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Messages - kenbert

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1
Novus RPG / Person vs. the Environment
« on: February 11, 2019, 06:43:14 AM »

I'm also curious about an extended travel system.  But, maybe, I'm poking around the edges of an extended action system that could be used to simulate things like climbing, travel, sailing, or tracking.  In RM I would assign a difficulty and use a cumulative % total.  Each roll would be a % accumulated over a specific time frame.  I recall Novus having a similar resolution system somewhere. 



LN#6.  I happen to think that a cumulative % total works really well for relatively short tasks.

 For longer tasks perhaps a system that requires multiple successes could work.  A failure doesn't necessarily indicate that you have failed the task but it could imply that you take longer.  A snag or boon could push you closer or further away from completing the task e.g. a snag could negate 2 successes.  Perhaps the task needs to be completed in a certain number of rolls.  If you haven't gathered the required number of successes with the number of allowed rolls then you fail the task.  For example a task that requires 3 successes in 5 rolls would indicate a complete failure if after 5 rolls only 2 successes were gathered.   I think that Pathfinder has a system like this.

2
Novus 2e / Novus 2.0 Tidbits -- Actions & the Combat Round
« on: February 01, 2019, 09:28:30 PM »
Are all your actions taken at your initiative or are they staggered based on the type of action? For example, I would think that snap actions should generally be resolved  before full actions unless you are fighting something really fast.

3
Novus RPG / Novus Mini #6
« on: February 01, 2019, 12:45:08 AM »
Thanks for posting this - I like it.  Quick question: do you intend the  centipede's armor rating to be 6 or 8?  Under the stat block you have 8 but the abilities section you refer to another monster that has an AR of 6.


4
Novus 2e / Novus 2.0 Spell Design?
« on: January 26, 2019, 07:40:31 AM »
Do you intend to add the Attack II spell base that you detailed in a thread elsewhere?

5
Novus RPG / Arcane magic
« on: January 23, 2019, 08:00:59 AM »
I'd imagine that the Archmage would have to be set up to ensure that they don't overshadow single and dual school mages.  I also think that keeping the maximum number of available schools to any mage to five is desirable. 

I was thinking of the following costs and effects:

Primary  school spells cost Mn and no casting skill penalty.  Talent cost = 20.  Spell points =15
Adjacent schools to primary school (secondary schools)  spell cost Mn and casting skill penalty = -2,  Talent cost = 8
Adjacent schools to secondary schools spell cost N and casting skill penalty = -4. Talent cost = 8.
These schools cannot be developed unless the secondary school adjacent to them is already developed.

Perhaps Archmages and Dual casters could create spells that intermix the properties of multiple schools. This could be done once the mage knows Spell bases. I envision these spells would be like the spells from the base lists of Rolemaster Hybrid users.

6
Novus RPG / Arcane magic
« on: January 22, 2019, 12:24:43 AM »

For an ArchMage type of Character...... Hmmm.....

As for Arcane Magic (being treated as the root of all magic), I would consider that to be the Spell Bases, from Libram Novus #1. Just follow the rules for learning and using Spell Base

Now, if you want to treat Arcane Magic as a seperate Realm, you would need to actual create that Realm and decide what spells are wanted as part of it.

And for an ArchMage, I think I would likely do something similar to the Harn Wheel of Magic. There are 8 core Schools,  And the Universal Spells could act like Grey spells in Harn (basically the same, learnable by all).

Attached is an image I just made up.
A Circle Divided into the 8 Schools of Magic (the underlined words). Casters are listed (same size as the School Name, but not underlined). Mixed Classes/Training Paths listed in smaller size. And those with quasi-magical abilities are list in parenthesis ().

Dual Mage would be allowed any 2 (though, looking at this, I might limit to those not directly opposed), and an Archmage could be one who learns all but the one opposite (One Primary uses Major costs, the two directly beside the Primary uses Minor costs, and then the next 2 use Non costs, leaving 3 Schools unaccessible (which allows for a good bit of variation).




I have always preferred Arcane magic to be the root of all magic instead of a separate realm so learning the Spell bases would be the way to go.

I really like your concept for ArchMages.   How would you handle the cost for the talent to be an ArchMage?  I guess this is something that you could "grow" into as you progress as a mage.  This is how I remember Grey Mages work in Harnmaster.  Would you see there being spells that are universal which are only available to ArchMages?  Perhaps there could be concepts/spell modifications that are part of the universal Spell base that only Archmages have access to instead.

Perhaps to stop ArchMages from being too powerful your spellcasting skills for adjacent schools can be increasingly penalized the further away the school is from your primary school.  One could then learn 7 of the 8 schools but the schools that are the furthest away from your promary school would have a steep penalty for the casting roll. 
 

7
Novus 2e / Pairing Down for a Public Beta
« on: February 11, 2019, 06:26:53 AM »


Perhaps I misunderstand the intent of the backgrounds but I'm surprised I don't see backgrounds like mage apprentice or  Alchemist apprentice.  Are backgrounds supposed to simulate what you were exposed to by your parents?


Actually, I would take the scribe background for them, it includes a rank of Magecraft, and specialty in Magecraft (Scrolls)




That makes a certain amount of sense. Do scribes get any literacy?

I could also see a background like lab rat.  As a kid you helped mixing potions or grinding components with a mortar and pestle.  Perhaps as a kid to a mage you would help with gathering spell component and the like.  Perhaps all this is a little too specific for your tastes.

8
Novus 2e / Pairing Down for a Public Beta
« on: January 29, 2019, 05:19:08 AM »


So the only real change would be for skills.

Instead of

skill + stat + roll + Mods >= (TN 20 + Mods)
(which is it currently, we just have the GM determining the Stat at the time of the roll since many skills could work with different stats based on how they are used)

We are talking about changing it to

skill + roll + Mods >= (TN 20 - Stat) + Mods
(this would essentially be sayin "Make a XX Stat based skill roll" which then gives a base TN based on the stat, and the GM would then apply the mods (he doesn't have to state them beforehand either




I find that the second method is not very intuitive.  In other games that I have played either the stat is not part of the skill roll or it is added to the skill roll. 

How are you proposing to do opposed skill rolls in Novus 2.0? How would this affect opposed skill rolls?

9
Novus 2e / Pairing Down for a Public Beta
« on: January 26, 2019, 07:38:50 AM »
I notice that you don't intend to include any of the spell access talents.  Is the information in the class descriptions and other included information  sufficient to cover all of the necessary workings of the talents?

10
Novus 2e / Pairing Down for a Public Beta
« on: January 22, 2019, 12:28:32 AM »

Culture -- skills learned by all from that Culture, regardless of background  (i.e. Adolescent skills part 1).

Backgrounds -- you got it. It represents early training influences (i.e. Adolescent skills part 2).

the two together defines where your character came from

Then the Training Path is basically represent Apprenticeship. This is where you are/where you are heading.




Okay, this all makes sense.  Which background would you choose if your parents are Mages or Alchemists?

11
Novus 2e / Pairing Down for a Public Beta
« on: January 21, 2019, 09:09:39 AM »
Hi Tim,

I am curious why you would choose the Wizard over the Warlock or Druid?

Perhaps I misunderstand the intent of the backgrounds but I'm surprised I don't see backgrounds like mage apprentice or  Alchemist apprentice.  Are backgrounds supposed to simulate what you were exposed to by your parents?

12
Novus RPG / Skill prerequisites
« on: January 21, 2019, 09:02:25 AM »

Therer are no requisite number of ranks, but the more you know, the better you will be at crafting or making or doing whatever. Though I do like the idea of  being a journeyman, or at least a Senior Apprentice (say 4-5 ranks)




This was what I was thinking. One has to have at least some basic knowledge to progress to more advanced studies.

13
Novus 2e / Re: Re: Novus 2.0 tidbits -- Hits & Wounds
« on: February 03, 2019, 04:18:07 AM »

yup, I am working on the next playtest doc for you guys AND on building a beta doc for public release.



I'm looking forward to seeing all of changes....

14
Novus 2e / Re: Re: Novus 2.0 tidbits -- Hits & Wounds
« on: February 01, 2019, 09:46:17 PM »

This is quite interesting.  The more I look at the layers of rules for damage the more I see over-lap.  For example, the 1 point Boon Strong Attack: Does additional Base Damage equal to Strength Stat Bonus. May not be used with Adrenal Surge. 

............

I understand the idea of making weapon damage a little bit variable from PC to PC or Monster to Monster but, I wonder if it devalues Boons if you add it in as base damage.  Again, the stat is already accounted for in the scaled damage.

The proverbial can of worms it seems...




I personally don't think that adding a "damage" stat to damage devalues boons.  Boons are much harder to achieve than just hitting; therefore, they occur less often. Needing a boon to add a "damage" stat to damage just doesn't make sense to me.

Boxers and MMA fighters fight in different weight classes for a reason and it has nothing to do with skill level.  Heavier and stronger boxers hit harder with every blow. 

15
Novus 2e / Re: Re: Novus 2.0 tidbits -- Hits & Wounds
« on: February 01, 2019, 11:21:59 AM »

Ok, some rationale......

I use Speed or Dexterity as the  Stat to be used with combat skills (not including ranged attacks) because foes will be bobbing and weaving and trying to dodge one another while trying to attack as well. And this represents the characters using that finesse as it were to get through the foe's guard to strike.

And while thinking about this issue, it occurred to me that adding strength to an attack's damage is problematical, at least on every single attack.

So I took a look at the Action section of the rules.

We have the following:
  • 1 Full Action and a Snap Action OR
  • 2 Half Actions and a Snap Action OR
  • 1 Half Action and 2 Snap Actions

And the problem lies here:
Full Action
[/list]
  • Melee Attack (Full AB, Multiple attacks if available, etc)

Basically, I am equating an attack with full AB to be the equivalent to making multiple attacks, when they should take longer, but if they take longer than a round, that defeats the purpose of them.

[/list]




I'm guessing that the concern is the penalty for making multiple attacks doesn't offset the increased damage that could occur when str is added to every attack i.e. the potential reduction in scaled damage due to the penalty doesn't offset the potential increase in damage due to adding str to every attack.

Perhaps half str bonus (rounded down) could be added for multiple attacks , half action attacks, etc.  This would still give a benefit to strong characters without it being overwhelming.

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