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Messages - Darius

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PJ Fantasy RPG / Re: List of PJ 2E Changes
« on: January 07, 2018, 07:48:47 PM »
This is what happens when you get distracted by new games.  Anyway, almost done with all of the content.  Here are the latest changes:


Modifying the 3d10 system to provide a gradient result based on the skill rating.  This results in greater results the higher your skill is and a greater chance of a mishap the lower your skill is.


Removed 4 spell from the Enchantment line because they duplicated spells in other spell lines
Added 7 new Enchantment spells
Added 3 new Dimensionology spells
Added 1 new Water Spell to Elementalism (turns out it was still one behind from the other elements.)
Added 1 new Sorcery spell
Added 2 new Shamanism spells
Removed hyperspecialization from Shamanism.  Moved those spells into normal paths options
Reduced the power of the Battle Shroom slightly and moved it to a lower grade
Removed rituals from Theurgy and changed the rituals to spells.  Those spells are now in different sects.

Optional Rules

Modified the advanced combat rules to only use d10 dice. 

SteamCraft RPG / Re: Getting Prepped
« on: November 01, 2017, 06:11:36 PM »
Awesome.  Let me know if there is any help you need. 

General Discussion / Re: Spacewestern (Firefly)
« on: October 22, 2017, 02:55:15 AM »
Glad you like it.  I don't have any spaceship rules for this.  I suppose one could use the rules from SteamCraft if needed. 

PJ Fantasy RPG / Re: GM Prompts: In/On a Desk
« on: February 08, 2017, 01:56:11 PM »
I never really thought about these.  Just having a list is helpful.  Do you have any other lists?

SteamCraft RPG / Re: Question About Combat
« on: November 16, 2016, 05:43:26 PM »
I noticed the 'Dodge' part of Acrobatics after I posted my original message (I was right about having missed something) and granting a similar bonus to Melee Weapons did cross my mind. However I do feel that a character would only be able to do this if they A) have a held action to react, or B) sacrifice part or all of their next action.

That would be correct.  Without this, then essentially all combat would involve both an attach phase, and then a defense phase.  In systems where there is some way to mitigate damage from every attack all of the time leads to very long combat.  In SC, combat tends to go either very fast or slow depending the dice rolls. 

The benefit about using acrobatics instead is that this would apply to multiple attacks, and not just one.  It represents tactical usage and not an every attack use

I've also been thinking a little about the issue and one idea I had was taking into consideration that in melee, a character's attack is not necessarily a single attack but a sequence of attacks throughout the turn, which would include a fair amount of dodging and parrying, so a successful 'hit' would not necessary be a single hit.

It is meant to be a series of events.  You can think of damage as somewhat telling the story.  Low damage would mean a good evade/block meanwhile large damage would represent a quick direct hit. 

The idea of the Parry Rule is one of those fallback, generic ways of handling it and I'm probably going to allow this, plus it works for both Melee Weapons and Martial Arts and would give Parrying as a Specialisation of each a real use. However, I would also add 10 point penalties for every parry attempt after the first one, partly as a warning to players about fighting too many enemies at once.

Seems reasonable. 

SteamCraft RPG / Re: Question About Combat
« on: November 16, 2016, 01:42:33 PM »
Thanks for buying the game!

I understand the combat issue.  It really relates to the idea of how do you represent defense in combat.  Consider a similar question.  Should a master swordsman be harder to his than a novice?  He would be trained in how to use a sword, which will mean he will have learned how to block, parry, dodge, etc.  So shouldn't it be harder to hit him?  Shouldn't a more agile character be harder to hit or a faster one?  There is a giant rabbit hole one could go down here that will complicate the system, raise issues of fairness, and lead to min/maxing based on bonuses.  I decided to avoid that.  But avoiding those issues for a lighter combat system doesn't work for everyone. 

This isn't to say you do not have options:

1. If you look at pg 74 under acrobatics you will find active defense.  You can use that skill for dodging attacks.  So, if you are going to have a martial arts character you can have them take this skill.
2. Not my first choice, but you could grant the same ability to dodge incoming non-projectile attacks to the martial arts ability. 
3. This was in the original rules, but removed before publication.  The original Martial Arts skill provided a bonus to the Armor Factor.  Every 10 points in Martial Arts granted 1 point of AF provided that the PC/NPC was wearing armor that had a speed penalty of 4 or less.   There was some concerns raised about min/max, which made be consider lowering it to needing armor of speed penalty 1 or less.  Then that led to concerns about confusion between mention 4 for using the skill but 1 for AF.  Then issue of fairness was raised.  Why don't those using melee weapons get a bonus?  I decided to skip the entire issue by just removing the benefit entirely.  But it plays well allowing the PC to have higher AF.  It makes them a little stronger than is intended, but it doesn't break combat.
4. Every 10 points in Martial Arts grants a 1 point penalty to hit.  So, a PC with 50 in Martial Arts would give any attacker a 5 point penalty.  It is a minor benefit that might appease your players. 

Parry Rule:

1. PC/NPC declares he will give up an attack that round and instead chooses to parry.
2. The attacker and the defender (the one parrying) both roll against the required attack skill. 
3. If both succeed then you compare how much that succeeded.  The one that succeeds by the most points (the difference between the skill rating and the dice roll) wins.  If it is the attacker, then the defender suffers half damage.  If it is the defender, then no damage occurs.
4. If the defender rolls a critical success and the attacker does not, then the parry is not only successful, but the defender has reversed the attack.  This allows the defender to immediately roll dice to make an attack. 

SteamCraft RPG / Re: PC abilities while in Animal Form
« on: September 13, 2016, 02:55:22 PM »
It depends on the animal.  It physically changes the shape of the animal.  It grants roughly the animals physical attributes.  The PC can retain its HP.   So, a cats will be able to be fall on all four feet, and a wolf will have sharp teeth that does damage. 

As for the skills, that becomes complicated.  The skills are retained, but the question becomes as to if they are usable.  It depends on what is being attempted could be done in that body.  So, most animals would not be able to do thieving skills or engineering.  However, knowledge would be retained. 

SteamCraft RPG / Re: Stacking Armor
« on: September 04, 2016, 08:13:38 PM »
Shields stack with other armor for two reasons.

1. It is meant to represent the abstract benefit of a shield plus other armor.  In reality, it should only work if the shield takes part of the blow, but that makes combat more complicated. 
2. Shields are further outside of the body and allow for partial deflection of hits that then enable less damage to be taken. 

The stacking of other armor won't really work.  Everything would be on the body so all of the energy is already there.  The rules are not intended to allow the stacking of armor.  Instead, it is the highest AF that works.  A coat and a corset aren't going to protect your head, it is meant to be an abstract method.  For more realism, you could determine AF by body part and use the advanced combat rules.

As for armor durability:

The durability of armor is determined by multiplying its AF by 10. Every hit reduces the durability by 1 point. Every 10 points of durability loss results in 1 point less of armor protection. In cases
where the durability is above 100, there is a minimal amount of protection the armor will provide regardless of its actual durability. For every 10 points above 100, there is a minimum of 1 point of protection, e.g. 110 provides at minimum 1 point, 120 provides 2 points, etc.

AF greater than damage.

Yes, fit he AF is greater than damage, then the PC is generally immune.  It depends on the damage type and sometimes hits ignore all armor protection.  But, one thing to consider.  If you are in full metal armor, you are going to move slow, be loud, and be very noticeable.  That means probably always losing initiative and sucking at saving throws.  If the PC were to end up on his back or the ground, it will take a few rounds to get up, unless someone helps.  It is hot.  You will take double damage from heat or electricity attacks.  It interferes with casting spells. 

The idea of that armor is sometimes you will need a PC to be a tank.  They will be able to go into a situation and hack and slash and take minimal damage.  If you are going into battle or exploring an ancient ruin filled with undead.  But, it isn't going to be armor people will just walk around on the street with daily. 

The adventures were designed to slowly wear the PCs down before a harder battle at the end.  These combats are designed to create some tension, add to the story, consume some PC resources, and slightly weaken the PCs.  The writer did not think that the entire group would be in decked out max AF armor.  If your group does that, then you will need to adjust.  You can either add more creatures/different types or increase their damage to balance out the combat.  But, if it is just one PC, then you shouldn't need to tinker too much.  Creatures don't have to be stupid.  They can go after the weaker ones or find some other method to deal with a high AF target. 


These creatures do 1d10/ per leg and can hit with up to 4 legs.  So, a successful hit, could in theory, do 4d10 damage.

SteamCraft RPG / Re: How does Enchant Object work?
« on: September 03, 2016, 11:15:04 PM »
As the game evolved, the amount of magic and magical power was toned down.  As part of that, the creation of magical items in the rules were mostly removed.  The idea was to make them adventure for magical items and to focus more on technology.  What you are seeing is a legacy spell that was primarily left in for alchemy. 

With that said, I can give you the basics.  I will start with alchemy and then show how you can move on to other items.  First, you make a check against alchemy to know what items are needed for the potion.  For example a flying spell might require helium, a rare feather, or other parts of birds.  Then some miscellaneous stuff.  That is all determined by the GM.  The ingredient check ideally should be made by the GM secretly. 

Once the potion is made, then a caster will cast enchant item.  That prepares the potion to receive the spell.  Then, the spell you want the potion is have is cast into the potion.  For flight, that would be a fly spell.  It takes one hour be grade of the spell, i.e. a IV spell will take 4 hours.  After than the potion is usable, however a check to see if the spell took isnít made until the potion is used.  Or the GM could made a roll in secret and note it. 

The same method can be used for limited use items.  A roll against arcanum would be used to note what type of material might be needed.  Then, the enchant item spell is cast on it.  Then the spell that you want the item to have.  For multiple uses, you will cast more than one spell.  So, if you wanted three uses in boots of flying, then you will cast fly three times. 

For the creation of permanent use powerful magical items then you need to look at the Combine Energy spell.  A roll against arcanum is made to determine the parts.  Those then need to be assembled, in so far as possible.  So, lets say you wanted to make an amulet of spider climbing.  You would likely need expensive metals, maybe some gems, and certainly the part of the spider the produces silk.  Forging would be used to make the item, although some parts might not be able to be merged at the moment.  Then, you cast enchant object.  Then you can the spell you want.  Then you cast Combine Energy.  If you leave the item as the same grade as the spell, then it would be a grade III magic item.  The grade of the item times 5 gives a penalty.  In this case, it would be a 15 point penalty.  If the use of enchantment is successful, then the item is made.  If not, then the item is ruined and you must start over.  The GM will determine the limit of the power.  That is, if it usable once per day, every hour, all the time, etc.  The more times it is used, then the higher the grade of the item should be.   

SteamCraft RPG / Re: Some Questions from a Newbie...
« on: August 25, 2016, 06:52:05 PM »
First of all, thanks a lot for your answers and explanations. There are-for the moment-no further questions belonging to the game system itsself.

But I have another question, concerning the sample character on o.99/100:

The Character starts with a score in Agility of 55(%). This means, all ability base ratings (belonging to agility) get a score of 6 (because 5.5 is rounded up to 6). So far, so good. But: Looking at the final ability ratings on p. 99, all abilities belonging to agility(except the main abilities) have an average score, which is lowered to 5. But how? Why? The score of the attribute hasn't changed, agility score still remains at 55%.

That would be a mistake that was not caught in editing.  Something I can fix for the PDF, but unfortunately not in the printed books people may have.  I am surprised no one has pointed that out to me before. 

And last but not least: Regarding  the final abilities of the character, the whole abilities belonging to Will-attribute are completely missing.

All of the Will based skills are magical.  You might think of those abilities as restricted.  Not everyone has magic.  Unless you create a character that has specific magical skills, then you have no chance of casting a spell.  So there are no default ratings for those. 

Now knowledge about magic (but not the ability to cast spells) is covered under Arcanum, which is under Knowledge.  That all PCs will have a rating in that skill. 

SteamCraft RPG / Re: Some Questions from a Newbie...
« on: August 23, 2016, 06:16:49 PM »
  I hope that answers your question.
In Parts. I've read P.107, and the whole thing with the modifiers, a GM can use. Just to make sure, that I got it right: Lets take the example with etiquette. Okay, we guess a situation, that the circumstances are very easy. Which means a +30 bonus to the dice roll. So the players rolls 1d100 against 36%? Is that right?

We give a lot of freedom to the GM.  So, if it is determined that it is very easy, but not something that the PC would necessarily know, then you roll the dice and add at least +30.  So you would need to roll a 36 or below. 

Let's stay by the example with etiquette. Let's guess, the character has to react spontaniously, and -after all- there are no modifiers which could influence the dice roll. Neither positiv nor negativ modifiers. What about a dice roll now? Player rolls 1d100 vs 6%?

It would be a 6 or below, assuming that it is not something the PC would already know.  So knowing that he is to bow to royalty would not be something you would roll for.  Knowing how to address a foreign dignitary on the spot would require a roll.  It would be a 6 or below. 

And how about a dice roll, if there are negativ modifiers??? I mean you have a score of 6 in Etiquette, and let's say, circumstances are very difficult ,which means a -30 modifier for the dice roll. But 6-30=-24???

It would be up to the GM.  As a general rule, the answer would be you do not apply negative modifiers due to the already low probability.  The idea is to give the PCs a chance, even a small one. 

Etiquette is not going to be a commonly used skill, so let me change it up to Thieving. 

PC #1  has a skill in thieving of 56.  In most situations, the PC will need to roll a 56 or below. 

Now assume that the PC is being bitten on the ankles by a dog or has to pick a lock faster than normal.  That might incur a 10 point penalty, meaning a roll of 46 or less. 

Now assume that the PC is picking a lock.  It is an old lock that is not very good.  The PC gains a bonus of 10, meaning the player needs to roll a 66 or below. 

Now assume that the PC is picking a lock.  There is no rush.  There is no chance of being caught and the PC can take hours if he wants.  He gains a 30 point bonus, meaning he needs to roll an 86 or below for success. 

PC #2 has a rating of 6 in Thieving.  This means that the PC has little skill or knowledge of how to pick locks.  Under most situations, the PC will need to roll a 6 or below. 

Now assume that the PC is being bitten on the ankles by a dog or has to pick a lock faster than normal.  The GM can decide that under this situations, the PC has no chance.  However, I would not play that way.  I would allow the PC to roll and if it is 6 or less, then the PC succeeds. 

Now assume that the PC is picking a lock.  It is an old lock that is not very good.  The PC gains a bonus of 10, meaning the player needs to roll a 16 or below.

Now assume that the PC is picking a lock.  There is no rush.  There is no chance of being caught and the PC can take hours if he wants.  In fact, he checked a book out on how to pick locks and has it with him.  He gains a 30 point bonus, meaning he needs to roll a 36 or below for success. 

The penalties and bonuses are up to the GM discretion.  The numbers listed are suggested bonuses and penalties.  The values can be increase or decreased based on the GM judgement.  Fundamentally, the GM needs to decide what counts as easy or difficult.  All I can say is that the rules ass that a normal situation is one where the PC is under stress or strain of some type, which usually means combat, the threat of being caught, or some time restriction.  This will be the most common situation that the PC will be in that requires the roll of dice. 

SteamCraft RPG / Re: Some Questions from a Newbie...
« on: August 23, 2016, 03:15:13 PM »
Welcome to the forums.  Your question is a common one.  It throws a lot of people off because the information needed to make it not look so bad is further in the book.  Look at page 107.  It has information on modifying ability checks.  There is more information in the player's guide we are working on.  But here is the general idea.  You only roll dice if there you need to randomly determine the result.  Further, the assumption is that you will be rolling dice in some sort of stressful situation, which is usually combat.  For something like etiquette, it would be you are now suddenly thrust into a ball (dance) with royalty and you need to respond appropriately and have had no time to prepare. 

If it is not so stressful and you have time to prepare, then you can gain bonuses to your die roll. 

So, what does a 6 mean?  It means that for whatever culture the PC grew up in, the PC knows the common information.  The PC knows when to shake hands or bow.  The PC knows the proper titles to use for that society - at least with the common people the PC will interact with.  The PC will know what clothes to wear to a funeral and what clothes are appropriate for work.  The PC might know a dance or two.  So the PC will generally be able to function.  This is why the PC has any rating in that ability at all. 

What the PC will have difficultly doing would be the social rules of different social classes.  If the PC grew up middle class, the PC will have a difficult time understanding courtly behavior.  The PC likely would not know the rules.  The PC would not be able to pick up on subtle differences in clothing that gives away the NPC station.  The PC might not know what to do with all of the forks.  The PC wouldn't be able to read body language that well. 

The PC might not know the proper etiquette for certain business dealings.  The PC might not understand the etiquette for gangs. 

So, let's say the PC is going to have to sneak into a social function hosted by nobility.  The PC grew up middle class.  The PC has a week to prepare and then studies what he/she needs to know.  In this situation, the PC would know how to address nobility.  The PC might get a 50 point bonuses to knowing what fork to use.  the PC might get a 30 point bonuses on knowing a particular dance.  If the PC is trying to pretend to be a noble and engage in negotiations with a NPC noble, then the PC would at most gain a 10 point bonuses, but likely none.  Reading the body language of the guests also would be done at 6 without any bonuses. 

Of course the PC may have other abilities that can be used in these situations.  The GM just needs to decide if there are any penalties or bonuses based on the situation.  For example, if the PC has commerce and is negotiating a business deal, then not having etiquette isn't going to be a big deal.  If the PC is negotiating a business deal with nobility, then the GM could apply a small penalty to the commerce roll.  On the other hand, if the PC has a decent amount of points in etiquette, then the GM could add a small bonus to the commerce roll. 

The essential idea is that every character will have at least some knowledge/skill in most things.  Every PC should have at least some small chance at performing an action.  Here is a more modern example.  People sometimes lock their keys in the car.  There are people trained on opening car doors.  However, on older cars, you can take a wire coat hanger and bend it.  You then can use the wire coat hanger to try an unlock the door.  It can take a long time and the majority of people fail, however, after an hour or two a decent number of people can usually get the door open. 

That is the general idea.  It is up to the GM on how he or she wants to implement that.  I hope that answers your question. 

General Discussion / Re: fanzine contents - feedback requested
« on: December 23, 2015, 04:26:51 PM »
There are contacts, but that might be NPCs.  There could be new specializations.  Advice on new ways to use skills.  Equipment builds where you can just pick a package and go.  More information about the races.  Advice on when yo use an attribute instead of a skill.  How to handle contested actions. 

PJ Fantasy RPG / Re: List of PJ 2E Changes
« on: October 18, 2015, 04:30:26 PM »
Not so much changes, but more recent progress:

Magical Items

Converted all magical items to d10 base
Added around 15 new magical items


Converted damage to d10 base
Added Mind stat for creatures

PJ Fantasy RPG / Re: (WIP) New Monster Stats - Humanoid
« on: October 12, 2015, 03:30:37 PM »
That is probably closer to what it should be.  One thing to remember about damage, is pretty much all of the weapons do 1-20.  So, do you want the horns to do the same, or less than a weapon?  If it does less, then it probably needs an effect.  The mino would never use the horns in favor of a weapon if weapons are always better. 

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