Search found 621 matches

by lupex
Thu 01 Feb 2018, 10:59
Forum: General
Topic: Damage and recovery
Replies: 66
Views: 4791

Re: Damage and recovery

Continuing with my optional HP system from my previous post, I suppose Strength could be reduced by STRAIN vice DAMAGE. Strain would represent pushing your body to far, pulled muscles, sprains, bruises and the like. Kind of a "non-lethal damage" sort of thing. I think that this would then make thin...
by lupex
Tue 30 Jan 2018, 11:09
Forum: General
Topic: Damage and recovery
Replies: 66
Views: 4791

Re: Damage and recovery

That looks almost identical to the Coriolis crit table, so I think you're right, the tables in Forbidden Lands will probably be very similar. A bonus to the dice roll would work, but I'm still not convinced it needs 3 levels of that. I'd still make the case for combining Executioner with some form ...
by lupex
Tue 30 Jan 2018, 11:04
Forum: General
Topic: So, how do traps work?
Replies: 11
Views: 837

Re: So, how do traps work?

I guess we still need to stay away from the old school "I search for traps or secret doors" in every room or wall (or 2m square) like I remember in the first adventures I played many, many years ago. Maybe as suggested it's a trap role against a relevant skill to either spot a trap that could be tri...
by lupex
Tue 30 Jan 2018, 10:54
Forum: General
Topic: Starting Gear
Replies: 12
Views: 868

Re: Starting Gear

Why not just give characters a equal set (or randomised 4d6 silver) amount of currency. They can then just spend it on thier starting gear and then give them a small amount (1d6) extra after that? Sure, but that's not needed in the rules, though. Any GM can simply give his players more starting sil...
by lupex
Tue 30 Jan 2018, 10:34
Forum: General
Topic: Starting Gear
Replies: 12
Views: 868

Re: Starting Gear

Why not just give characters a equal set (or randomised 4d6 silver) amount of currency. They can then just spend it on thier starting gear and then give them a small amount (1d6) extra after that? This could be altered by age/race or profession.

Maybe we need a new thread for weapon qualities?
by lupex
Mon 29 Jan 2018, 17:16
Forum: General
Topic: Ageing
Replies: 0
Views: 356

Ageing

As there are rules for setting a characters starting age, will there be rules for a character ageing through the game, especially as there is a spell that can age a character?
by lupex
Mon 29 Jan 2018, 16:57
Forum: General
Topic: Weapon Talents Boring
Replies: 21
Views: 1672

Re: Weapon Talents Boring

I still have a bit of a concern about talents being very cheap, you can get to the bottom of a tier (with +3 to hit) for 9 xp or two sessions worth.  Power creep in FL is going to be quite steep. Then be more restrictive with XP-rewards. I would say that 9 xp is more like three sessions, in my expe...
by lupex
Mon 29 Jan 2018, 16:13
Forum: General
Topic: Weapon Talents Boring
Replies: 21
Views: 1672

Re: Weapon Talents Boring

I still have a bit of a concern about talents being very cheap, you can get to the bottom of a tier (with +3 to hit) for 9 xp or two sessions worth.  Power creep in FL is going to be quite steep.
by lupex
Mon 29 Jan 2018, 15:30
Forum: General
Topic: Damage and recovery
Replies: 66
Views: 4791

Re: Damage and recovery

Same here. Or it can be thought of as the ruinous accident that happens when the defender has become exhausted enough to fumble a bit, boom! At any rate I would not allow my players to inflict crits before the enemy's stat is depleted as that just begs for abuse and would force me to respond in kin...
by lupex
Mon 29 Jan 2018, 14:49
Forum: General
Topic: Missing oppotunities for scorcerers in the gerneral skills
Replies: 31
Views: 1818

Re: Missing oppotunities for scorcerers in the gerneral skills

I think anything that is part of the rules for survival (or an area of expertise for other players) should not be something that a spell-caster should be able to emulate, however I will probably allow spell-casters to do some 'safe' magic relating to what they already know that will just add to the ...
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