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Messages - Rasyr

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34
Fantasy Express / Re: Starting Skill limits
« on: January 21, 2024, 08:26:49 AM »
There are only 2 rules regarding Skill Ranks.

1) Vocational Ranks, from any combination of Vocations, cannot give more than 4 ranks to a single skill.

2) You can only purchase 2 ranks per level using DPs.


Now considering that Cultures only give a max of 2 ranks in any skill, this means that a character could start with up to 8 ranks in some skills (not counting any bonus ranks or bonuses from Backgrounds, which would stack as well).

(Note: I moved this thread to the public FX forum as this seemed more like a generic question that would be of interest to everybody, than a playtesting issue.)

35
Fantasy Express / Re: Initial Thoughts and Questions
« on: January 19, 2024, 07:48:28 AM »
Okay, I've taken a quick scan through the PDF and I have to say, I like a lot of what I'm seeing. As much as I love MERP, RM, AtDM, I find the combat system just makes running the game too slow for my tastes. FE looks like it might be the ticket to give the vibe of those other games, while making things run more smoothly.

In no particular order, some initial thoughts and/or questions. Apologies if the answers are in the book, as I said, this is an initial scan through and fast thoughts.

From your comments here and elsewhere, I presume that you have only the Fantasy Express Lite version, which is not the full game. And there may be things I need to change in it still (hence why it is in Open Beta).

1 ) I love, love, love the Vocation combo thing. That's so cool. I was curious if you could take the same vocation twice but I see in the example characters that that is the case.

Yup, taking the same Vocation makes you essentially an archetype of that Vocation. Just keep in mind that Vocation combinations can never give more than 4 ranks to any one skill.

2 ) I love the heroic path/milestone mechanic from AtDM and think it is great here.

I do too!

3 ) I think initiative is far too complicated. The modifiers seem so high that they make dex not really important. Honestly, I think you could simplify it by giving a +/- 5 to a character if they have advantage/disadvantage and then have a small list of examples of things that cause it.

Hence why the game is still in Open Beta, in case I do need to change things.  :)

4 ) Ball and Cone spells...these require you to give up your action to make a Save, correct? What about when you turn spells that normally inflict effects (like Stun) into a Cone? Do they still need to give up their action to make a save?

The descriptions for Balls and Cones and Lines are written with physical attacks in mind. Thus, the losing of actions is only for spells against DM (i.e. cone of fire, cold ball, etc..). Spells that are normally against a Save do not require losing actions to Save against if they are scaled into an area effect of any type.

5 ) Critical effects...I love this in theory. I wonder how complicated it will be in play though...especially with analysis paralysis on the part of players who are scanning the list everytime they get a crit. I will probably give players a cut down list of effects to pull from based on skill ranks/weapon and let them open it up over time.
My other concern is that not all of them seem particularly balanced. Like, for SL1 I can add my Str or 1/2 my skill levels to my damage. Or for 2 I can add a +2 to hit next round? That seems kinda weaksauce. I'm sure there will be lots of other examples but I haven't gone through it deeply yet.

Not every result is equal. Some will get more use than others, it all depends on the situation.  Yes, some may need tweaking. This is why the game is in an Open Beta. I need all the feedback I can get, so that I can adjust things before finalizing the system.

6 ) Damage doubling. In the section on determining damage, you add +1 per point over 20, up to double the max of your weapon. I am unclear if this ONLY applies to this particular bonus, or if weapons are hard capped at twice their base damage (barring crits). For example, if I rolled well enough with a weapon who's base damage was 6 and rolled a 26 for 12 damage, could I also use a SL1 crit to add half my skill ranks (10, so +5) to do 17 damage? Or is 12 the absolute max?

Extra Damage from a good roll is capped at double the weapon's base damage.  Critical Results are completely separate additions.

Note: Weapon Focus gives a +1 to the Damage Ratings of a weapon, so, while an Arming Sword (10s/8p) can normally max out at 20s/16p from the roll. But if they have weapon focus for the Arming Sword alters that Damage Rating to 11s/9p with a max of 22s/18p.

I have plans on doing a Combat Example, I will need to get it done soon.

7 ) Does armor limit casting? I didn't see anything about in the spell casting section. If it does, I hope it depends on 'school' of magic.

Yes, Armor affect Casting, but not in the manner that it does in some games.

On page 53 of FX Lite (page 88 of FX), look at the description of the Move Penalty.  This is the Penalty applied against Spell Casting and other movement based skills, including Reflex Saves. The Armor skill reduces these modifiers.

Should I add Armor Adjustments to casting?  This sounds like a conversation to have in the FX Playtesting forum.

8 ) The Diagram shows 8 types of magic. But we only have 3. Will those appear later?

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.

9 ) When will the rules on race creation come out? I want them now!!!!

I actually do not have any rules for Race Creation.  I used the Against the Darkmaster races as my starting point, and just tried to roughly balance the races I added accordingly.


36
Fantasy Express / Re: What critters are in the FX bestiary
« on: January 19, 2024, 06:51:02 AM »
Nice!

Will there be any new playable species?

In the core rules, I have provided 9 Playable Races.

Asgerdi (very large humans)
Dwarves
Dwelfs
Grey Elves
High Elves
Wood Elves
Humans (D'anui)
Humans (Zhuan)
Gnomes
Orcs


I will eventually add other playable races (including all of the Unusual Races) in later products, but they are not listed as such in the core rules.


37
Fantasy Express / Re: Current Character Sheet
« on: January 19, 2024, 06:47:34 AM »
This is a great character sheet. Couple of requests:
1) Is it possible to get a fillable version (or excel) one?
2) Would it be possible for some of the core skills to be filled in for each section? I find that helps players, especially new ones, spend their points when they can see all the options available.

1) Look in the Fantasy Express section of Downloads. There is already a form-fillable version available for download (it is available on DriveThruRPG as well).

2) I thought about that, but ran into the issue of space. I might still do a version like that, just to see how the whole thing turns out. It would likely turn out to be a three page version as well, sinc another thing that it does not have is an attacks section where you can list your attacks and the starts regarding them as well, and I might like to add one..

38
Fantasy Express / Re: Skill Ranks and Vocations
« on: January 19, 2024, 06:29:23 AM »
Sorry to Necro, but I have to strongly disagree with this. One of the things I love about RM/AtDM is the ability for any character to potentially do most things. I cannot see how a character choosing to sacrifice skill ranks to be less good in something else is any less difficult to balance than a D&D character taking a 1 or 2 level dip in another class to get some benefit.

The shifting of Development Points from one Skill Category to another is actually part of Against the Darkmaster, and they got it from their inspiration (MERP) as it was in there as well. The idea behind it is to allow characters to acquire skills that they might not normally get due to their skill focus. This allows them to do, but since it is outside their focus, it takes more effort (more DPs).

Rolemaster did not need such a rule because they took and combined all of the DPs into a single pool, and then assigned differing costs to each skill for each proofession.

Do I think it will come up often? No, I do not, not with how flexible the vocational system is. But it being there allows for that extra bit if the player needs it.

39
Fantasy Express / What critters are in the FX bestiary
« on: January 18, 2024, 12:32:26 PM »
Here is a list of the critters in the Bestiary:

Animals
Ant, Giant-   Army
   Banded
   Fire
   Frost
   Shock
Ape, Giant
Bear, Large
Beetle, Giant
Boar, Small
Cat, Large-   Lesser
Greater
Coinyn (rabbet)
Deer   
Dog   Hound
Ratter
Sheepdog
Wolfhound
Donkey
Falcon
Frog, Giant
Garm (Riding Wolf)
Goat   
Horse-   Cart/Plow
   Riding Heavy
   Riding Light
   Riding Med.
   Warhorse
Korex   
Mature Pony
Mule   
Oxen/Cows/Bulls
Pig   
Rat, Giant   
Scorpion, Giant
Sheep
Spider   Lesser
   Greater
Swamp Octopus
Syris (Riding Cat)
Tarq (Riding Goat)
Wasp, Giant
Wolf   

Celestials
Order I Celestials
   Balaha
   Eloihym
   Ishym
   Kerubs
   Malakym
Elementals
   Elemental Wisps
   Minor Elemental
Spirits
   Familiar
   Nature (Wildlings)

Constructs
Constructs-   Minor
   Major
Golem   Brass
   Clay
   Flesh
   Iron
   Stone

Demons
Order I Demons
   Common Minor
   Demon Locust
   Fiend
   Grylins
   Larvae
   Manes
   Orocabus

Devils
Order I Devils
   Alastor
   Garun
   Grimalkin
   Hellion
   Imp
   Stone Devil

Draconic
Basilisk
Cave Drake
   Young
   Adult
Dragonette
Dragon (Wyrms)
   Wyrmling
   Young
   Adult
   Old
   Ancient
Fellwing
Hydra
Sirrush
Wyvern

Fey Folk
Bakru   
Boggart/Brownie
Fear Dearg
Fossegrim
Gremlins   
Pixie   
Redcap   
Satyr   
Spriggan   
Tylweth Teg


Floronic Dangers
Assassin Vine
Exploding Mushrooms
Howlers
Trapping Plant
Sentients   
   Awakened Tree
   Treant
   Twiglings


Giant Races
Giant -    Fire
   Forest
   Frost
   Hill
   Stone
Ogre -    Small
   Large
Sasquatch/Yeti
Troll,  Forest -    Lesser
   Greater
Troll, War   


Mythic Creatures
Amiraj
Blood Bird
Carrion Beast
Cockatrice
Demon Dog
Eye Beast
Flying Razortooth
Fossivore
Gargoyle
Grannock
Griffon/Gryphon
Jackalope
Lycanthrope
   Wererat
   Werewolf
Manticore
Pegasus
Rock Squid
Slithering Maw
Sobekor
Unicorn
Ursator
Will-o-wisp


Prehistoric Creatures
Ankylosaur
Brontosaur
Entelodonts
Pterosaur -    Small
   Large
Raptoc   
Razorback Lizard
Smilodon
Terror Bird
Tricerotops
Tyranosaur


Undead
Created Undead   (I)
Created Undead   (II)
Fire Phantom      (III)
Ghost   (II)
Ghoul   (I)
Mara   (II)
Mummy   (III)
Shade   (II)
Skeleton   (II)
Specter   (II)
Vampyri   (II)
Wight   (IV)
Wraith   (IV)
Zombie   (I)


Unusual Races
Centaur
Goblin
Hobgoblin
Kobold
Lizardman
Lyrani (felinion)
Troglodyte
Ursoc (bugbears)
Zephyr (winged folk)






40
Announcements / Fantasy Express Lite - Open Beta Released
« on: January 17, 2024, 11:53:18 AM »

What is Fantasy Express?


Fantasy Express Lite is a new game, based on Against the Darkmaster and the Grievious Grimoire, and the more fully described Fantasy Express! It is released under license from Open 00 Games, and also being released under Creative Commons license.



But what is Fantasy Express like?


Basic Mechanics

  • Dice Mechanic - Uses a 2d10 open-ended mechanic (not d100)

     
  • Resolution Mechanic - Has a universal mechanic that is used for almost everything, with a few flourishes, based on the type of roll (i.e. spells get saves, etc.) using the FEAT (Fantasy Express Action/Task) table. It also determines how successful the character is with up to 5 Success Levels able to be earned. The FEAT table takes up a tiny portion of the character sheet so that is always readily available.

     
  • Combat - For Combat, you roll on the FEAT table, and subtract the foe's Defensive Modifier (DM) and look up the result. Partial Success = deal half of the weapon's Damage rating as hits of damage. Success, do the full damage rating as hits (plus +1 hit for each point the result is over 20), and you also earn Success Levels. Those are spent on Critical Results, chosen by the player - no random criticals - and even include results that can be beneficial in the following round. On the other side, Armor reduces the amount of damage dealt (both weapons and armor have ratings for types of attack, so may be better in one aspect than another -- for example, an Armor Sword has a Damage Rating of 12s/8p, and Soft Leather has an Armor Rating of B1/S2/P1/SL0, so wearing just the leather armor reduces the Slashing attack from the sword by 2 points - Parrying IS your friend!!!

     
  • Magic - Magic is divided into 3 Schools of Magic: Divinism, Magery, and Sorcery. There are nearly 100 spells spread across those 3 Schools of Magic and a group of spells known as Universal Spells, which are available to everybody. Each spell is learned as a separate skill. All spells are scalable in some fashion or other. Spells can be scaled up in ways that increase the Mana Point cost of the spell, or in other ways that can provide modifiers to your casting roll. With almost dozens of different Scaling Options available on these spells, the possibilities are astounding as you can mix and match the scaling options on a given spell, and in some cases, apply a scaling option more than once for even more increased effects.

     


System Details

  • Stats - there are 7 stats, and multiple methods for generating them.

     
  • Races - 6 Races total (1 Human, 2 Elven, 1 Dwarf, Dwelf (think slender, athletic halflings), and Gnome) -- each provides the character with some background option points, stat modifiers

     
  • Cultures - There are 8 Cultures to select from. Each provides some information about dress, general demeanor, and give a bit for starting wealth. Each also provides 20 skill ranks divided among a number of skills.

     
  • Vocations - There are 12 Vocational Kits given. However, each is only half of a full Vocation, so you select 2 for your character and simply combine them. This method gives you about 72 possible combinations for building the type of character you want. This allows for extremely flexible character generation without a lot of complication. Each Vocation gives 10 Development Points split among the Skill Categories, and 20 skill ranks split amoung the various skills. Each also gives you the choice of one of 3 Special Skills related to the Vocation.

     
  • Skill Categories & Skills - There are 9 Skill Categories in total and 42 separate skills, although, some skills, such as Spell Lores, are learned multiple times, for a different version of the skill each time.

     
  • Special Skills - There are about 24 Special Skills. Each can only be learned once, and you do not purchase them like normal skills. You get them from your Vocation, from a Background Option selection or from Milestones

     
  • Background Options - there are 57 Background Options with 2 levels to each, giving a total of 110 Gifts that you can spend your Background Option Points on. But wait! There's more! There are also 34 Drawbacks as well. Drawbacks give you more BackGround Option Points (you can get up to 3 total) to spend on more Gifts.

     
  • Passions - Passions are essentially descriptions about how your characters act. Each character has 3. When they come into play, they can earn you more Drive.

     
  • Drive - you can have up to 5 Drive total at any given time (if you have 5, you cannot gain more until you spend some). Drive can be spent to do rerolls, give a bonus on a roll, or a small number of other things. You also track how much Drive you have used (this is called your Heroic Path), and for every 10 points on your Heroic Path, you gain a Milestone.

     
  • Milestones - Thes are bonus abilities that you can gain after you have spent 10 Drive Points. There are about 35 in total, and while you can only gain most once, there are some that can be gained multiple times.

     
  • Bestiary - There are 74 distinct creatures detailed to allow for many different types of encounters.

     

41
Anwyn, The Sundered Isle / Re: Wyrstorms
« on: December 17, 2023, 01:14:39 PM »
Ok, here is a screenshot of the finalized Wyrstorm, and as a bonus, I upated the Circle of Magic image (cause I finally remembered how I did it for Libram Arcanis...

Wyrstorm.jpg
* Wyrstorm.jpg
(Filesize: 360.37 KB)
(Dimensions: 1280x812, Views: 96)


42
Anwyn, The Sundered Isle / Re: Wyrstorms
« on: December 15, 2023, 12:01:10 PM »
Ok, my current take on Wyrstorms


Quote
Wyrstorms

These are storms of magical energy that sometimes occur if too much magic has been cast too recently in a given area.

When a character casts a spell, and doubles are rolled on the dice, the GM needs to check to see if a storm is immenent.

GM rolls 2d10 and adds double the Tier of the spell cast. If the total is 20 or higher, w Wyrstorm will form in 2d10 minutes, with a size of 1d10 miles. The storm will last for 20 + (2d10 x 5) minutes. If there is a storm, there is no chance of Magical Resonance, or of magically tracking anything within the area of the storm until the storm has passed (all traces from prior to the storm are erased).

During the storm, any attempt to cast a spell has its CF range increased by double the Tier of the spell being cast (i.e. a Tier 3 spell has a CF range of 2+(3 x 2) (i.e. 2-8).

During the Storm there is a 6% chance of lightning striking near the PCs (i.e. a roll of 18-20). If it does, GM rolls 1d10 to determine how many strikes.  Characters take 5 Hits of damage for each near strike unless they are under cover (solid cover).

Potential Random Effects include:

Roll 2d10
2             Random Item total destroyed       
3-5          Random Item permanently reduced in power
6-16        Odd: All Magical Items  drained for 24 hours; Even: Nothing happens
17-19      Random Item double in power for 24 hours
20            Random Item permanently has power increased in some fashion

There is a 55% chance of the storm opening a rip or tear in reality to a random location and pulling something through to where the PCs are (10 or higher on 2d10). This is more often than not going to be hostile.

If there are any magical portals in fixed form (i.e. such as the ones dotting the Esker Highlands), there is a 100% chance that the storm will activate them, and pulling something through.

Once the storm has passed, any attempts to cast spells receive a -4 for 24 hours, as the ambient magic of the region replenishes....

43
Anwyn, The Sundered Isle / Re: Wyrstorms
« on: December 12, 2023, 05:13:51 PM »
Hmm. we could just make it be checked for on any Doubles in casting a spell..... I am okay with that, since if a Wyrstorm is not triggered, there is still the possibility of Magic Resonance if the doubles were below the spell's Tier.

Then on the GM's check, we add in double the Tier of the spell, which makes it less likely for lower level spells, but much more likely for more powerful spells....

(remember you are supposed to have triple Tier in ranks to cast safely (with ASF))

44
Anwyn, The Sundered Isle / Re: Wyrstorms
« on: December 12, 2023, 11:46:44 AM »
Nice twist.
Do you intent to implement those storms instead of magical resonance? Add I see it, if ambient magic is potent enough to coalesce into storms, it should mask most spell castings in the area.

I was thinking of in conjunction with. The Magical Resonance is more of a system thing, while the Wyrstorms are more setting based. And yes, a Wyrstorm would make it impossible to track casting in the area during, but right after one, I would give +4 to any Resonance rolls due to the lesser levels of magic, any spell cast would make a bigger ripple....

but only if the big bad is watching...

45
Anwyn, The Sundered Isle / Wyrstorms
« on: December 12, 2023, 10:01:54 AM »
As part of Anwyn, one of the things I was planning was to have some unusual effects happen in Tuist Rhion because of the high concentration of magic in that region.

While watching a recent vid, the creator of a setting called Final Age, talked about something he named Ghost Storms (which create/summon undead of various types) which happen if there is too much magic use, and that got me thinking about how the Bladelands setting (a continent on Shadow World) had Bladestorms, and the rest of Shadow World had flow storms.... and thus I was inspired.....

And since I was already going to have Tuist Rhion be highly magical, I got to thinking that something similar could happen in Anwyn as well....

And what we have are the Wyrstorms (pronounced: WEER storms). I am still working out the details, but in short, they are filled with red and green lightning, they last anywhere from 20 minutes to 2 hours (20 + (2d10 x 5) minutes). And during a Wyrstorm, random portals to other worlds and planes can open, pulling almost anything through. If a Wyrstorm happens in the presence of a portal, like those found in the Esker Highlands, those portals will automatically activate.

so the mechanics I have worked out so far look like this......

1) Anytime a spell is cast, if the dice roll  is double sixes, then the GM checks for a Wyrstorm

2) The GM rolls 2d10 (open-ended), and adds in the Tier of the spell. If the result is 20 or higher, a storm forms over the course of the next 2d10 minutes., the area covered by the Wyrstorm is 1-10 mile radius

3)  The more magic items you have or active magic going, the more likely you are to attract lightning strikes (which otherwise happen randomly  -- I need to work up a table of possible effects. there will be chances that the party takes a lightning strike or that a creature of some sort is portaled in

4) After the storm is over, all spells receive a -4 to casting for 24 hours and any magic items may also have been altered (either weakened or made stronger a 2d20 roll for each item, 2-5 = item weakened or perhaps made non-magical; 17-20 item made more powerful; 6-16 = odd: item drained for 24 hours, even: no effect

In the cities, they have created Storm Rods for these storms to redirect any lightning strikes into the ground - just a long metal pole with a crystal at the top, that is stuck in the ground  - cheap and easy to make, but every town and village has them....



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