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Messages - Dimirag

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1
Fantasy Express / Re: Weaknesses
« on: April 06, 2024, 10:48:24 PM »
Its a rule used on several games (I've used in some of mine) and it works, it makes the player take care of the drawback while playing, there some game where you can use meta-points (like Drive) to "invoke" an opponent's Drawbacks/Weaknesses.

2
Fantasy Express / Re: Love the game but...
« on: April 06, 2024, 10:44:53 PM »
In these kind of games, differentiation between characters goes more with roleplaying and both what skills are increased and how they are used.

Caster get more spells, but they have to put points in them and they can use them a limited set of times (due to mana costs), non-casters can build on skills that will always be available (it will only depend on environmental factors to be used).

I'm sure Razyr will publish rules for Combat Styles and Moves/Techniques sometime in the future.

But you can always let players try to do "special moves" using skill penalties and Success Levels.

3
General Discussion / Re: RIP Wizard's Lair
« on: February 22, 2024, 11:46:34 AM »
Over the weekend, BOTH of my sites went down, this one and my personal site, Wizard's Lair.
Sorry to read that. Specially the loss of your other page.

4
Fantasy Express / Re: Starting Skill limits
« on: January 20, 2024, 11:59:06 PM »
Barbarian is a culture, maybe you are referring to a Barbarian Berserker/Berserker.

Ranks from Culture and Vocations aren't purchased thus do not count towards the 2 times purchase limit. At level 1 you have 6-8 ranks depending if you purchase 0, 1, or 2 ranks in that skill. You then add Insight to the total ranks.

When purchasing skill ranks it doesn't matter from which Vocational Kit those DP come, it matters if they are from the same Skill Category, and that no more than 2 ranks are purchased on the same skill.

5
Fantasy Express / Re: Initial Thoughts and Questions
« on: January 19, 2024, 11:54:45 AM »
They already appear in the full version of the rules that were released a month or two ago. I either need to add a note to that effect, or to remove that image.
Or make a new image with the Lite schools  ;)

6
Anwyn, The Sundered Isle / Re: Wyrstorms
« on: December 12, 2023, 03:17:46 PM »
Quote
1) Anytime a spell is cast, if the dice roll  is double sixes, then the GM checks for a Wyrstorm
This is a 1% chance, go higher, its a cool effect that will rarely appear this way, specially because there is a second check (A Tier 10 Spell has only .5% chance of causing a Wyrstorm)

Use:
A total of 6 on 2d10 for 5% chance.
Any doubles for 10% chance.
Any 6 in any of the d10 for near 20% chance.

Or you could use the second check directly, or use the spell check result against the Wyrstorm chances

7
Fantasy Express / Re: Skill Ranks and Vocations
« on: November 20, 2023, 06:15:41 PM »
Balance is an illusion  ;)


In D&D you rarely get the opportunity to "pick skills" unless you have an overlap. In the case of this game, the DPs for Skill Ranks has a strong variance. Overlap doesn't really penalize a character, it literally makes them better with each choice. It's not as "on and off" as D&D.

D&D 3.x uses skill points and a 2:1 when purchasing ranks in non-class skills.

I suggest dropping the 2 for 1 thing in character creation and instead note that taking skills outside the normal choices is not allowed in character creation.

The "Change Vocation" Milestone may work for those not wanting to use the 2:1 on DP

I can't see any reason someone would NEED to trade out Skill Ranks to customize. :-)

It's an option for others that would like to do it, I can see people wanting to buy skills outside of their vocation without doing a full vocational change.

Maybe the game could present different Development Styles as options:
A: Includes the 2:1 and the Milestone.
B: Only Milestone
C: Only 2:1
D: Close: None.

8
Other Game Systems / Re: Mana sources
« on: May 24, 2023, 11:16:55 AM »
I have also thought about different skills, talents, or rules for different mana sources with each source having its pros and cons, for ex

Inner Mana: the energy inside the character, it recovers by resting, the skill limit how much mana is available
Outer Mana: the energy on the nature, its almost limitless, but takes a lot of time to be gatherer, ritual skills go here.
Divine Mana: Its energy given by the Gods, the skill communion goes here

9
Open00 (Against the Darkmaster) / Re: Critters & Creatures
« on: April 18, 2023, 07:49:37 PM »
A series of thematic monsters could be cool, either by theme, location, type, etc...

10
Open00 (Against the Darkmaster) / Re: Critters & Creatures
« on: April 18, 2023, 07:38:50 PM »
It could be called Against Dark Monsters  ;) ;D

11
Fantasy Express / Re: Faithful conversion or tweak it?
« on: April 11, 2023, 10:14:10 AM »
Option 2 will take more work, but it will result in a more defined game, I like it, you can tweak things you don't like or things to work they way you like to play, also, expanding the game is never a bad thing.

12
Novus 2e / Re: Errata & FAQ Thread
« on: March 30, 2023, 10:53:31 AM »
Page 27, Survival
The skill is given as a Proficiency one, but
It does not follow the NPB rule, it uses its own calculation, then it says "plus the character may purchase Specialties for other regions."
Its like a "mixed" skill?
Using the standard rule for Proficiency skills may be easier and faster than to have several unique rules for a non-special skill.

13
Novus 2e / Re: Errata & FAQ Thread
« on: March 29, 2023, 10:04:59 AM »
Don't know it this has been reported:
Zen Archery, pg 68, says "The character must learn a separate Lore skill for each combination of weapons."
But the style does not combine weapons, should it say "for each bow" or just that part be removed?

14
General Discussion / Re: Spears tend to get the shaft....
« on: February 03, 2023, 07:38:32 AM »
Years ago I read a game where on the first round the reach defense bonus where to the character with the longer weapon, after that the bonus was received by the character that landed a hit on its opponent, it reflected that if you manage to hit you broke managed to moved into your weapon's effective reach.
For example, dagger vs spear
Spear has the initial bonus
If the dagger hits it manages to go nearer its opponent than the initial distance meaning that the spear now must fight on a shorter distance, if it manages to hit it means it moved to the correct range.

It the spear always gets the bonus it means that after the dagger hits either combatant moves to the initial distance like in a JRPG.

15
General Discussion / Re: Spears tend to get the shaft....
« on: February 02, 2023, 06:50:45 PM »
Spears and maybe polearms having a "reach" quality that gives a defense bonus is not unheard, it works.
Should it be a permanent weapon bonus of being a combat modifier?
If its a combat modifier a spear vs spear combat won't receive the bonus, the opponent is far, but your weapon can reach it thus nullifying the bonus.

I know I always give weird ideas, but, how about using something similar to range penalties of melee?
Maybe melee is also divide in close, mid, and far ranges and you get an attack penalty based on the longer weapon used between you and your opponent (this would require that each weapon have a range category, unarmed and daggers would be Close, polearms and spears would be far, the rest is mid, unless you want extra distances)

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