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Messages - Fidoric

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631
Novus RPG / Mounted Combat
« on: September 21, 2011, 06:03:01 PM »
I am trying to figure out how to handle mounted combat with quick and dirty rules, that is simple modifiers to AP, DEF, AB, Damage (like other combat moves) and maybe AR.

I think there are two main advantages in mounted combat :

1. increased line of sight on a battlefield,
2. improved mobility.

I am not sure whether the first point is relevant in most roleplaying games or not. There are no rules for that when dismounted so certainly no need for them when mounted. Maybe it just offers the possibility to see beyond a wall or a crowd.
For the second point, you just have to use the mount base movement instead of the rider's.

As for the effects of being mounted on attack resolution (AP, DEF, AR, AB, Damage), I would like to have your opinions. Though I am not a rider, I imagine :

3. Directing your horse while fighting is certainly more difficult than doing either separately. So I would make it a complex action requiring 6 AP. That means basically 1 attack every other round (except maybe with specific talents or boon points). I would the make a riding skill check vs TN20 with +/- 1 to the attack roll for each 3 points above/below 20. Boon points could be used to reduce required AP on a 1/1 basis.
4. I would lower DEF by 2 points to simulate the reduced dodging possibilities (that is if you mean to stay on your horse). Maybe the bulk of your mount may be a kind of protection and this -2 mod is not relevant ?
5. I can't see any influence of mounted combat on AR, except that without polearms dismounted opponents may be more likely to hit your legs. I am not sure it's worth a ruling though.
6. Damage. I see two points there.
6a. When charging, the increased momentum will allow tremendous damage (something like moving strike with the possibility to use all 5 AP and maybe an increased damage multiplier to make for the momentum, +10 damage by AP for example with polearms...).
6b. When fighting from horseback, I imagine that you are neither as accurate nor as powerful than when swinging your sword with your feet on the ground. So I suggest a -2 to damage.

From these considerations, I would say for mounted combat :
- Make a Riding skill check TN20 :
- AB +/- 1 by 3 points of difference
- AP +2 (any boon point may reduce required AP by one (allowing 1 attack per round).
- DEF -2
- Damage : -2 if "static", +xx if charging
- AR + 0

What do you think of this ?

632
Download Submissions / Excel character sheet
« on: August 08, 2011, 08:28:57 AM »
Here comes an updated (v0.5) version of the Novus Excel character sheet. Feel free to modify it and add to it.

[attachment[/attachment]

633
Download Submissions / Return of the Excel character sheet
« on: August 08, 2011, 08:26:00 AM »
Here comes an updated (v0.5) version of the Novus Excel character sheet. Feel free to modify it and add to it.

634
Gamer's Gallery / Elven Fighter
« on: August 04, 2011, 09:19:28 PM »
This is the first character played by my son. It is inspired by Fenris, the Tevintide former slave and pariah from Dragon Age 2.
BTW, we are playing in the Dragon Age setting, in vicinity of Breciliane forest. This character, also named Fenris, is a Warder, a rare Dalatian Elf bred for war rather than a mere hunter. He usually wields a two-handed sword in combat. He is accompanied by a young spirit maiden (level 2 shaman) and a hunter.

Elf, Sylvan, Level 2 Fighter
CHR 11, CON 14, DEX 13, INT 13, SPD 19, STR 13, WILL 7, WIS 16
DEF 19 (23 w/ shield), AR 6 (with RL armor, leather bracers & greaves)
HP: 42 SP: 7 Move13'

Combat:
+14 Great Blades (10)
+11 Swords (

635
Novus RPG / "XXX extraordinaire" talent
« on: July 13, 2011, 10:23:32 AM »
I was thinking of a talent allowing to gain an extra boon point if you earn one. Such a talent would be tied to an individual skill.
For example, a "French cook extraordinaire" earning a boon point from a high roll would get a second boon point from his talent but only when making a Cooking roll.
I feel it could be a good way to make characters more efficient with one skill. OTOH, some skills are broader than others and this could be abused. A "Spellcaster extraordinaire" would gain this benefit each time he casts a spell. Or maybe this talents could be tied to an individual spell ?
Anyway, I feel this should be a costly talent (10 CP ?).
Any input ?

636
Novus RPG / Teleportation
« on: June 06, 2011, 12:50:00 PM »
I may have overlooked it, but I cannot  find any teleportation anywhere, even in Libram Novus 1.
I will try to create a table to post soon.

637
Novus RPG / Novus combat skills
« on: June 01, 2011, 12:33:58 PM »
First, I find Novus combat system very good.

Lately, I was thinking of a possible simplification of Novus combat skills. Instead of having one skill by weapon category, I was toying with the idea of having only three skills : melee, thrown, missile. That would give you very broad AB. That way, you are sure that a fighter with a high skill with a broadsword would not be too clumsy with a mace or a staff, which is not ridiculous per se and rather realistic. OTOH, I am aware that it is very generous as a few ranks in a single skill give you a benefit with many weapons. It may be that it is unbalancing regarding character development.
For more specialization, I was considering using talents. For example, a character could develop a affinity with swords or bows by acquiring a talent equivalent in scope with the current weapon groups (axes & hammers, bows...). Each of this talent, rather than give you additional AB, would grant you access to combat moves and/or styles, but only for the considered weapon group.

Maybe it could be better with more combat skills, for example 1-handed, 2-handed, polearms... instead of just 3 broad combat skills ?
Any thoughts ?

BR
Fidoric



638
Technical Issues & Requests / Re: Problems with the forums
« on: May 22, 2011, 10:03:15 AM »
Hello,
is it possible to add a "up" button at the bottom of the topics in order to allow a quick access to the main menu side bar even after reading long posts ? Or maybe it would be better to have the sidebar always visible, that is not scrolling down with the rest of the window ?

639
Novus RPG / Boons & Snags
« on: April 07, 2011, 08:47:13 PM »
I may be misunderstanding something about boons and snags (-12 on my rule understanding roll  ???.
As I read it, the rule says that as soon as you roll higher than the TN up to 10 points above, you earn a boon point, between 11 and 20 you earn 2... And same thing for the snags: as soon as you roll under the TN, you earn snags (1 between -1 and -10...).
Is it OK ?
Or should I rather understand that you earn 1 boon or snag for each full 10 points above/below TN. That is if you have TN20, you earn 1 boon point when you reach 30 or 1 snag when you roll 10 or under ?
The second explanation seems more logical to me, allowing for normal successes or failures.

640
Download Submissions / Excel character sheet for Novus, act III
« on: March 28, 2011, 09:13:17 PM »
My last attempt for tonight...

"This is a rudimentary Excel character sheet for Novus I'd like to share. It has almost no formulas at the moment, but feel free to add them along with macros and to post this sheet back on the forum so that we may build a common auto-calculating character sheet."

Fidoric


[attachment[/attachment]

641
Novus RPG / Weapons and Defense
« on: February 20, 2011, 12:47:51 PM »
Let's consider this point: some weapons are better when it comes to defense than others. For example, it's easier to block attack with a sword than with a flail but harder than with a shield.
Novus uses different stats for defense and armor rating, as I think it should be.
WOuld you think it possible and/or useful to add another weapon stat to reflect the above statement. This could take the form of a defense modifier, as it is currently done with shields. For example, a broadsword could be +0 DEF, a main-gauche +1 and a flail -2. In a general way, the more maneuverable the weapon, the easier it is to parry incoming blows. But the way it is wielded (1- or 2- handed, both hands at the same extremity or not...) also has a influnce. Many factors have to be taken itnot account but they all may be sumarized in a single Defense adjustment.  That way, you give smaller weapons an interest and allow the creation of strong offensive / defensive combination. A flail-wielding warrior may be fearsome and able to deal heavy damage with each blow, he will also have difficulties when it comes to parry. On the other hand, another fighter with short sword and shield will deliver lighter strikes but in return, he will be far harder to reach.

Besides, could it be possible to consider shields as every other weapons, just better designed to block attacks (big Defense bonus) than to strike, but able to do both nonetheless ? As I see it, the main difference between a shield and a club is the way it is held or attached to the arm. Maybe all use of a shield in combination with another weapon should be considered a two-weapon combo style, with shield training allowing it to be used in TWC without taking the weapon specialty talent with the main weapon, just to reflect the specific way shields are wielded.

BTW, when you use a shield in TWC, do you consider it to be a weapon and so gain an additional rank-3 to DEF or not. As I see it, if you don't make it that way, a fighter with 11 ranks in TWC will use an off-hand dagger to greater benefit (11-3 = +8 to defense or +6 if you add an off-hand penalty) than a shield (4+1 = +5 to defense with a large shield and shield training) to block attacks.

I would be glad to have inputs on this.
Fidoric

642
Novus RPG / Minor / Major adepts
« on: February 17, 2011, 10:40:19 PM »
As I understand it, differences between minor and major adepts are rather small :
- spell acquisition costs 1 CP less for the major adept,
- both gain 2 SP each level,
- major adepts have two starting SP more than minor adepts (10+stat vs 8+stat).
That gives the major adept a small discount on CP each level and a mere 2 SP bonus over the minor adept.
Is it the way it is intended ?
What about giving the minor adepts 1 SP per level, creating a smooth progression between major (2SP/lvl), minor (1 SP/lvl) and non-adepts (1 SP/ 2 lvl) ?
Do I have misunderstood something (it wouldn't be the first time  Fidoric

643
Novus RPG / Re: Raising Stats
« on: January 30, 2011, 06:00:49 PM »
First question after making my first character, how do you increase stats ? I is stated that yo may do this when levelling up, but how ? It is not mentionned in the chapter "develop you character" (p14) as an option for character point expenditure. It may be that way, using the same cost to increase stats as the ones to increase skills, making stats expensive things to increase.
Or maybe I have missed something ?

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