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PJ Fantasy RPG / Re: skill based fantasy game
« Last post by Darius on May 01, 2019, 08:52:14 PM »
The second edition is completed in terms of writing.  I wanted to add a setting, then decided not to.  The main holdup now is getting the time for it to be edited and then doing a layout for it.  The plan was to release it awhile back and then within 6 months release another game I have been working on.  That was is still being written and has distracted me from releasing the 2nd edition. 

I can tell you that in the 2nd edition, the rituals were removed.  Not the spells, but the idea of the ritual.  I believed I needed to either add more and make it more descriptive, or simply turn them into spells.  I went more with simplicity for the 2nd edition and part of that was to turn them into spells. 

By bonuses, were you thinking that casting checks would have a bonus for them due to the time and preparation?  If so, then that makes sense.  The ritual spells were intended to be involved and not done during combat or stressful situations. 

The second edition makes that explicit.  Combat is no penalty.  Rested with no worries is +20.  Favorable conditions are +30. 
 
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PJ Fantasy RPG / skill based fantasy game
« Last post by RainforestGiant on April 27, 2019, 10:58:45 AM »
Hi,

New to the forum been playing for 45 years. This appears to be very similar to a game I purchased twenty plus years ago but never got around to playing. I will be giving it a shot with my kids/grandkids soon. My players want to keep their setting/races (Rules Cyclopedia-ish).

Any tips? I notice that this is not the system that is 'getting the love' from you guys so I suspect it is a backburner project. Has anyone tried modifying the magic system. I immediately thought of bonuses for using rituals with longer spells needing more time, preparation, and perhaps participation. Any thoughts on that.

Thanks,
RG
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SteamCraft RPG / Re: PC abilities while in Animal Form
« Last post by Darius on December 11, 2018, 03:54:24 PM »
This is a really cool system. What I'm not sure about is why not make some abilities only available in some animal forms. Or is it how it works right now as well? I can't tell.

That is basically how it works.  The physical body changes shape but the mind stays the same and the physical durability of that body stays the same.  The abilities a PC has when the shape has changed depends on what is physically possible while in that shape.  Dogs do not have thumbs, do it would be difficult to fire a gun.  A chimp does have a thumb, so a chimp can shoot a gun. 

Being stealthy in cat or mouse form would be easy.  In fact, do to the size and nature of these animals, a GM could be justified in granting a bonus to any stealth checks.  A black cat in a dark alley following someone in going to be very difficult to notice and likely ignored if scene anyway. 
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SteamCraft RPG / Re: PC abilities while in Animal Form
« Last post by Klotz on December 11, 2018, 07:58:34 AM »
This is a really cool system. What I'm not sure about is why not make some abilities only available in some animal forms. Or is it how it works right now as well? I can't tell.
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General Discussion / Re: fanzine contents - feedback requested
« Last post by Semi-Retired Gamer on April 29, 2018, 02:49:44 AM »
Are you still around, Semi-Retired? Did you develop your fanzine project at all since back then? I'd love to see it if you did.

I'm still around.  I got pretty far but suffered a computer crash.  I have notes and early drafts that I can dig out and expand.  I will do so at some point in the near future.  Instead of a zine I'll probably just go with individual articles/posts.
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General Discussion / Re: fanzine contents - feedback requested
« Last post by MichaelBar on April 28, 2018, 10:42:06 AM »
Are you still around, Semi-Retired? Did you develop your fanzine project at all since back then? I'd love to see it if you did.
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PJ Fantasy RPG / Re: List of PJ 2E Changes
« Last post by Darius on January 26, 2018, 09:21:42 PM »
I have ideas for 2 more monsters to write up and add if I can get around to it.  40+ was exhausting enough. 
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PJ Fantasy RPG / Re: List of PJ 2E Changes
« Last post by Semi-Retired Gamer on January 26, 2018, 03:42:38 PM »
Added 43 new monsters.

Nice! You can never have too many monsters.
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PJ Fantasy RPG / Re: List of PJ 2E Changes
« Last post by Darius on January 17, 2018, 09:37:28 PM »
Added 43 new monsters.
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PJ Fantasy RPG / Re: List of PJ 2E Changes
« Last post by Darius 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:

System

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.

Magic

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. 
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