Search the web
Sign In
New User? Sign Up
Basic_Roleplaying · Basic Roleplaying
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Message search is now enhanced, find messages faster. Take it for a spin.

Best of Y! Groups

   Check them out and nominate your group.
Having problems with message search? Fill out this form to ensure your group is one of the first to be migrated to the new message search system.

Messages

  Messages Help
Advanced
Messages 626 - 655 of 655   Newest  |  < Newer  |  Older >  |  Oldest
Messages: Show Message Summaries   (Group by Topic) Sort by Date v  
#655 From: Sam McConnich <rpgstarwizard@...>
Date: Wed Oct 28, 2009 8:24 pm
Subject: Halloween, Haunts, Hunts and Horrors
rpgstarwizard
Offline Offline
Send Email Send Email
 
Three days from now, Ladies and Gents, the Walls between this world and the Other grow thin and Those that have passed and other critters will walk among us...
 
So, I had a chance to meet a great new player who was curious as to what and how and how I ran Horror Games and ideas for Halloween.
 
It allowed to brag and reminisce, so what do you guys do. Do Holidays actually impinge on your ideas?
Also, how "logical" is your occult, we humans are natural storytellers, we perceive something and make up a story to explain it. Many Ghosts are like this, someone believes they saw something, the tries to put it into context a way to explain.
 " WE heard the Weeping LAdy last night"
"poor soul, maybe she was the lady they said disappeared a centuary ago"
Often Occult stuff happens, I sometimes just drop something on the players in a horror game that has nothing to do with the advenure. Not a red herring, really. " Where did the Giant Head Fall From?"
 
One of the Classic Haunts I have used is the Horseman, Headless of course. There are many stories of headless ghosts but with Irving and many interpretations this haint, is easy for a lot people to understand, the problem is that many being swayed with modern ideas. This Ghost always stays the same. A Headless Rev war soldier. With Sabre at ready seeking for heads to chop.
 
Heads are something, Headhunting Celts, and head hunting hessians. I started with a old news story from the 1920's about several men found headless on a main street. It was not known who or why was chopping heads, and why along this area. But of course the richness of the ideas. ( another thing I ran was the other way, how about a living head. Like the head of Bran?? Once I had the group hired to take an object, a gold and jewel encrusted "box" to Mexico. Inside was living head of an ancient Indian Holy Man. All sorts fo people wanted that Head. Criminals wanted the box certain factions wanthed the head, the box the magic."
 
There is another hunter , or hunters that I have used with great success was the Wild Hunt, and even updated them to modern times. As Faceless Men in Darkened Helmets on top of Powerful Motorcycles. What is  more terrifying than being chased down by Men in Motorcycles and The Blank Faceplate of some though that obviosuly means you harm???
 
Like above man has reinterpretted myths and ideas, to fit his comfort zone. What scares us? Being Lost and alone and hunted down has played well, at least for some , as we see in the Blair Witch. I thought it was weak, but I spent a lot of time in the woods, but for most that live so far away from the wild, I supposeit could be frightening. Unless you think it is silly. I suggest sometime in the summer or late fall, go out of town, to fields of corn. Turn off the car, and stand admsit the rows. The whispers of the corns. The complete silence.  For a person used to being surrounded by the subtle sounds of s city, could be unnerving. ( I actually took players into the rural areas, and some city folk cant handle it. Too quiet)
 
So we have haunted house,the basis of the city,  the walls that should protect you are actually a place of terror. And Like I said before, we rationalize, explain away what happens. How do you play hauntings?
When the dead awaken and start to call for new members, in a house, how do we protect ourselves?
 
Of course in our collective consciousness we have knowledge of the great Five , Frank, Drac, Wolfie, Mummy, and the Creature.
Some of these play well.
If you ignore the whiny angst ridden Vamp and reawakeen the horror of the predator Drac can Play well.
And if you have vamps that are not the Rice fantasy , things get scary.
I once ran a campaign where Five vampires where coming together to do some major magic to reawaken a sixth more powerful vamp. The vampires were coming from different places, So the group didnt ralize they were dealing with more than one until late in the game.
 
Frank can be hard to swallow, unless you explore zombies. We all know where things have gone with that. But what about the "Real" Frank, intelligent, articulate, a monster, or something else?
 
With Wolfie, I threw a curve at the players. In an older part of town where there was once fields and woods a werewolf hunted. It was stopped, now It's Ghost has returned to continue it's rampage. Imagine a bunch of characters(players) thinking it was a wolf, wild dog, discover it is a werewolf, then as they confront it, It disappears, lol.
 
The Creature from the lagoon. We have had in cryptozoology a couple witnessing claiming to see something like this, the Loveland frog, and a couple sighting in europe and the pacific west coast.
I have lived on the coasts, and along the lakes and rivers. Now I live along the Ohio river. The idea of an intelligent reptile man living in water sounds insane. Then, you go by the river, look into it's muddy waters, and wonder. Walking at night along the creeks and even in the city. It is easy to imagine the possibilities of horror.
 
As a reader and players and GM in horror games. I look at the black windows and wonder. What secrets do these houses hold. Mutated people living among us. Another green river killer, another Dahmler? Or even something else.
 
 
Want a true ghost story. Here is one. Truly happened, call me a liar I dont care. But here it is.
I just moved to Louisville a few weeks earlier and was walking my dog along bardstown road past highland. It was a couple weeks before halloween, so I didnt think anything of a man dressed in top hat and tails slightly ahead of us. WE were walking late, and there were other people moving around. In fact a couple smiled at him, and moved aside as he strode along. He didnt move fast, but he seemed to walk with purpose. My dog who loves everyone was acting weird, pulling and whining at the same time. So I followed this guy. A Block along the man Turned towardCherokke, then walked through the fence into  cave hill, he  walked through the bars. And promptly disappeared.
True story, I got more, lol
 
 
 
 
 


#654 From: "sverrelarne" <sverrelarne@...>
Date: Sun Oct 25, 2009 9:29 pm
Subject: Fractured Hopes & Classic Fantasy
sverrelarne
Offline Offline
Send Email Send Email
 
Classic FantasyFractured HopesFractured Hopes is a new space fantasy setting where the world humanitylived on was shattered into thousands of large chunks of rock, during a war between a machine race and bio-tech aliens. The design goal for Fractured Hopes was to develop anexciting setting in which nearly every option available in the Basic book is not onlyavailable, but make logical sense. Players will have access to a ship to travel between fragments, looking for loot, helping refugees and battling killer robots. The author is Charles Green from the forum and the monograph has just been released.

Also just back from the printers is Classic Fantasy - A return to the dawn of roleplaying. In these early days of roleplaying, what eight giants are doing in a 10'x10' room was less important than what their treasure rating was, and rescuing the beautiful princess isn't something you did because it was morally right, but because of the 1000 gold piece reward. Explore dungeons in your quest for treasure, fight terrifying monsters, and cast powerful spells of destruction! The author is threedeesix from the forum, who is currently working on the second volume in the series.  

Cheers! Trifletraxor.


#653 From: "skull" <rlabow@...>
Date: Tue Oct 20, 2009 2:14 am
Subject: hello
skullscrapper
Offline Offline
Send Email Send Email
 
Hello

I have been playing RPG's since i was 12 years old. BRP is my favorite gaming
system. i played many versions of it RuneQuest 2nd ,call of cthulhu,
Stormbringer,and others.

I make rules,monsters worlds for gaming, i am also a artist.

i have some stuff on BRP Central website.

at the following:  check out my Terminator BRP  still in the process of
preparing more terminator files to upload. but what i have on the site can get
you started if you want to play a Terminator game.

http://basicroleplaying.com/forum/downloads.php?do=cat&id=46

Also i have other stuff such as modern character hit Point, wound sheets,and
Conflict hit location tables with critical effects.

I hope someone can find use for them!

Aaron aka Skull

#652 From: "sverrelarne" <sverrelarne@...>
Date: Sun Oct 18, 2009 9:18 am
Subject: BRP News
sverrelarne
Offline Offline
Send Email Send Email
 

The River TerrorClassic FantasyLatest monograph out is The River Terror - ...and Other Adventures for Basic Roleplaying, the winning entries from the second Chaosium BRP Adventure Contest. 11 scenarios, 168 pages total: Explore mythic Australia, battle for lost New Caledonia, assist Boston police in a kidnapping, and make a strategic strike against the Nazi Occult Bureau in the 1930s, and much more.

Another treat to look forward to is Classic Fantasy - A Return to the Dawn of Roleplaying, threedeesix' homage to the classic dungeon crawl. Volume one covers character generation, skills, spells, equipment and spot rules. A second volume is in the works. Classic Fantasy is currently at the printers! :-)

Cheers! Trifletraxor.


#651 From: Sam McConnich <rpgstarwizard@...>
Date: Sun Oct 11, 2009 5:35 pm
Subject: the Ninth Gate
rpgstarwizard
Offline Offline
Send Email Send Email
 
Hello I was checking out the wiki looking up the movie of the Ninth Gate when I found this link
to a russian site, at the Bottom in english it asserts the real power of the book is Nylharotep, LOL
 
 
 
 


#650 From: "sverrelarne" <sverrelarne@...>
Date: Tue Sep 29, 2009 8:05 am
Subject: Veni- Vidi-Vici - Four Adventures for Rome (by Alephtar Games)
sverrelarne
Offline Offline
Send Email Send Email
 

Veni, vidi, viciFor all those who appreciated Alephtar Games' Basic Roleplaying supplement Rome: Life and Death of the Republic, here is an additional opportunity to use it in actual play: Veni, vidi, vici. These four scenarios transport you to the first century BC, the time of Julius Caesar.

"The Ransom" and "The Promise" by Ken Spencer (aka IndianaKen) feature the plague of piracy in the Mediterranean, with the frequent taking of hostages and the necessity to reassert the supremacy of Rome over the seagoing scum. But the players will soon discover that the Eternal City hosts subtle, yet more hazardous, kinds of threats. In "The Sacrilege" by Pete Nash the players will face an obscure intrigue and ethical dilemmas, in a mystery adventure involving a mixture of passion, religion and treachery. "The Invasion" by Conall Kavanagh takes our adventurers to the most daring of Caesar's military adventures: the invasion of Britain. Will the characters, used to Roman politics, find their way in the dangerous arena of Briton tribal intrigues?

Run as a mini campaign, or used as single adventures, these scenarios offer exciting and deadly experiences -- including riots, battles and the inevitable skulduggery of Republican Rome! Veni, vidi, vici is available on DriveThruRPG now! :)


#649 From: "sverrelarne" <sverrelarne@...>
Date: Thu Sep 10, 2009 7:11 pm
Subject: Witchcraft monograph submitted
sverrelarne
Offline Offline
Send Email Send Email
 
 

Witchcraft

WitchcraftWitchcraft will have several new witchy-flavoured spells as well as information on how to incorporate infernal, pagan or neutral witchcraft into a setting. The brewing of magical potions, one-shot magic items like talismans and optional allegience rules for colouring your magic black or white will also be included, in addition to details of several oragnisation of witches.

The monograph is expected to be about 48 pages. The author is Byron Alexander from the forum. The manuscript was submitted to Chaosium September 2009.


#648 From: "sverrelarne" <sverrelarne@...>
Date: Wed Sep 9, 2009 6:57 pm
Subject: Beetle Ramblings
sverrelarne
Offline Offline
Send Email Send Email
 

Beetle Ramblings

Rome Scenario PackRome scenario pack, or Veni, vidi, vici as the official name is, is on track to be published at the end of this month. It will be published by Alephtar Games and is a follow-up to their great BRP Rome supplement. Veni, vidi, vici is a collection of four scenarios set at the end of the Republic: The Ransom, by Ken Spencer; The Promise, by Ken Spencer; 3. The Sacrilege, by Pete Nash and The Landing, by Conall Kavanagh.

The manuscript for the monograp Arrrgh, Pirates! by IndianaKen have been submittet to Chaosium, and so finally we have a pirates supplement for BRP in the pipeline too!

There also some news on the fanworks side: KjetilKverndokken from Arctic Game Labs have just announced their three BRP projects: Concubia Nocte, Burned Earth and Island of Mist, all settings for BRP. GianniVacca is currently working on translating and converting his BaSIC Chine Imp¨¦riale to a BRP setting, with the tentatice name Ti¨¡n Xi¨¤.

Cheers, Trifletraxor.


#647 From: "kimbugs65" <kimbugs65@...>
Date: Fri Aug 21, 2009 7:47 pm
Subject: Re: Arrrgh Pirates!
kimbugs65
Offline Offline
Send Email Send Email
 
Sounds interesting any details of treatment of Voodoo, like to know more about
it. Like flinters and rapiers as was in English Civil War Society. Have both of
RM tome on 17C/Pirates and the GURPS ones too also have the GURPS on on voodoo

Nick


--- In Basic_Roleplaying@yahoogroups.com, "Sverre Larne" <sverrelarne@...>
wrote:
>
>
> Arrrgh Pirates!
>
>   [Arrrgh Pirates!] "Arrrgh Pirates!" covers the Golden Age of Piracy! It
> contains the historical background, new character creation options,
> naval combat rules, new equipment, rules for cinematic stunts, Voudou,
> and a mystical history campaing setting, Bokors and Broadside. With
> Arrrgh Pirates! you can play in a range of styles, from straight
> historical to over the top mystical action.
>
> The author is Ken Spencer, aka IndianaKen
> <http://basicroleplaying.com/forum/members/indianaken.html> , who aims
> to submit the monograph by September 2009.
>
> The monograph is now in its playtesting phase, with the author looking
> for playtesters. Contact him on Basic Roleplaying Central by posting in
> the
> http://basicroleplaying.com/forum/basic-roleplaying/1555-sail-horizon-ca\
> ptain.html
> <http://basicroleplaying.com/forum/basic-roleplaying/1555-sail-horizon-c\
> aptain.html>  thread, or sending him a PM, if you'd like to join the
> playtesting.
>
> Cheers, Sverre.
>

#646 From: "Sverre Larne" <sverrelarne@...>
Date: Wed Aug 12, 2009 5:23 pm
Subject: Arrrgh Pirates!
sverrelarne
Offline Offline
Send Email Send Email
 

Arrrgh Pirates!

Arrrgh Pirates!"Arrrgh Pirates!" covers the Golden Age of Piracy! It contains the historical background, new character creation options, naval combat rules, new equipment, rules for cinematic stunts, Voudou, and a mystical history campaing setting, Bokors and Broadside. With Arrrgh Pirates! you can play in a range of styles, from straight historical to over the top mystical action.

The author is Ken Spencer, aka IndianaKen, who aims to submit the monograph by September 2009.

The monograph is now in its playtesting phase, with the author looking for playtesters. Contact him on Basic Roleplaying Central by posting in the http://basicroleplaying.com/forum/basic-roleplaying/1555-sail-horizon-captain.html thread, or sending him a PM, if you'd like to join the playtesting.

Cheers, Sverre.

 


#645 From: "Sverre Larne" <sverrelarne@...>
Date: Fri Jul 31, 2009 8:18 pm
Subject: Beetle Ramblings
sverrelarne
Offline Offline
Send Email Send Email
 
Well, what do you know? I'm away on holiday for merely a month and the news are piling up! Tywyll's Magic Monograph project have been resurrected and transformed into a Grimoir of brand new spells! threedeesix' hack'n'slash monograph has grown to big for a single volume, and have changed its name yet again, this time to Classic Fantasy. Both are aiming to submit their manuscripts by this fall! Great news! :)

BRP MechaDragon LinesAlephtar Games follows up their great success with Rome: Life and Death of the Republic, by announcing two more supplements for Basic Roleplaying: BRP Mecha by RosenMcStern, which will be a compendium of all the rules needed to play a Mecha campaign that fits the Anime genre, and Dragon Lines by Charles Green, which will contain specialized rules for unarmed combat and the different styles and schools of Martial Arts together a fantasy version of the Forbidden City of Imperial China. Go Alephtar Games! :)

Speaking of third party support for the system, Cubicle 7 Entertainment has just signed a license with Chaosium for using the Basic Roleplaying system. They have announced they will use it to developed a new setting based upon the works of a popular award-winning author, which is to be revealed later this year.

Agents of the CrownVal-du-LoupLast but not least of the good news; two more monographs have been released! Val-du-Loup by Gheedon, a setting for medieval adventures in the backwards, danger-fraught region of the Ardennes forests, and Agents of the Crown by Scott Pyle, in which super agents are serving queen and country in Victorian England. Both monographs came out so fast I didn't even manage to get up blurbs for them!

Bad news are that it looks like we've lost two monographs. Gravequest by Christopher House and Fantastical Baroque by Anthony Warren. Neither author has answered emails or pm's for several months. Their projects will be back on the frontpage if they get back on track later.

That's all the ramblings for today! Cheers, Trifletraxor. :)


#644 From: Sam McConnich <rpgstarwizard@...>
Date: Wed Jul 8, 2009 11:24 pm
Subject: Re: Re: divine magic?
rpgstarwizard
Offline Offline
Send Email Send Email
 
since I have run a modern campaign using BRP for a long time,whay  I have done that I make it a pow x situation mod to use also depending on where energy is  etc, in the new system they would just be skills

 


From: "mtbedwards@..." <mtbedwards@...>
To: Basic_Roleplaying@yahoogroups.com
Sent: Wednesday, July 8, 2009 6:05:13 PM
Subject: [Basic_Roleplaying] Re: divine magic?

How possible would it be to convert some of the divine spells from Basic Magic to use the Magic Powers rules in BRP? Are they so much more powerful that it would be better to re-write the spells entirely, or is it possible to use them with just a couple tweaks?

--- In Basic_Roleplaying@ yahoogroups. com, "mtbedwards@ ..." <mtbedwards@ ...> wrote:
>
> Rats, now I wish I hadn't bought Basic Magic. Well, if that's the case I think I may just use the rules for Magic Powers and alter them slightly so they seem more "divine". So, instead of a Grimoire the priest has a Holy Text. Instead of a Wizard's Staff the priest can get a Relic. All I really need to do is split the spells into "arcane" and "divine" and add a whole bunch of new spells. This way we only need to worry about one set of rules for magic, and spellcasters are balanced with each other.
>
> --- In Basic_Roleplaying@ yahoogroups. com, "Paolo Guccione" <p.guccione@ > wrote:
> >
> > I strongly discourage using the Divine Magic rules as written in the Magic monograph. The divine chapter should be used only as a spell list. Since the rules were printed in that format more than 25 years ago their many flaws have been explored in details and alternate solutions, both custom and official, have been published.
> >
> > NO further version of d100 divine magic has included the concept of "Permanent POW loss in exchange for one-use divine spells", and I stress again that this means more than a quarter of a century, so it is safe to assume that there is a general consensus about this approach being not a good solution. Unfortunately, as you know, the Magic monograph is just a reprint of the old books as they are, including the not-so-good parts.
> >
> > There are also further considerations about this ruleset:
> >
> > - spells can only be renewed at temples that can teach them; this is not an alternate rule buat a basic rule, but it is not clearly stated so a newbie might miss this point when he first reads the rules
> >
> > - another flaw of this system is that it makes a divine magic user less flexible, as his spell set is fixed in stone; your Humakti character might wish to have more points of Detect Truth for a diplomatic mission, and more points of Truesword for a battle, but unfortunately he cannot
> >
> > - the system creates an all-or-nothing difference between initiate and priest that is not present in the other magic systems; basically, if you are an initiate and cast divine magic, you are forfeiting your ability to eventually becoming a priest
> >
> > - finally, Sanctify as a spell renewer is a big campaign disrupter that players tend to abuse; it creates the same unrealistic effect as the "we rest in this safe place after one hour of dungeon bash because our spellcasters are out of spells" syndrome that is present in D&D, with the difference that here the stop lasts for days; you can of course discourage players, but when a rule is so anti-climactic it should be dropped and not discouraged.
> >
> > Alternatives:
> >
> > - make divine spells slower to renew for Initiates (RQ4 method)
> >
> > - use Hero Points to purchase Divine Magic (my method)
> >
> > - make POW sacrifice not permanent (MRQ method)
> >
> > All alternatives have advantages and disadvantages. I suggest you have a look at the new edition of HeroQuest and take inspiration from it rather than from the old RQ rules.
> >
> > --- In Basic_Roleplaying@ yahoogroups. com, Sam McConnich <rpgstarwizard@ > wrote:
> > >
> > > ok, let's step back, waaayyy back, I dont have the Basic Magic book but have RQMagic book and from what I understand the basic book is a redo of the magic book of RQ if that is the case we can talk if not...well there are great people that could help , have you been to the forum?????there might be some great ideas there as well, if it is...well, you can only renew at special places, yes the POW loss is permanent, but POW can be raised,
> > >
> > > also it depends how you construct your universe, and if it makes sense to you do it, you could sacrifice Magic points etc
> > >
> > >  
> > >
> > > ____________ _________ _________ __
> > > From: "mtbedwards@ " <mtbedwards@ >
> > > To: Basic_Roleplaying@ yahoogroups. com
> > > Sent: Wednesday, June 24, 2009 3:47:29 PM
> > > Subject: [Basic_Roleplaying] Re: divine magic?
> > >
> > >
> > >
> > >
> > >
> > > Well, I grabbed a copy of Basic Magic and read through the divine magic rules.. I do have a few questions. How many divine spells would a character start off with? Would he just spend POW as usual, or would he get some "free" spells?
> > >
> > > Is the POW sacrifice to learn spells permanent? Permanent POW loss and 1 week of study for each spell seems excessively harsh. Also, in the campaign I'm planning temples will be few and far between, and the party will rarely spend more than a couple days in any one spot, if even that. If the character becomes a priest, having to spend 90% of his time in temples means the character will have to retire, because there's no way it'll be possible to continue adventuring with that kind of commitment. With those kinds of requirements the character is either going to have to stay an initiate, which means he's going to very quickly run out of spells and never be able to get any more, or he's going to have to become a priest and miss out on 90% of the campaign. Also, what happens if the character uses up spells faster than he can get POW to replace them?
> > >
> > > Blech, unless I'm misunderstanding how divine magic works I don't think these rules are going to work at all. Is there another version of divine magic in an accessory book, setting book, or web site, or something?
> > >
> >
>



#643 From: "mtbedwards@..." <mtbedwards@...>
Date: Wed Jul 8, 2009 10:05 pm
Subject: Re: divine magic?
mtbedwards...
Offline Offline
Send Email Send Email
 
How possible would it be to convert some of the divine spells from Basic Magic
to use the Magic Powers rules in BRP? Are they so much more powerful that it
would be better to re-write the spells entirely, or is it possible to use them
with just a couple tweaks?

--- In Basic_Roleplaying@yahoogroups.com, "mtbedwards@..." <mtbedwards@...>
wrote:
>
> Rats, now I wish I hadn't bought Basic Magic. Well, if that's the case I think
I may just use the rules for Magic Powers and alter them slightly so they seem
more "divine". So, instead of a Grimoire the priest has a Holy Text. Instead of
a Wizard's Staff the priest can get a Relic. All I really need to do is split
the spells into "arcane" and "divine" and add a whole bunch of new spells. This
way we only need to worry about one set of rules for magic, and spellcasters are
balanced with each other.
>
> --- In Basic_Roleplaying@yahoogroups.com, "Paolo Guccione" <p.guccione@>
wrote:
> >
> > I strongly discourage using the Divine Magic rules as written in the Magic
monograph. The divine chapter should be used only as a spell list. Since the
rules were printed in that format more than 25 years ago their many flaws have
been explored in details and alternate solutions, both custom and official, have
been published.
> >
> > NO further version of d100 divine magic has included the concept of
"Permanent POW loss in exchange for one-use divine spells", and I stress again
that this means more than a quarter of a century, so it is safe to assume that
there is a general consensus about this approach being not a good solution.
Unfortunately, as you know, the Magic monograph is just a reprint of the old
books as they are, including the not-so-good parts.
> >
> > There are also further considerations about this ruleset:
> >
> > - spells can only be renewed at temples that can teach them; this is not an
alternate rule buat a basic rule, but it is not clearly stated so a newbie might
miss this point when he first reads the rules
> >
> > - another flaw of this system is that it makes a divine magic user less
flexible, as his spell set is fixed in stone; your Humakti character might wish
to have more points of Detect Truth for a diplomatic mission, and more points of
Truesword for a battle, but unfortunately he cannot
> >
> > - the system creates an all-or-nothing difference between initiate and
priest that is not present in the other magic systems; basically, if you are an
initiate and cast divine magic, you are forfeiting your ability to eventually
becoming a priest
> >
> > - finally, Sanctify as a spell renewer is a big campaign disrupter that
players tend to abuse; it creates the same unrealistic effect as the "we rest in
this safe place after one hour of dungeon bash because our spellcasters are out
of spells" syndrome that is present in D&D, with the difference that here the
stop lasts for days; you can of course discourage players, but when a rule is so
anti-climactic it should be dropped and not discouraged.
> >
> > Alternatives:
> >
> > - make divine spells slower to renew for Initiates (RQ4 method)
> >
> > - use Hero Points to purchase Divine Magic (my method)
> >
> > - make POW sacrifice not permanent (MRQ method)
> >
> > All alternatives have advantages and disadvantages. I suggest you have a
look at the new edition of HeroQuest and take inspiration from it rather than
from the old RQ rules.
> >
> > --- In Basic_Roleplaying@yahoogroups.com, Sam McConnich <rpgstarwizard@>
wrote:
> > >
> > > ok, let's step back, waaayyy back, I dont have the Basic Magic book but
have RQMagic book and from what I understand the basic book is a redo of the
magic book of RQ if that is the case we can talk if not...well there are great
people that could help , have you been to the forum?????there might be some
great ideas there as well, if it is...well, you can only renew at special
places, yes the POW loss is permanent, but POW can be raised,
> > >
> > > also it depends how you construct your universe, and if it makes sense to
you do it, you could sacrifice Magic points etc
> > >
> > >  
> > >
> > > ________________________________
> > > From: "mtbedwards@" <mtbedwards@>
> > > To: Basic_Roleplaying@yahoogroups.com
> > > Sent: Wednesday, June 24, 2009 3:47:29 PM
> > > Subject: [Basic_Roleplaying] Re: divine magic?
> > >
> > >
> > >
> > >
> > >
> > > Well, I grabbed a copy of Basic Magic and read through the divine magic
rules.. I do have a few questions. How many divine spells would a character
start off with? Would he just spend POW as usual, or would he get some "free"
spells?
> > >
> > > Is the POW sacrifice to learn spells permanent? Permanent POW loss and 1
week of study for each spell seems excessively harsh. Also, in the campaign I'm
planning temples will be few and far between, and the party will rarely spend
more than a couple days in any one spot, if even that. If the character becomes
a priest, having to spend 90% of his time in temples means the character will
have to retire, because there's no way it'll be possible to continue adventuring
with that kind of commitment. With those kinds of requirements the character is
either going to have to stay an initiate, which means he's going to very quickly
run out of spells and never be able to get any more, or he's going to have to
become a priest and miss out on 90% of the campaign. Also, what happens if the
character uses up spells faster than he can get POW to replace them?
> > >
> > > Blech, unless I'm misunderstanding how divine magic works I don't think
these rules are going to work at all. Is there another version of divine magic
in an accessory book, setting book, or web site, or something?
> > >
> >
>

#642 From: Sam McConnich <rpgstarwizard@...>
Date: Wed Jul 1, 2009 3:16 am
Subject: Re: Re: Relation between STR and SIZ?
rpgstarwizard
Offline Offline
Send Email Send Email
 
i created a bonoboo world for BRP started off as a starfrontier world till I started moving everything over to BRP it is at basicroleplaying.com in the downloads, things are lessened slightly


From: "mtbedwards@..." <mtbedwards@...>
To: Basic_Roleplaying@yahoogroups.com
Sent: Tuesday, June 30, 2009 10:56:39 PM
Subject: [Basic_Roleplaying] Re: Relation between STR and SIZ?

--- In Basic_Roleplaying@ yahoogroups. com, lev@... wrote:
> Think of it like muscular density, which humans although presented as the
> average, are actually very poor at.
>
> Consider the chimpanzee.. . Probably about SIZ 7, STR 25?
>
> http://answers. google.com/ answers/threadvi ew?id=559145
>
> HTH,
>
>
> Lev
>

Hm, maybe I can use chimps as a model for goblins; they're small but surprisingly strong.

So, does this mean that larger creatures shouldn't have higher STR values just because they're really big? It just seems odd that most creatures in the core BRP book have STR stats that are pretty close to their SIZ stats. I would have thought STR would remain pretty much the same for all creatures and it's SIZ that changes the most.



#641 From: lev@...
Date: Wed Jul 1, 2009 3:12 am
Subject: Re: Re: Relation between STR and SIZ?
lev_lafayette
Online Now Online Now
Send Email Send Email
 
> --- In Basic_Roleplaying@yahoogroups.com, lev@... wrote:
>>
>
> Hm, maybe I can use chimps as a model for goblins; they're small but
> surprisingly strong.

That would be pretty cool :)

> So, does this mean that larger creatures shouldn't have higher STR values
> just because they're really big? It just seems odd that most creatures in
> the core BRP book have STR stats that are pretty close to their SIZ stats.
> I would have thought STR would remain pretty much the same for all
> creatures and it's SIZ that changes the most.

Sure, but remember that the old BRP model was that 10 points mean a
doubling in value. So whilst SIZ 20 is twice SIZ 10, SIZ 30 is four times
SIZ 10, not three.

I don't have my BRP book handy, but I rather suspect the figures were
chosen without too much consideration of muscular and bone density.

HTH,


Lev

#640 From: "mtbedwards@..." <mtbedwards@...>
Date: Wed Jul 1, 2009 2:56 am
Subject: Re: Relation between STR and SIZ?
mtbedwards...
Offline Offline
Send Email Send Email
 
--- In Basic_Roleplaying@yahoogroups.com, lev@... wrote:
> Think of it like muscular density, which humans although presented as the
> average, are actually very poor at.
>
> Consider the chimpanzee... Probably about SIZ 7, STR 25?
>
> http://answers.google.com/answers/threadview?id=559145
>
> HTH,
>
>
> Lev
>

Hm, maybe I can use chimps as a model for goblins; they're small but
surprisingly strong.

So, does this mean that larger creatures shouldn't have higher STR values just
because they're really big? It just seems odd that most creatures in the core
BRP book have STR stats that are pretty close to their SIZ stats. I would have
thought STR would remain pretty much the same for all creatures and it's SIZ
that changes the most.

#639 From: lev@...
Date: Wed Jul 1, 2009 1:58 am
Subject: Re: Relation between STR and SIZ?
lev_lafayette
Online Now Online Now
Send Email Send Email
 
> Is there any relation between a creature's STR and it's SIZ? If I drop a
> creature's SIZ by 5 should I also drop it's STR by a similar amount? If
> larger creatures are supposed to have higher STR scores then isn't that
> pretty much the same as adding SIZ twice when figuring out a creature's
> DB? Maybe DB should just be determined by the creature's full STR value.
>

Think of it like muscular density, which humans although presented as the
average, are actually very poor at.

Consider the chimpanzee... Probably about SIZ 7, STR 25?

http://answers.google.com/answers/threadview?id=559145

HTH,


Lev

#638 From: Sam McConnich <rpgstarwizard@...>
Date: Wed Jul 1, 2009 12:51 am
Subject: Re: Relation between STR and SIZ?
rpgstarwizard
Offline Offline
Send Email Send Email
 
nope no relation between size and str as they are,
but you can develop a relation if you want


From: "mtbedwards@..." <mtbedwards@...>
To: Basic_Roleplaying@yahoogroups.com
Sent: Tuesday, June 30, 2009 5:54:15 PM
Subject: [Basic_Roleplaying] Relation between STR and SIZ?

Is there any relation between a creature's STR and it's SIZ? If I drop a creature's SIZ by 5 should I also drop it's STR by a similar amount? If larger creatures are supposed to have higher STR scores then isn't that pretty much the same as adding SIZ twice when figuring out a creature's DB? Maybe DB should just be determined by the creature's full STR value.



#637 From: Logan Goolsby <calain_@...>
Date: Tue Jun 30, 2009 10:39 pm
Subject: RE: Relation between STR and SIZ?
calain_zero
Offline Offline
Send Email Send Email
 
Depends on the type of creature.  A mythical drawf, for example, maybe very strong as a giant, but as short as a child.  Or an Heinlein-like grey alien maybe as tall as a tree and as weak as a kitten.  Whatever creatures or rules you wish to add for the role-playing element is yours as a GM.

Logan
============================
"It is my conviction that the human race is no proper target for harsh words and bitter criticisms, and that the only justifiable feeling towards it is compassion; it did not invent itself, and had nothing to do with the planning of its weak and foolish character." - Mark Twain's Autobiography 



 
> To: Basic_Roleplaying@yahoogroups.com
> From: mtbedwards@...
> Date: Tue, 30 Jun 2009 21:54:15 +0000
> Subject: [Basic_Roleplaying] Relation between STR and SIZ?
>
> Is there any relation between a creature's STR and it's SIZ? If I drop a creature's SIZ by 5 should I also drop it's STR by a similar amount? If larger creatures are supposed to have higher STR scores then isn't that pretty much the same as adding SIZ twice when figuring out a creature's DB? Maybe DB should just be determined by the creature's full STR value.
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
> <*> To visit your group on the web, go to:
> http://groups.yahoo.com/group/Basic_Roleplaying/
>
> <*> Your email settings:
> Individual Email | Traditional
>
> <*> To change settings online go to:
> http://groups.yahoo.com/group/Basic_Roleplaying/join
> (Yahoo! ID required)
>
> <*> To change settings via email:
> mailto:Basic_Roleplaying-digest@yahoogroups.com
> mailto:Basic_Roleplaying-fullfeatured@yahoogroups.com
>
> <*> To unsubscribe from this group, send an email to:
> Basic_Roleplaying-unsubscribe@yahoogroups.com
>
> <*> Your use of Yahoo! Groups is subject to:
> http://docs.yahoo.com/info/terms/
>


Insert movie times and more without leaving Hotmail®. See how.

#636 From: "mtbedwards@..." <mtbedwards@...>
Date: Tue Jun 30, 2009 9:54 pm
Subject: Relation between STR and SIZ?
mtbedwards...
Offline Offline
Send Email Send Email
 
Is there any relation between a creature's STR and it's SIZ? If I drop a
creature's SIZ by 5 should I also drop it's STR by a similar amount? If larger
creatures are supposed to have higher STR scores then isn't that pretty much the
same as adding SIZ twice when figuring out a creature's DB? Maybe DB should just
be determined by the creature's full STR value.

#635 From: Bruce Mason <mason.bruce@...>
Date: Mon Jun 29, 2009 11:29 am
Subject: Re: power of characters and adventures
bruce_l_mason
Offline Offline
Send Email Send Email
 


2009/6/28 Sven Nore'n <sven_noren@...>
At 22:28 2009-06-27, you wrote:


>I'm converting the War of the Lance campaign
>from D&Ds Dragonlance setting so we can play it using the BRP rules.

Did this lo many years ago with RQ3. Twice. I essentially ignored any attempt to match it up with D&D (as it then was) and simply revisioned it as RQ3.

I started the PCs out as 100%+ in their best skills because no matter how many experience rolls you hand out, over 6 months they won't get that much better so it makes more sense to start with better characters. On the plus side, you don't have to keep escalating the power of the opponents with each session so you can focus more on the narrative and let the increasing threat evolve more naturally.

It's great fun but I would advise using Hero Points. In DragonLance there is a very clear imperative to keep the characters alive until they get marked for death. Hero Points are about the best way to do that. I know BRP has a PP mechanic for Hero Points but I recall it being rather niggardly.

Bruce

#634 From: Sam McConnich <rpgstarwizard@...>
Date: Sun Jun 28, 2009 9:00 pm
Subject: Re: power of characters and adventures
rpgstarwizard
Offline Offline
Send Email Send Email
 
I personally agree, but it is an interesting task, to try to convert, but BRP is a much different game


From: Sven Nore'n <sven_noren@...>
To: Basic_Roleplaying@yahoogroups.com
Sent: Sunday, June 28, 2009 4:52:58 PM
Subject: Re: [Basic_Roleplaying] power of characters and adventures

At 22:28 2009-06-27, you wrote:

>I'm converting the War of the Lance campaign
>from D&Ds Dragonlance setting so we can play it using the BRP rules.

Good to hear!
-- You are now playing BRP. This is not D&D. Do
not try to play D&D with these rules.. If you try
to play D&D your characters will die, like chumps.

>Characters are supposed to start at 5th level
>and I believe they're supposed to advance up to
>20th by the end of the campaign. I had my
>players make their characters using the Heroic
>settings and the Skill Category Bonus optional
>rules. Will that make them too powerful, or not powerful enough?

Hmmm. 5th level characters have the equivalent of
75% skills or so, off the top of my head. If your
PCs have their best skills in that range they
should be fine. Hit points do not escalate with
experience in BRP, so they might need all they can get.
--This is all the HP you will ever get. Do not waste them!

>Will their advancement keep pace with the
>campaign, or do characters not advance very much in BRP?

That depends on how often you allow experience
rolls. If you roll after each session they will
rise like comets, if after each adventure (how
ever you define that) they will have a more deliberate advancement.

>Should I squish the campaign a bit to make the
>earlier parts more difficult and the later parts easier?

No, give them an easy start and then apply pressure....

>Has anyone tried converting a D&D campaign to BRP before?

Not a whole campaign, no. A single module yes,
and I tried to eyeball the monsters on the fly.
Note to self: Do not attempt that again. Ever!

Sven Norén

If you don't think life is interesting you're not
paying attention. -- Andreas Udby

____________ _________ _________ _________ _________ __
Använder du Yahoo!?
Är du trött på spam? Yahoo! E-post har det bästa spamskyddet som finns
http://se.mail. yahoo.com



#633 From: Sven Nore'n <sven_noren@...>
Date: Sun Jun 28, 2009 8:52 pm
Subject: Re: power of characters and adventures
sven_noren
Offline Offline
Send Email Send Email
 
At 22:28 2009-06-27, you wrote:


>I'm converting the War of the Lance campaign
>from D&Ds Dragonlance setting so we can play it using the BRP rules.

Good to hear!
-- You are now playing BRP. This is not D&D. Do
not try to play D&D with these rules. If you try
to play D&D your characters will die, like chumps.

>Characters are supposed to start at 5th level
>and I believe they're supposed to advance up to
>20th by the end of the campaign. I had my
>players make their characters using the Heroic
>settings and the Skill Category Bonus optional
>rules. Will that make them too powerful, or not powerful enough?

Hmmm. 5th level characters have the equivalent of
75% skills or so, off the top of my head. If your
PCs have their best skills in that range they
should be fine. Hit points do not escalate with
experience in BRP, so they might need all they can get.
--This is all the HP you will ever get. Do  not waste them!

>Will their advancement keep pace with the
>campaign, or do characters not advance very much in BRP?

That depends on how often you allow experience
rolls. If you roll after each session they will
rise like comets, if after each adventure (how
ever you define that) they will have a more deliberate advancement.

>Should I squish the campaign a bit to make the
>earlier parts more difficult and the later parts easier?

No, give them an easy start and then apply pressure....

>Has anyone tried converting a D&D campaign to BRP before?

Not a whole campaign, no. A single module yes,
and I tried to eyeball the monsters on the fly.
Note to self: Do not attempt that again. Ever!

          Sven Norén


If you don't think life is interesting you're not
paying attention. -- Andreas Udby

__________________________________________________
Använder du Yahoo!?
Är du trött på spam?  Yahoo! E-post har det bästa spamskyddet som finns
http://se.mail.yahoo.com

#632 From: Sam McConnich <rpgstarwizard@...>
Date: Sat Jun 27, 2009 9:36 pm
Subject: Re: Re: power of characters and adventures
rpgstarwizard
Offline Offline
Send Email Send Email
 
IMO no, sounds like you may on track, give it a chance and see how it runs


From: "mtbedwards@..." <mtbedwards@...>
To: Basic_Roleplaying@yahoogroups.com
Sent: Saturday, June 27, 2009 5:19:27 PM
Subject: [Basic_Roleplaying] Re: power of characters and adventures

Since I've only even used BRP for Call of Cthulhu I'm having some trouble figuring out how powerful characters will be in a more high fantasy setting. I know how fragile characters are in CoC, so I may have gone overboard on making characters tougher for the War of the Lance campaign. With the Heroic settings, the Skill Category Bonuses, and the CON+SIZ rule for HP (minions are the only things getting the average of their CON+SIZ), am I making the characters too powerful for a campaign that starts at 5th level in D&D? Should I remove the Skill Category Bonuses and use the regular average of CON+SIZ for characters? Of course, I also want the characters to be strong enough to survive the level 20 encounters at the end of the campaign, so they need to start at a point that'll get them that strong.

--- In Basic_Roleplaying@ yahoogroups. com, Sam McConnich <rpgstarwizard@ ...> wrote:
>
> they advance quickly, for me, each time a skill is used, it get a mark, and you can use that advancement quite well,
> remember this is a skill based system, not a level based one, unlike dnd, the characters will development individual abilities quite different than what you may expect.
>
>
>
>
> ____________ _________ _________ __
> From: "mtbedwards@ ..." <mtbedwards@ ...>
> To: Basic_Roleplaying@ yahoogroups. com
> Sent: Saturday, June 27, 2009 4:28:28 PM
> Subject: [Basic_Roleplaying] power of characters and adventures
>
>
>
>
>
> I'm converting the War of the Lance campaign from D&Ds Dragonlance setting so we can play it using the BRP rules. Characters are supposed to start at 5th level and I believe they're supposed to advance up to 20th by the end of the campaign.. I had my players make their characters using the Heroic settings and the Skill Category Bonus optional rules. Will that make them too powerful, or not powerful enough? Will their advancement keep pace with the campaign, or do characters not advance very much in BRP? Should I squish the campaign a bit to make the earlier parts more difficult and the later parts easier? Has anyone tried converting a D&D campaign to BRP before?
>



#631 From: "mtbedwards@..." <mtbedwards@...>
Date: Sat Jun 27, 2009 9:19 pm
Subject: Re: power of characters and adventures
mtbedwards...
Offline Offline
Send Email Send Email
 
Since I've only even used BRP for Call of Cthulhu I'm having some trouble
figuring out how powerful characters will be in a more high fantasy setting. I
know how fragile characters are in CoC, so I may have gone overboard on making
characters tougher for the War of the Lance campaign. With the Heroic settings,
the Skill Category Bonuses, and the CON+SIZ rule for HP (minions are the only
things getting the average of their CON+SIZ), am I making the characters too
powerful for a campaign that starts at 5th level in D&D? Should I remove the
Skill Category Bonuses and use the regular average of CON+SIZ for characters? Of
course, I also want the characters to be strong enough to survive the level 20
encounters at the end of the campaign, so they need to start at a point that'll
get them that strong.

--- In Basic_Roleplaying@yahoogroups.com, Sam McConnich <rpgstarwizard@...>
wrote:
>
> they advance quickly, for me, each time a skill is used, it get a mark, and
you can use that advancement quite well,
> remember this is a skill based system, not a level based one, unlike dnd, the
characters will development individual abilities quite different than what you
may expect.
>
>
>
>
> ________________________________
> From: "mtbedwards@..." <mtbedwards@...>
> To: Basic_Roleplaying@yahoogroups.com
> Sent: Saturday, June 27, 2009 4:28:28 PM
> Subject: [Basic_Roleplaying] power of characters and adventures
>
>
>
>
>
> I'm converting the War of the Lance campaign from D&Ds Dragonlance setting so
we can play it using the BRP rules. Characters are supposed to start at 5th
level and I believe they're supposed to advance up to 20th by the end of the
campaign. I had my players make their characters using the Heroic settings and
the Skill Category Bonus optional rules. Will that make them too powerful, or
not powerful enough? Will their advancement keep pace with the campaign, or do
characters not advance very much in BRP? Should I squish the campaign a bit to
make the earlier parts more difficult and the later parts easier? Has anyone
tried converting a D&D campaign to BRP before?
>

#630 From: Sam McConnich <rpgstarwizard@...>
Date: Sat Jun 27, 2009 8:41 pm
Subject: Re: power of characters and adventures
rpgstarwizard
Offline Offline
Send Email Send Email
 
they advance quickly, for me, each time a skill is used, it get a mark, and you can use that advancement quite well,
remember this is a skill based system, not a level based one, unlike dnd, the characters will development individual abilities quite different than what you may expect.


From: "mtbedwards@..." <mtbedwards@...>
To: Basic_Roleplaying@...
Sent: Saturday, June 27, 2009 4:28:28 PM
Subject: [Basic_Roleplaying] power of characters and adventures

I'm converting the War of the Lance campaign from D&Ds Dragonlance setting so we can play it using the BRP rules. Characters are supposed to start at 5th level and I believe they're supposed to advance up to 20th by the end of the campaign. I had my players make their characters using the Heroic settings and the Skill Category Bonus optional rules. Will that make them too powerful, or not powerful enough? Will their advancement keep pace with the campaign, or do characters not advance very much in BRP? Should I squish the campaign a bit to make the earlier parts more difficult and the later parts easier? Has anyone tried converting a D&D campaign to BRP before?



#629 From: Sam McConnich <rpgstarwizard@...>
Date: Sat Jun 27, 2009 8:38 pm
Subject: Re: Re: divine magic?
rpgstarwizard
Offline Offline
Send Email Send Email
 
MT, the BRP system is easy and well, very open, with alittle nip here a tuck here you can do with it what you want, it is among a very small number of games that have not changed, because it serves so well


From: "mtbedwards@..." <mtbedwards@...>
To: Basic_Roleplaying@yahoogroups.com
Sent: Saturday, June 27, 2009 4:21:53 PM
Subject: [Basic_Roleplaying] Re: divine magic?

Rats, now I wish I hadn't bought Basic Magic. Well, if that's the case I think I may just use the rules for Magic Powers and alter them slightly so they seem more "divine". So, instead of a Grimoire the priest has a Holy Text. Instead of a Wizard's Staff the priest can get a Relic. All I really need to do is split the spells into "arcane" and "divine" and add a whole bunch of new spells. This way we only need to worry about one set of rules for magic, and spellcasters are balanced with each other.

--- In Basic_Roleplaying@ yahoogroups. com, "Paolo Guccione" <p.guccione@ ...> wrote:
>
> I strongly discourage using the Divine Magic rules as written in the Magic monograph. The divine chapter should be used only as a spell list. Since the rules were printed in that format more than 25 years ago their many flaws have been explored in details and alternate solutions, both custom and official, have been published.
>
> NO further version of d100 divine magic has included the concept of "Permanent POW loss in exchange for one-use divine spells", and I stress again that this means more than a quarter of a century, so it is safe to assume that there is a general consensus about this approach being not a good solution. Unfortunately, as you know, the Magic monograph is just a reprint of the old books as they are, including the not-so-good parts.
>
> There are also further considerations about this ruleset:
>
> - spells can only be renewed at temples that can teach them; this is not an alternate rule buat a basic rule, but it is not clearly stated so a newbie might miss this point when he first reads the rules
>
> - another flaw of this system is that it makes a divine magic user less flexible, as his spell set is fixed in stone; your Humakti character might wish to have more points of Detect Truth for a diplomatic mission, and more points of Truesword for a battle, but unfortunately he cannot
>
> - the system creates an all-or-nothing difference between initiate and priest that is not present in the other magic systems; basically, if you are an initiate and cast divine magic, you are forfeiting your ability to eventually becoming a priest
>
> - finally, Sanctify as a spell renewer is a big campaign disrupter that players tend to abuse; it creates the same unrealistic effect as the "we rest in this safe place after one hour of dungeon bash because our spellcasters are out of spells" syndrome that is present in D&D, with the difference that here the stop lasts for days; you can of course discourage players, but when a rule is so anti-climactic it should be dropped and not discouraged.
>
> Alternatives:
>
> - make divine spells slower to renew for Initiates (RQ4 method)
>
> - use Hero Points to purchase Divine Magic (my method)
>
> - make POW sacrifice not permanent (MRQ method)
>
> All alternatives have advantages and disadvantages.. I suggest you have a look at the new edition of HeroQuest and take inspiration from it rather than from the old RQ rules.
>
> --- In Basic_Roleplaying@ yahoogroups. com, Sam McConnich <rpgstarwizard@ > wrote:
> >
> > ok, let's step back, waaayyy back, I dont have the Basic Magic book but have RQMagic book and from what I understand the basic book is a redo of the magic book of RQ if that is the case we can talk if not...well there are great people that could help , have you been to the forum?????there might be some great ideas there as well, if it is...well, you can only renew at special places, yes the POW loss is permanent, but POW can be raised,
> >
> > also it depends how you construct your universe, and if it makes sense to you do it, you could sacrifice Magic points etc
> >
> >  
> >
> > ____________ _________ _________ __
> > From: "mtbedwards@ " <mtbedwards@ >
> > To: Basic_Roleplaying@ yahoogroups. com
> > Sent: Wednesday, June 24, 2009 3:47:29 PM
> > Subject: [Basic_Roleplaying] Re: divine magic?
> >
> >
> >
> >
> >
> > Well, I grabbed a copy of Basic Magic and read through the divine magic rules.. I do have a few questions. How many divine spells would a character start off with? Would he just spend POW as usual, or would he get some "free" spells?
> >
> > Is the POW sacrifice to learn spells permanent? Permanent POW loss and 1 week of study for each spell seems excessively harsh. Also, in the campaign I'm planning temples will be few and far between, and the party will rarely spend more than a couple days in any one spot, if even that. If the character becomes a priest, having to spend 90% of his time in temples means the character will have to retire, because there's no way it'll be possible to continue adventuring with that kind of commitment. With those kinds of requirements the character is either going to have to stay an initiate, which means he's going to very quickly run out of spells and never be able to get any more, or he's going to have to become a priest and miss out on 90% of the campaign. Also, what happens if the character uses up spells faster than he can get POW to replace them?
> >
> > Blech, unless I'm misunderstanding how divine magic works I don't think these rules are going to work at all. Is there another version of divine magic in an accessory book, setting book, or web site, or something?
> >
>



#628 From: Sam McConnich <rpgstarwizard@...>
Date: Sat Jun 27, 2009 8:36 pm
Subject: Re: Re: divine magic?
rpgstarwizard
Offline Offline
Send Email Send Email
 


 

From: "mtbedwards@..." <mtbedwards@...>
To: Basic_Roleplaying@yahoogroups.com
Sent: Saturday, June 27, 2009 4:10:35 PM
Subject: [Basic_Roleplaying] Re: divine magic?

There's a forum? The yahoo group was the only forum I was able to find for BRP.

--- In Basic_Roleplaying@ yahoogroups. com, Sam McConnich <rpgstarwizard@ ...> wrote:
>
> ok, let's step back, waaayyy back, I dont have the Basic Magic book but have RQMagic book and from what I understand the basic book is a redo of the magic book of RQ if that is the case we can talk if not...well there are great people that could help , have you been to the forum?????there might be some great ideas there as well, if it is...well, you can only renew at special places, yes the POW loss is permanent, but POW can be raised,
>
> also it depends how you construct your universe, and if it makes sense to you do it, you could sacrifice Magic points etc
>
>  
>
> ____________ _________ _________ __
> From: "mtbedwards@ ..." <mtbedwards@ ...>
> To: Basic_Roleplaying@ yahoogroups. com
> Sent: Wednesday, June 24, 2009 3:47:29 PM
> Subject: [Basic_Roleplaying] Re: divine magic?
>
>
>
>
>
> Well, I grabbed a copy of Basic Magic and read through the divine magic rules.. I do have a few questions. How many divine spells would a character start off with? Would he just spend POW as usual, or would he get some "free" spells?
>
> Is the POW sacrifice to learn spells permanent? Permanent POW loss and 1 week of study for each spell seems excessively harsh. Also, in the campaign I'm planning temples will be few and far between, and the party will rarely spend more than a couple days in any one spot, if even that. If the character becomes a priest, having to spend 90% of his time in temples means the character will have to retire, because there's no way it'll be possible to continue adventuring with that kind of commitment. With those kinds of requirements the character is either going to have to stay an initiate, which means he's going to very quickly run out of spells and never be able to get any more, or he's going to have to become a priest and miss out on 90% of the campaign. Also, what happens if the character uses up spells faster than he can get POW to replace them?
>
> Blech, unless I'm misunderstanding how divine magic works I don't think these rules are going to work at all. Is there another version of divine magic in an accessory book, setting book, or web site, or something?
>



#627 From: "mtbedwards@..." <mtbedwards@...>
Date: Sat Jun 27, 2009 8:28 pm
Subject: power of characters and adventures
mtbedwards...
Offline Offline
Send Email Send Email
 
I'm converting the War of the Lance campaign from D&Ds Dragonlance setting so we
can play it using the BRP rules. Characters are supposed to start at 5th level
and I believe they're supposed to advance up to 20th by the end of the campaign.
I had my players make their characters using the Heroic settings and the Skill
Category Bonus optional rules. Will that make them too powerful, or not powerful
enough? Will their advancement keep pace with the campaign, or do characters not
advance very much in BRP? Should I squish the campaign a bit to make the earlier
parts more difficult and the later parts easier? Has anyone tried converting a
D&D campaign to BRP before?

#626 From: "mtbedwards@..." <mtbedwards@...>
Date: Sat Jun 27, 2009 8:21 pm
Subject: Re: divine magic?
mtbedwards...
Offline Offline
Send Email Send Email
 
Rats, now I wish I hadn't bought Basic Magic. Well, if that's the case I think I
may just use the rules for Magic Powers and alter them slightly so they seem
more "divine". So, instead of a Grimoire the priest has a Holy Text. Instead of
a Wizard's Staff the priest can get a Relic. All I really need to do is split
the spells into "arcane" and "divine" and add a whole bunch of new spells. This
way we only need to worry about one set of rules for magic, and spellcasters are
balanced with each other.

--- In Basic_Roleplaying@yahoogroups.com, "Paolo Guccione" <p.guccione@...>
wrote:
>
> I strongly discourage using the Divine Magic rules as written in the Magic
monograph. The divine chapter should be used only as a spell list. Since the
rules were printed in that format more than 25 years ago their many flaws have
been explored in details and alternate solutions, both custom and official, have
been published.
>
> NO further version of d100 divine magic has included the concept of "Permanent
POW loss in exchange for one-use divine spells", and I stress again that this
means more than a quarter of a century, so it is safe to assume that there is a
general consensus about this approach being not a good solution. Unfortunately,
as you know, the Magic monograph is just a reprint of the old books as they are,
including the not-so-good parts.
>
> There are also further considerations about this ruleset:
>
> - spells can only be renewed at temples that can teach them; this is not an
alternate rule buat a basic rule, but it is not clearly stated so a newbie might
miss this point when he first reads the rules
>
> - another flaw of this system is that it makes a divine magic user less
flexible, as his spell set is fixed in stone; your Humakti character might wish
to have more points of Detect Truth for a diplomatic mission, and more points of
Truesword for a battle, but unfortunately he cannot
>
> - the system creates an all-or-nothing difference between initiate and priest
that is not present in the other magic systems; basically, if you are an
initiate and cast divine magic, you are forfeiting your ability to eventually
becoming a priest
>
> - finally, Sanctify as a spell renewer is a big campaign disrupter that
players tend to abuse; it creates the same unrealistic effect as the "we rest in
this safe place after one hour of dungeon bash because our spellcasters are out
of spells" syndrome that is present in D&D, with the difference that here the
stop lasts for days; you can of course discourage players, but when a rule is so
anti-climactic it should be dropped and not discouraged.
>
> Alternatives:
>
> - make divine spells slower to renew for Initiates (RQ4 method)
>
> - use Hero Points to purchase Divine Magic (my method)
>
> - make POW sacrifice not permanent (MRQ method)
>
> All alternatives have advantages and disadvantages. I suggest you have a look
at the new edition of HeroQuest and take inspiration from it rather than from
the old RQ rules.
>
> --- In Basic_Roleplaying@yahoogroups.com, Sam McConnich <rpgstarwizard@>
wrote:
> >
> > ok, let's step back, waaayyy back, I dont have the Basic Magic book but have
RQMagic book and from what I understand the basic book is a redo of the magic
book of RQ if that is the case we can talk if not...well there are great people
that could help , have you been to the forum?????there might be some great ideas
there as well, if it is...well, you can only renew at special places, yes the
POW loss is permanent, but POW can be raised,
> >
> > also it depends how you construct your universe, and if it makes sense to
you do it, you could sacrifice Magic points etc
> >
> >  
> >
> > ________________________________
> > From: "mtbedwards@" <mtbedwards@>
> > To: Basic_Roleplaying@yahoogroups.com
> > Sent: Wednesday, June 24, 2009 3:47:29 PM
> > Subject: [Basic_Roleplaying] Re: divine magic?
> >
> >
> >
> >
> >
> > Well, I grabbed a copy of Basic Magic and read through the divine magic
rules.. I do have a few questions. How many divine spells would a character
start off with? Would he just spend POW as usual, or would he get some "free"
spells?
> >
> > Is the POW sacrifice to learn spells permanent? Permanent POW loss and 1
week of study for each spell seems excessively harsh. Also, in the campaign I'm
planning temples will be few and far between, and the party will rarely spend
more than a couple days in any one spot, if even that. If the character becomes
a priest, having to spend 90% of his time in temples means the character will
have to retire, because there's no way it'll be possible to continue adventuring
with that kind of commitment. With those kinds of requirements the character is
either going to have to stay an initiate, which means he's going to very quickly
run out of spells and never be able to get any more, or he's going to have to
become a priest and miss out on 90% of the campaign. Also, what happens if the
character uses up spells faster than he can get POW to replace them?
> >
> > Blech, unless I'm misunderstanding how divine magic works I don't think
these rules are going to work at all. Is there another version of divine magic
in an accessory book, setting book, or web site, or something?
> >
>

Messages 626 - 655 of 655   Newest  |  < Newer  |  Older >  |  Oldest
Advanced
Add to My Yahoo!      XML What's This?

Copyright © 2009 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines - Help