Friday, April 8, 2016
Monday, April 4, 2016
When I first read that a 7th edition was coming, and that there would be some changes I really didn't think much of it. I've run a little Call of Cthulhu, but I've run quite a bit of Basic roleplay system so I'm very familiar with the core system. I had the idea that I really didn't need a new system, I liked the BRP system as it is.
I decided to pick up the quick start, and give it a look over. I was a bit surprised. The level of success system is really nice, no more opposed roll chart. And a built in critical success system for combat.
Bonus and penalty die was a surprise, rolling extra dice and keep either the low or the higher 10s die.
The ability to press a failure into a success is an interesting concept as well.
I was impressed enough that I picked up the investigators handbook. I will be picking up the physical copies once they are available. This looks to be a great system for Cthulhu, I see myself using it for other games as well.
The combat style in Uncharted world has really got me thinking. The idea that combat move are not single attacks but instead a combat scene. Something about that feels so right to me.
I tried a little experiment with two of my players. I started them out with two premade characters, neither all that remarkable other than good stats. The characters had no special moves, only basic moves.
The scene was right out of daredevil season two, the hallway. One player was Daredevil, other was Electra. The set up was three hallways, two staircases and about 20 goons.
First few feet the players encountered two goons, each player rolled and succeeded. Each described a solid blow taking out the two goons.
Next the door to the stairwell flew open and four goons came running into the hall. As the goons approached I had each player roll.
Electra made her roll so she got free reign with her description, she spinning back punched one leading into a spin kick to a second. The roll was well enough she got one effect, she elected to knoch the one she kicked on his ass.
Daredevil on the other hand was not so lucky with a partial success. So I gave him two good hits and a bad effect, he had to describe both. He elected to punch one in the face while kneeling the second one. His bad effect was the one he punched got his arm around his Daredevils neck.
This is how the fights went with players describing both good and bad. Choosing a few time to disarm goons and being disarmed themselves. Choosing to deal damage, even choosing to take damage in some very brutal ways. Electra getting ribs cracked with a pipe and Daredevil getting cut and stabbed in the back once.
The players were more brutal to themselves than I usually am as the GM.
Very cinematic and very fun.
These gauntlets are always made from fine materials and elegantly designed. No two will ever look the same.
During the second age the magi of the east made war against each other. Each great house raised armies and pushed their boarders in all direction.
The gauntlet stores 5 spells. 4 of those spells are magic missile. The fifth is shield spell. All cast as level 1.
Once all the spells are exhausted for the day the gauntlet is inert. All spells are regained at midnight ready to be cast again the next day.
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