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  #101 (permalink)  
Old December 15th, 2007
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Originally Posted by frogspawner View Post
I prefer 'No Declaration' over 'Declaration' because... it makes players decide quicker (and spares me the embarrassment, with my extreme age and failing faculties, of not remembering what someone said they'd do 10 seconds ago). Oh, and, it's simpler. Does this mean I agree with anybody?
(Perhaps I haven't been paying enough attention - could someone tell me what the new BRP default system is, please?)

Nope. It is just over the effect of do so on a game. Without it, you have a lot more 3SR penalties for actions.

Unless you ignore the 3SR penalty for the first action in a round.
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  #102 (permalink)  
Old December 15th, 2007
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Originally Posted by frogspawner View Post
Who's Koslter?
He is one of the strange race of beings commonly referred to as typos. They are related to gremlins, but are less malicious and cause less mischief. In general they are harmless and only result in a slight increase in entropy and misunderstanding. It's only with certain subject, such as martial arts, where they can cause any great deal of confusion and embarrassment.

PS. The funniest typo in all RPGing was one that a friend made when writing the Martial Arts skill down on his custom designed RQ character sheet. It was even funnier since he showed the sheet to some none gamers as an example of what an RQ character looks like. Alas, some typos are too powerful for spell checker.


Hint-switch the "t" and the "i".
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  #103 (permalink)  
Old December 15th, 2007
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Originally Posted by Atgxtg View Post

PS. The funniest typo in all RPGing was one that a friend made when writing the Martial Arts skill down on his custom designed RQ character sheet. It was even funnier since he showed the sheet to some none gamers as an example of what an RQ character looks like. Alas, some typos are too powerful for spell checker.


Hint-switch the "t" and the "i".

Well, if you are married, then it's an invaluable skill to have and develop. Get those boxes check quickly!
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  #104 (permalink)  
Old December 15th, 2007
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Well, if you are married, then it's an invaluable skill to have and develop. Get those boxes check quickly!
It was funny how many non gamers wanted to look over the equipment and tools section.
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  #105 (permalink)  
Old December 15th, 2007
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I think you are underestimating it.
As you tell, it is very important during "complex interactions of archery and spellcasting", but those interactions are not rare.
But I think they aren't that common, either; as I said, taking time out to spend a lot of time doing archery would have been a luxury in our game most of the time whether we were using declaration or not. That's been true in almost any game I've seen. So in practice, that _is_ a fairly uncommon event; and it had no effect on anyone doing primarily melee attacks worth noticing, and that was the majority of character.

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And it does not affect only the 1st round, because actions that carry over from 1 round to the other one replace the action of the new round.
I'm not at all sure what relevance that has, since casting across rounds wasn't common anyway, and the point was that the three SR prep time was just done at the end of the prior round, where no one otherwise had anything useful to do with their strike ranks anyway.
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  #106 (permalink)  
Old December 15th, 2007
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Originally Posted by Atgxtg View Post
I agree with Koslter. Basically, I think the difference between having a declaration phase and not makes or breaks the tactics of the game. That is why I think Nightshade has a very different take on things than we do.

For instance, without a declaration phase, any roundthat a character moves will prevent them from prepping a spell. With the declaration phase, prepping wasn't necessary. THe same with change form missile to melee or spell to melee and back.
Well, if they move much; Prepping is only 3 SRs, so you could certainly attack, move for a couple strike ranks, and then prep. But I never saw people have much of a need for the other. And as far as I can tell, if you cast a spell you need to reprep for melee whether you're using declaration or not. Certainly that's what the language on preparing weapons makes me think (the exception being spells cast on weapons, of course, but that doesn't require reprep under non-declaration, either).

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I'd go so far as to say that Nightshade's distaste of disrupt as a cheap tactic stems from this. With a declaration phase it is almost impossible to stop a spell with a disrupt unless the spell was very slow/powerful or the disrupter
Honestly, I don't think it'd be useful even with quick casting; its the issue that there are three rolls involved; getting the spell off, overcoming resistance, and failing the Int roll. As I said, that's about a net 20% chance. Even if I didn't have to prep it, I'd have better things to do with my time and magic point. It was a little better prior to RQ3 when battle magic had no failure chance, but even then, most people felt like there were more useful things to do in the majority of cases.

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had a very high DEX. Without a declaration phase, it is easy, as all you need to do is wait for someone to start casting and then switch to a disrupt. As both combantats will suffer a 3SR penalty, the disrupt has the edge.
You can do that under non-declaration too; its just the likelyhood of success that makes it mostly worthless.

Last edited by Nightshade; December 15th, 2007 at 20:46.
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  #107 (permalink)  
Old December 15th, 2007
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Originally Posted by frogspawner View Post
Who's Koslter?
I think it's me.

Runequestement votre,

Kloster
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  #108 (permalink)  
Old December 15th, 2007
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Originally Posted by Nightshade View Post
...
Honestly, I don't think it'd be useful even with quick casting; its the issue that there are three rolls involved; getting the spell off, overcoming resistance, and failing the Int roll. As I said, that's about a net 20% chance. Even if I didn't have to prep it, I'd have better things to do with my time and magic point. It was a little better prior to RQ3 when battle magic had no failure chance, but even then, most people felt like there were more useful things to do in the majority of cases.
...
I agree. That's why I told it's better to do it on someone who is trying to heal (already wounded and the chance on failing INT roll) than on somebody else. The chance is low but the gain is higher on those targets.

Runequestement votre,

Kloster
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  #109 (permalink)  
Old December 15th, 2007
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One of the things that really changed things for us as far as Magic goes was when the First Wizard got a familiar. The nice thing about the smaller familiars was nobody pays attention to them at first during combat, so that little mouse can cast to his heart content . We figured that why wizards in stories like mice, frogs and other mundane familiars, nobody pays attention to them while the bear familiar gets an arbalast in the head. And with only one hit location they are easy to armor enchant so when people do start to notice them they dont get squished so easy.. We also allowed allied spirits and fetches to cast spell( In return Fetches where not allowed to posses other people) and my Shaman Fetch became the main healer of the group.
So called pet brigade ended up casting more spells then the characters did in combat.
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  #110 (permalink)  
Old December 15th, 2007
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Originally Posted by TRose View Post
One of the things that really changed things for us as far as Magic goes was when the First Wizard got a familiar. The nice thing about the smaller familiars was nobody pays attention to them at first during combat, so that little mouse can cast to his heart content . We figured that why wizards in stories like mice, frogs and other mundane familiars, nobody pays attention to them while the bear familiar gets an arbalast in the head. And with only one hit location they are easy to armor enchant so when people do start to notice them they dont get squished so easy.. We also allowed allied spirits and fetches to cast spell( In return Fetches where not allowed to posses other people) and my Shaman Fetch became the main healer of the group.
So called pet brigade ended up casting more spells then the characters did in combat.
They are allowed to cast spells. Allied spirits are even initiates of the cult, so have access to one use runic magic. The problem for this tactic is the perception of the target.
Familiars (at least animal based ones) can see, so no problemo.
Allied spirits bind to animals (an alynx for Orlanth forex) are in the same position.
A Humakt allied spirit bind in a sword has no eye, so will need a spell to be able to target the following combat or healing spells (soul sight, second sight, mystic vision are the one that comes to mind).
A fetch is discorporate, so I don't know.

Runequestement votre,

Kloster
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