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Thorvald

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About Thorvald

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  • Birthday 01/28/1985
  1. Oh, nice idea! Kind of reminds me of "Dragonlance Fifth Age". In fact, have you considered using more abstract distances? Like, Already in Melee, One Move Away, Thrown Weapon Range and Bow Range?
  2. Out of curiosity, why do you want to "uncouple" Skills from Attributes?
  3. To offer an opposing viewpoint: I think it works very well, as long as you also change the way soak rolls are calculated.* There's actually precious little difference between using Lifting/2 and pure STR; I like using Lifting/2 mostly because it better reflects the genres I usually GM for. * I propose using Endurance/2 as base soak value, plus any armour, if you're using Wound Levels. If not, use Endurance * 3 (plus 20 for PCs) to calculate Body Points, and increase the soak value of armours. I don't have my notes here with me, but off the top of my head, I'd suggest using 4D for Light Armor, 5D for Medium Armor, and 6D for Heavy Armor.
  4. Do you know if D6 Legend is also covered by the OGL, Grimace?
  5. When creating a draugr, you have to consider who he was in life. For instance, Thráinn, from Hromund Gripsson's Saga, was known as the Witch-King in life, so he would still have his sorcerous knowledge. Many draugr seemed to be immune to normal weapons (Thráinn was specifically noted as such), but that could be either because of their supernatural nature, or because of magical abilities they already had in life (at least one saga notes that berserkers, for example, can blunt weapons by looking at them). This could be reflected in an increased Soak, or maybe as immunity to specific forms of damage (immunity to slashing and piercing damage, for example). Do you allow heroic human beings to increase their attributes beyond 4D? If you do, I'd suggest increasing Might to 5D.
  6. These days, I favour simply not using Wound penalties, for the following reasons: 1) Players feel more free to spend CPs on dice rolls, instead of hoarding them for soaking damage. 2) Players aren't as afraid of getting into fights (which is important for the genre my games are set in). 3) Battles aren't as liable to be decided by lucky rolls, and a weaker fighter isn't further penalized by the difference in skill with his opponent.
  7. I agree. I would only suggest not using the whole difference, though; that would swing things too much. I'd suggest using result/2 (or maybe result/3), rounding up. That works both ways, though. And there is something they can do to increase their resistance, besides spending CPs: buy up their Dodge. Actually, in order to better balance spending CPs to soak damage with spending CPs to increase defense, I'd suggest taking a page from D6 Legend and say that the minimum result possible per die rolled to soak damage is 3.
  8. Why not simply use static values for both soak and damage, but then use CPs and Fate Points* as they are? That way, you eliminate the chaos factor while still leaving some of the control in the hands of the players. * Instead of a Fate Point doubling your soak dice pool, it would let you make a Strength (or Physique, as might be the case) roll and subtract the result from the damage suffered, just like in D6 Space.
  9. In theory, yes. But I can't remember that modifier; where could I find it?
  10. I like keeping the Wild Die for both damage and soak rolls. Combat should be chaotic and intense and a bit scary even for high-level characters, and the Wild Die helps with that. With CPs, players can mitigate (or even null) its effects, anyway, so it lessens the risk of losing a character to an unlucky roll.
  11. I suppose that's true. Although it does weaken somewhat ogres and other monsters who are easy to hit but hard to damage; depending on how easy it is to hit them, you could just declare two or three attacks and try to make up for their high soak with quantity over quality.
  12. Thanks a lot! So, if I understand it correctly, the target was guaranteed to be at least stunned, but it was harder for him to actually be killed?
  13. Hmm, let's see... 1) Too many skills. Star Wars had something like 10 different Repair skills! Plus, the concept of Advanced skills would work well for a spellcasting skill or similar, but I hardly think it was needed for things like Medicine. So, I pared down the skill list - a lot. 2) Too many dice. Don't get me wrong, it's fun rolling a lot of dice, but there came a time when nearly everybody in the table was rolling lots of dice for every single skill check. The main culprit, in my opinion, were Specializations; they were too cheap to increase, so it wasn't unusual to have characters with DEX 4D, Blasters 5D and Blaster Pistol 10D. So, at first I limited Specializations to a single +1D over the main skill, but then I felt they didn't really add anything to the game ("Your character prefers to use axes instead of swords? Fine, use an axe instead of a sword; no need for him to have additional dice because of that", "Do you really, REALLY need your character to be better at running long distances than sprinting?"), so I just removed them. 3) The difficulty table. In my opinion, multiples of 5 don't really work with d6s, so I changed the difficulties to multiples of 4 (Very Easy - 4, Easy - 8, Moderate - 12, etc.). Also, I changed a bit the way I envision the difficulty table. For instance, "Moderate" should be something of moderate difficulty for a hero/adventurer, not for a regular person; that way, I don't have to constantly use higher difficulties for feats of daring, and the players don't feel they either need large amounts of dice or their PCs will fail a lot. Nowadays, I just rename the difficulties: Easy - 4, Moderate - 8, Challenging - 12, Difficult - 16, Very Difficult - 20, and so on.
  14. Hey there, guys! So, were the damage / soak rules different in the game's 1st Edition? If so, how were they?
  15. How much detail are we talking about? I was thinking of something along the lines of Star Wars D6, perhaps a bit less. Were you thinking of something more detailed?
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