
« on: June 22, 2014, 10:03:06 PM »
My son is has been playing a lizardman with tail and claw attacks for some times now. This afternoon we have made another character from a taurine race able to make horn attacks.

If I make no mistake, each of this character has to develop a specific skill to fight with their natural weaponry. OTOH, a human character may use any one of his body parts in a fight (head butt, elbow, punch, kick...) with a single skill (brawling or basic MA for example).

Regarding the natural attacks, I am toying with the idea of using only one skill for unarmed attack (brawling, boxing, basic or advanced MA) and make a specific combat move for the natural attack.

For example, a lizardman with a tail attack would gain access to a free tail strike combat move but will have to develop an unarmed skill to  make any use of it. I won't make him develop specific ranks in claws and tail to use them considering them to be natural weapons in the same way that our feet, hands and elbows are.

What do you think about this?

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