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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:


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
« Last post by Darius on November 01, 2017, 06:11:36 PM »
Awesome.  Let me know if there is any help you need. 
SteamCraft RPG / Getting Prepped
« Last post by Semi-Retired Gamer on October 28, 2017, 10:52:43 PM »
I have some down time coming up at work and some people interested in playing so I printed out 10 copies each of the character sheet and airship record sheet.  Fingers crossed for a smooth game.
General Discussion / Re: Spacewestern (Firefly)
« Last post by Darius 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. 
General Discussion / Re: Spacewestern (Firefly)
« Last post by Dillenbeck on October 19, 2017, 07:25:10 AM »
I'm thrilled to see this. Firefly universe is one of my all time favorite settings. So much potential.
General Discussion / Re: Spacewestern (Firefly)
« Last post by MasonK on June 03, 2017, 01:38:21 AM »
Super interesting Darius.
PJ Fantasy RPG / Re: GM Prompts: In/On a Desk
« Last post by Semi-Retired Gamer on February 10, 2017, 04:11:24 PM »
I never really thought about these.  Just having a list is helpful.  Do you have any other lists?

I've actually got brainstorming notes on several lists and I'm working on fleshing them out.  I'm planning on adding reference footnotes to many of the entries that might list ideas like "what page is the book open to?", "what does the key unlock?", "the page ripped from the book has a magical recipe, new spell, etc.".
PJ Fantasy RPG / Re: GM Prompts: In/On a Desk
« Last post by Darius 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?
PJ Fantasy RPG / GM Prompts: In/On a Desk
« Last post by Semi-Retired Gamer on January 17, 2017, 07:22:54 AM »
Here's a list of prompts that I'm working on to help me when I'm working on an adventure for my campaign or I need to wing it.  This list is not exhaustive and is only bate ideas; the details still need to be fleshed out.

In/On a Desk
1. A stack of blank parchment.
2. A quill & ink.
3. Key (one or multiple on a ring).
4. Loose coins.
5. A map.
6. Crumpled up parchment.
7. Page ripped from a book.
8. Sealing wax & stamp.
9. Letter opener.
10. Reading glasses.
11. Candle.
12. Magnifying glass.
13. Measuring tape.
14. Wax-sealed parchment.
15. Personal journal.
16. A sketch of....
17. Charcoal stick.
18. Ink vials (empty or full).
19. A ring.
20. An open book.

It's still up to me to fill in the details whenever I use this list.  Is the item magical or of the everyday type?  Is it cheap or expensive?  Does it give hints?  What?

I know this has been done before but I came into my head and O just wanted to get it out.  I'm going to tighten it up a bit and put the info in a PDF with expanded notes.  Are there any glaring omissions?  Do you have anything similar? 
SteamCraft RPG / Re: Question About Combat
« Last post by Darius 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. 
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