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Mr. R

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Everything posted by Mr. R

  1. And HOW COMMON is Power Defense? Take a look at her team mates, how many have Pow Def? Take a look at your villain roster, how many have Pow Def? If it is everyone, then the power is useless. If it is no one then you have some serious explaining to do to your fellow players (esp if you are a GM)
  2. So she's a flying Martial Artist. Cool! I have two flags (whether they are red depends on your answers) 1- The Sacrifice Lunge 13 d6 damage? After a full move? It would be nice to have your campaign parameters here like : CV 8 Spd 6 Defenses total 50 AP Attacks 50 AP (with up to 75 with advantages) But as it is this is a lot of damage! 2- Quantum radiation field 3 body every one of her phases means that by the time phase 6 comes someone will have taken 9 body. I would have severe misgivings about allowing this ability. It is extremely lethal. If this is a PC, be prepared for some villains unleashing BIG attacks on you just to get you out of the fight ASAP. If the rational is "I'll only use it in emergencies!" I don't buy it. I have had encounters wit too many players who said that, and then used it all the time. AS far as the rest.... not bad!
  3. I find myself agreeing with LL here. Lets just limit ourselves to Halflings. Thief Before Unlimited Now Unlimited Still boring! Warrior (archer) Before level 5 Now unlimited Take that +3 Add dex bonuses Add Specialization Bonuses. Just off the top of my head that is +7 with no enchanted bow. Ranger Before NIL Now unlimited Wizard Before NIL Now unlimited (Imagine players surprise at a halfling casting a lightning bolt) Paladin Before NIL Now unlimited (want to know why the local halfling village has NO undead) This is just off the top of my head in the last five minutes!
  4. This is a hold over from ADnD 2ed where the ONLY class a halfling could get ANY decent level in was thief. No wizard. Cleric was like level 7. Druid was level 10. Fighter was level 5. And don't even think about Paladin or Ranger. So Halflings were pigeon holed into Thief! Now they can be any level and any class. Do you really want to tangle with that halfling village as the local cleric is a level 12. Or a group of halfling rangers who wander from town to town. My point is that NOW you are free to make what you want!
  5. I find this is a common trope in some movies "Be prepared to root for the bad guy!" Yeah! because everyone else is worse than he is. Ocean's Eleven is a perfect example. We like them, but forget they are all crooks and con artist and pick pockets and safe crackers. The ONLY reason we root for them is that their target is SO unlikable. The Sting is another excellent example!
  6. True. But now that I think about it, the Mage Sight was NOT essential. So with 17 extra points.... At least 4 skills at basic level 12 pts and a +1 to DCV 5 pts. I don't have a problem with them starting with a SPD 2. Depending on Dex it will cost 5 to 8 pts to get it to 3. Yeah that works. They are wimpy, but those first EP are spent really fast to plug the holes in the build! OH and side note, this is an all human setting!
  7. RPGnet has a thread where you make a NPC per day over the month of January. So as an experiment I have been making FH NPCs based on 125 pts. And I have been finding it .. hard to make a viable NPC. After stats and powers and Magesight. I really have little left for skills. So is this a Feature? it has all been Mages so far but ALL have SPD 2 because of cost, no skill levels, and just a bare minimum of skills! Should I eliminate the Magesight? It does cost 17 pts and makes sense for a more advanced ability. Or should I just go as is and let PCs get Skills quickly at the start as that would be something they would logically have? Just curious!
  8. Mr. R

    Monster PCs

    Take a look at Birthright, that setting for DnD. It has many Monster NPCs as leaders of their own countries!
  9. There was an article in an OLD dragon magazine where a GM did this. The players were getting bored of being the good guys and wanted to let loose their Inner Mr Hyde. So he put the game on hold, they rolled new PC, all scums and creeps, and he gave them free reign to do what they wanted. And they went nuts. Robbing, pillaging, and ... other stuff. Culminated in them getting a small gang together to attack and loot a small town. Thus endeth the arc. Now back to the regular PCs, who are coming back to town after their latest adventure, to find it ransacked, beloved NPCs dead (or worse), buildings destroyed, etc. NOW the PCs got mad (as did some of the players) But most used it as a chance to roll play, especially trying to bring their evil PCs to justice. Now this was obviously a mature group, so be careful. Make sure you know what they can tolerate, and remind them, what they can do, you can do back!
  10. I was recently reading a WIR on RPGnet about a JRPG called Sword World. It posits some interesting ideas about dungeons and the reasons for their existence as well as those shadow areas filled with nasties. So the dungeons are manifestation of magical swords/weapons/items that are created by said item (not consciously) as a test to the worthy adventurer who desires the item in question. Only after getting past all the strange creatures and tricks and traps, can the person be seen as worthy of possession of the item. The other is more of an explanation of why Goblyns and Undead are around. The Primal Wilderness OR the Iron Wind will cause a demi plane to form at certain areas. From these demi planes emerge the Goblyns OR Undead that seem to plague a region. To stop them you need to first find the demi plane in relation to ours, find a way to enter it and destroy whatever is linking it to the world. Otherwise, even if you defeat all the Goblyns, eventually they will come back, again and again and...... Thoughts?
  11. Over on RPGnet I am doing a WIR of the core rule book as I bought it recently. Link: https://forum.rpg.net/index.php?threads/wir-coyote-and-crow.905053/
  12. As I have a Large collection of old Modules from D&D and elsewhere, I plan to use some in my game as enticements for my players! So some entries Ruins of the City of Tenryk, old capitol of the Tenryk Empire that was overrun by Goblyns and is now surrounded by a dark goblyn infested forest (This is one I don't have any material for, but I love the idea as it is a common trope) Phantom Pirate Isle (inspired by a skeleton infested island from an Old Adventurers Club!) Ghost Castle on the coast of Ruecha. (I plan to use an Oriental Adventure module about a ghost castle) Ruins of Dorethal (this one is in the module I am using, is a magical city on one of the southern islands. The island partially sank and most of the city in now underwater) Lost City in the northern jungle (Dwellers of the Forbidden City) City of the Storm in the Bola Desert (inspired by an adventure from one of the Al Qadim modules) Cavern of Wonders in the Wyrmian Mountains (Lost Caverns of Tsojcanth/ minus that Artifact) Stairs of the Gods (Again hinted at in the module I am using. Some out of the way islands with some strange ruins on them) The Floating Island of the Black Ocean (Also from Al Qadim. Is actually a GIANT sea turtle that was used as a base by some pirates. Then it dove under water. Now it has resurfaced!) Any other Ideas!
  13. Last entry I am envisioning a sort of Philippine archipelago with tones of the Caribbean!
  14. I am using this as inspiration https://mythlands-erce.blogspot.com/2016/06/humanoids-part-ii-trolls.html Goblyns are hostile because they represent that mythic unknown, primal chaos and wildness. Dragons are great, but I remember the Against the Giants Modules where the PC are facing a horde of Giants. Add in trolls, ogres and a some goblyns as sacrificial pawns and the HORDE looks dangerous indeed. They can't be reasoned with as they hate humans on a genetic level. This is the opponent you can beat up and not really feel bad about it.
  15. Another place: Appliance Store. Here have a new dishwasher!
  16. In the supplement Rasul is a theocracy, dedicated to the god of commerce where strict religious and statutory laws keep people in place. Is very divided, with clergy at the top then, far below them the tradesmen, then a bit lower serfs and slaves and finally females. But they are known for being the best merchants on the continent. But merchants have no political or economic power. (Non sequitur, must analyze. Faulty, faulty! Must Sterilize!). So how do I keep them as a mercantile city, where Tobaris, God of Commerce, Travel, Exploration is still held in high regard, merchants have more of a say in the affairs of the city and finally where females have a greater share of the power. I was going to use a system of government taken from a city in the Turakian Age supplement. But now I think I will add as a wrinkle, the wife may vote in place of her husband, if they declare she has his proxy vote before the council before he leaves town. And the reverse is true also. HMMMM! Ideas welcome. OH OH OH. Is actually a matriarchy today. The men got so full of themselves and the majority left town to fight the goblyns, and got destroyed. Now we have a city of mostly females who have been taking the reins of government because they have no other choice. Even if some of the men make it back, the city has been irrevocably changed, and refuse to go back to their tidy small existence.
  17. A combo of 1- the world is broken and needs fixing. Goblyns overrun parts of the Basin area. Up in the northern jungles are rumours of lost cities with treasures and goblyns. Even the Coastal cities and the Divided Plains are not safe, and the Bola Desert has a large contingent of them. 2- finding and exploring those cool places like : the former capitol of Tenryk, now a ruins inside a goblyn forest A mythical island of a pirate king and his treasure, just beware he may still be guarding it A city surrounded by an ever storm in the Bola Desert. If you can get in, what treasures await. Also rumoured to hold the Library of Readaer.
  18. I am not sure if you remember, BUT, my goblyns are actually a whole host of creatures lumped under that umbrella. It includes Goblyns- your standard unnamed hordes Goblyn Lords/Mages- yep, these guys practice magic and can become nasty warriors Bugbears- bigger, stronger goblyns Ogres- for when you want to challenge the whole party with one guy Ogre Magi- for when you want to scare the party with one guy Giants- walking disasters. One giant can be a major event. Oh and yes the giants can practice magic.
  19. Well since the Unlife is hardly (actually I think never) mentioned in the supplement, it was not going to be a major part of my game. I did mention that undead do exist, but not as an organized meta opposition. Also they mention Essence Flows, but really it seamed to keep everyone else out of this continent. Which suited me fine. This continent north south is equivalent to South America (complete with coastal mountain chain) in size. It is fairly BIG. I just want it that if my players decide to zig left rather than right, I can accomodate them as I have some idea of what awaits them and not "Here be Dragons!"
  20. Personally I like Point of Light types of games. Civilized town, then an agricultural area of small villages, then wilderness. In some cases there are places where the PCs can make a real difference (Opening up the river for the city of Koy or at least making Ruecha safer for the peasants.) But I also want some strange things out there in case my players decide to go a exploring!
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