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Everything posted by Thorvald

  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 Arm
  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
  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 characte
  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?
  16. Honestly? Because in every game I've ever played or GM'ed, multiple attacks are both too powerful* and too time-consuming, especially in games that use dice pools. :-) That said, I do have an intra-diegetic justification: an attack roll is already an abstraction of the whole strike-parry-counterstrike dynamic of combat, instead of each attack roll being a representation of a single attack. To be honest, I didn't even think about firearms; the explanation wouldn't work for them, indeed. I suppose it's a house rule which wouldn't work for non-medieval games. * Except in games where the exp
  17. Out of curiosity, Grimace, what was the direction you were hoping for? :-)
  18. I'm using PER per character, acting in order of PER total, once per combat. Also, I disallow multiple attacks on the same target; you can declare multiple attacks, but each must be made against a separate enemy.
  19. Quite true, but it doesn't hurt to pay attention to that kind of thing. :-) To be honest, though, I'm a bit disappointed that the HoHS project hasn't been receiving too much contribution from other people. This was supposed to be a group project, after all. As it is, I'll focus first on my Vikings project and leave HoHS in the back burner for now.
  20. Yeah, this really is the best way. That said, I do have a suggestion: try to use other attributes in combat. In my own Vikings game, in addition to the standard Dex and Strength attributes for attack, defense, damage and soak, I'm using the Perception-equivalent attribute for Initiative, and both Perception and the Willpower/Presence-equivalent can be used to impose temporary penalties on your target / avoid having those penalties imposed on you.
  21. Thanks! :-D Ah, what a shame. What are those, if you don't mind? Navigation rules?
  22. It does, but I think it would be better if we tried to make things a bit more abstract and rules-light. For instance, every ship could have a Maneuverability die code (much like Star Wars D6) to reflect its speed, weight, etc. This Maneuverability code would affect chases, positioning maneuvers, and also the ship's attack rolls. In order to decide who does what and what would be the rolls, we have to know what are the positions in a ship that would affect naval battles. Off the top of my head, I'm thinking a helmsman/pilot for maneuvering the ship (so Dodging, affecting Move, probably atta
  23. It's been a while since I played Legend, but if I remember it correctly, you should always roll the Wild Die.
  24. Pun intended, I assume? :-) I like it! We'll take care to maintain that in mind when we reach the rules part. Incidentally, did we reach a consensus on what version of D6 to use?
  25. Quite true. So maybe we should go for a different angle: instead of measuring whether you get lost or not, the system would measure how long it would take you to get there. I'm thinking this could be used to evade a pursuing ship, or maybe for a chase against a rival captain to Treasure Island.
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