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    Friday, 19th April, 2019, 07:56 PM
    I think suggesting 'evocation plus ' is a good compromise. It provides flexibility for groups or character concepts that don't want to use the full spell build system and would prefer to stick to career exploits, while providing good guidance on acceptable skills for GMs and players who like their systems crunchy and specific. But in that case, be sure to let the magical careers take the...
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    Wednesday, 17th April, 2019, 12:46 AM
    I had the same question on another thread. I believe Morrus said it's Spellcraft. Which makes it an important skill to get as a caster, as you now use it for bonus implement dice, and to detect magic, and to identify magic.
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  • easl's Avatar
    Wednesday, 10th April, 2019, 08:59 PM
    First, I hope that your suggestions for clarification make it into the final copy, because you're right, these things should be specified. AIUI the skill system is supposed to be somewhat flexible. For example, you can use one of several different skills to defend against ranged and melee attacks. And one of the goals of v1.2 magic changes was to make the magical careers be able to function...
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    Tuesday, 9th April, 2019, 02:10 AM
    Hi Len, Here's an example druid. I built him as a fighter/mage, with the maximum base ranged and melee defense and the maximum 5d6 dice pool in one regular attack and one magical skill type. He won't necessarily be the best in the party at either magic or fighting, but he'll be able to do both pretty well. I did not flesh out his magical expertise or give him a spell list...that's for you to...
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  • easl's Avatar
    Monday, 8th April, 2019, 12:16 AM
    I'm not sure it's in the V1.2 document yet. I'm referencing Morrus' post "A quick summary of OLD v1.2 Magic changes." But, you bring up a good editing question/comment. Hey Morrus! Is the new mechanic in the document? Because it should be.
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  • easl's Avatar
    Sunday, 7th April, 2019, 11:42 PM
    Cool, thanks! So you use that to detect magic, identify magic, and use implements...sounds important... :)
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  • easl's Avatar
    Sunday, 7th April, 2019, 11:38 PM
    AIUI, the new version will require a roll for all spells, at target number = 10 + magic points required to cast. So...that's why you want magical skills. This is the new method of preventing mages from being monsters out of the gate - you want to cast that spectacular 10 MP healing spell? You have to have a 10 Magic and hit a TN = 20. Question for Morrus: what skill lets you use the higher...
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  • easl's Avatar
    Monday, 1st April, 2019, 12:17 AM
    I have mixed but generally positive feelings about these changes. 1. Figuring out skill requirements for a spell was a pain in the butt. This was bad. So, positive feelings there. 2. The skill requirement kept the setting relatively low-magic (i.e. you only get to sword & sorcery type spell-slinging after a few grade increases). I'm guessing the new target number rule is the substitute that's...
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Monday, 1st April, 2019


Tuesday, 14th March, 2017

  • 12:04 PM - Morrus mentioned easl in post EONS #46: Trader Captains
    Some useful observations there, easl. I do have some thoughts on them! You may be right, and it may need a little tweaking, but I wanted to add some extra food for thought. In order -- 1. Sure. You could model in some extra complexity there. I'm not convinced it would add to the game, but it's worth exploring! 2. Assuming you have at least 4 PCs, you have no crew cost there. That said, those small ships are designed for shorter runs - they don't even reach 1 parsec in operational range. I would assume inner-system trade there, maybe to a close-by neighbouring system. The limit on the CHA roll per parsec does seem to break a bit at those lower values. 3. Yep, the article assume that 1MCr=1,000cr. In general, that's my base assumption - the 1,000,000cr is more a nod to Traveller than anything else. 1,000cr works much better in almost every way - you can buy a small ship like you'd buy a used car. Note that the mortgage cost of a new Murphy is about 15Kcr, but you're not going to buy a brand new combat capable ship like ...

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Wednesday, 17th April, 2019

  • 04:02 AM - Len quoted easl in post O.L.D. v1.2 Playtest Version B
    I had the same question on another thread. I believe Morrus said it's Spellcraft. Ah yes, I found that reference here. Thanks. It should be mentioned in the Magical Implements section.

Wednesday, 10th April, 2019

  • 10:09 PM - Steven Barker quoted easl in post O.L.D. v1.2 Playtest Version
    (Editorial aside: can we get some love for the Alchemists and give them the throwing skill? Morrus you gave them the ability to create magical grenades, but no skill they can use to accurately hit their target...) I'm no authority on WOIN, but I've increasingly been coming to the opinion that the skill options offered by each career should be taken as strong suggestions, but not strict limits. There are lots of careers that are missing skills that could be key to their function. Sometimes that's for skills that are very broadly useful (like Perception). But I think this is mostly due to the fact that the skills system isn't supposed to operate from a strictly defined list of valid skills. Skills in WOIN are supposed to be keywords, so you can make up a new one at any time, you just need to get your GM's permission. Anyway, I think that can be generalized to allowing you to take existing skills in careers that don't explicitly offer them, as long as it makes sense to both you and yo...

Tuesday, 9th April, 2019


Sunday, 7th April, 2019

  • 11:47 PM - GrumpyChromosome quoted easl in post O.L.D. v1.2 Playtest Version
    AIUI, the new version will require a roll for all spells, at target number = 10 + magic points required to cast. So...that's why you want magical skills. This is the new method of preventing mages from being monsters out of the gate - you want to cast that spectacular 10 MP healing spell? You have to have a 10 Magic and hit a TN = 20. Uh, can I get a page reference for that? Because as far as I can see, this line in the second paragraph in the Casting a Spell section Spells take place automatically with no attribute check required unless they are targeting another creature [...] or unless they are performing an action for which an attribute check would normally be required (such as picking a lock). wasn't changed, except for the part I omitted about what Defense to target. Same for later lines: For example, a spell which simply creates a wall of stone across a passageway requires no attribute check. The magic-user simply deducts the cost of the spell from his current MP pool, and the s...
  • 11:41 PM - Morrus quoted easl in post O.L.D. v1.2 Playtest Version
    AIUI, the new version will require a roll for all spells, at target number = 10 + magic points required to cast. So...that's why you want magical skills. This is the new method of preventing mages from being monsters out of the gate - you want to cast that spectacular 10 MP healing spell? You have to have a 10 Magic and hit a TN = 20. Question for Morrus: what skill lets you use the higher quality benefits of magical implements? Here's the two options I thought of: 1. The magical skill being used (example: creation, evocation). Pro: this doesn't create any new skills. Con: it means that the same person may get a different equipment bonus from the exact same equipment, depending on whether they're casting (for example) a creation or evocation spell. 2. A "magical implements" skill. Pro: easy for players to figure out what bonus they get from their equipment. Con: adds a skill...which none of the current careers have as a career skill. 3. Something I haven't thought of? Spellcr...

Thursday, 13th December, 2018

  • 02:35 AM - David Applegate quoted easl in post Helmets!
    Well...not just that. 1. Higher quality items can hold upgrades. Those aren't specified for helms, but I could definitely see allowing them to include eliminating the defense and initiative penalties that some helm types start with. 2. An exceptional quality helm is required if you want to enchant it. 3. An exceptional quality black metal helm is required if you want to give it 2-3 enchantments. ....those are official. Now, a couple unofficial ideas... 4. Items have HP and soak for when someone attempts to destroy/damage them. While there's no explicit rules for damaging a helm, it seems very reasonable to me that higher quality construction could add HP, soak, or both. 5. On the more story-side, I could see a unique, famous, or obviously expensive helm reasonably contributing to REP roles in some cases. It's basically like carrying a giant flag saying you're a noble/badass/guy who was able to steal this from the famous badass owner. If you treat your character as more t...

Thursday, 29th November, 2018

  • 12:12 AM - Steven Barker quoted easl in post WOIN Trait Tier List
    I'm a fan of Stoic. Conceptually, it's very heroic to be able to survive that one giant explosion or a fall from space to the ground or whatever. Heck if I were playing a character with it, just having it would encourage me to take stupid risks (at least until I'd used it for the day). "Don't worry, I'll be the one to jump out of the plane without a parachute and catch them on the way down." Who doesn't want to be the guy who stares down the dragon, takes the swipe that sends them flying across the room...and gets up again. That's the stuff of coolness. Hmm, I'm not sure I'd like giving Stoic that much power. If a stiff upper lip can undermine instant death effects, it risks breaking suspension of disbelief. I'd hope for a GM to say "No your stoicism can't help you survive being vaporized by that battleship's lasers. Make a new character." Of course, they might handwave it a bit. "Sure, you survived falling from that airliner 30000 ft with no parachute. You have one HP for the moment. B...

Tuesday, 4th September, 2018

  • 08:55 AM - Morrus quoted easl in post It's the official WOIN character builder!
    Very nice! How do you (or do you?) plan on integrating the options of taking defensive skills and universal exploits into the career choices? Also things like armor skills. I don't know how the code works but maybe have separate drop-down menus? I.e. under each "career skill" drop down put a "Common skill" drop down, and under the "career exploit" drop down put a "universal exploit" drop down. then either add directions or code in the ability to only pick 2 skills and 1 exploit maximum per career. When you pick your free universal exploit it also gives you a choice to switch any skills to defensive skills.

Saturday, 1st September, 2018

  • 05:28 AM - Brian I quoted easl in post [WOIN] How to handle minion groups?
    WOIN rules for crossfire and flanking can be used for minions - basically, let them fan out around a PC and their wimpy 2d6 attack becomes 5d6. The PC's would then be strongly motivated to not become surrounded by a group of "weak" minions. Nice - that's a great point. Allowing mob groups to engage and get crossfire and flanking bonuses, because that's what they do.

Tuesday, 29th May, 2018

  • 12:39 PM - Morrus quoted easl in post N.O.W. The Modern Action Roleplaying Game Is Here!
    Hello Morrus, quick question about NOW character creation and learning Chi stances. Are chi stances like universal exploits, in that you can take them instead of a career exploit? If not, how do you get them? Because there are no careers that allow you to gain one. They are universal exploits, yes.

Monday, 22nd January, 2018

  • 05:14 PM - DesertDogSledder quoted easl in post [WOIN] WOIN Character Assistant, a character creation tool
    Very cool app. My apologies if this wasn't covered in the 13 pages (!!) of other messages, but there doesn't seem to be any way for characters with a positive psi score to add universal psionic exploits. Will this be added in future versions? Hey there, easl! You just happened to spot one of my oversights. Nice catch! I totally didn't think to check the Psionics page for other exploits... This is easily added. Things have gotten a lot busier with work, so I can't provide an ETA just yet. I'll hold off pushing that tiny code update until I get this added, I think.

Saturday, 25th November, 2017

  • 01:53 PM - Morrus quoted easl in post N.E.W. v 1.2 is here!
    Congrats! I note the errata removing attribute substitution was not incorporated into p14 (though it is elsewhere). A small thing but if someone's using that page to guide them through char gen, it could be confusing. Something to note for version 1.3 :) Actually, if you redownload it now, that’s gone!

Friday, 25th August, 2017

  • 04:16 PM - Dalamar quoted easl in post O.L.D. Errata Document
    Defense scores are dice pool x3.5, rounded up (reference is page 56, OLD). The Squire exploit that allows you to take half your charges' damage rounds it down (OLD page 47). When you defeat an opponent of 'half grade' you get half experience, rounded down (OLD page 58). So, in conclusion, there doesn't appear to be a 'general rule'. That was what I had gathered as well. Unfortunately, it doesn't quite tell me what to do with Climb Speed (and swimming, etc.) or Jump distances without a running start. For the latter, I don't really have a problem with half-feets, but half a square of movement seems more out of place. Sent from my PLK-L01 using EN World mobile app

Saturday, 1st July, 2017

  • 11:59 AM - Morrus quoted easl in post Official Errata Thread
    Quick question on whether the Pirate career (O.L.D.) attributes are an error or not. They read as: AGI +1, INT +1, LUC +1, EP +2. Clearly that last entry should be "REP." But that also adds up to 5 attribute points. Is that correct or is there an error there? You're correct. That should be REP +1.

Saturday, 24th June, 2017

  • 01:41 PM - Morrus quoted easl in post Combat Questions
    Flips, I'd suggest Deadly Strike (if your caster PC qualifies) before you pick up Evoker. Same benefit with fewer restrictions. Of course having both is deadlier than either one alone. Which brings up a question: could a mage casting an Evoke cantrip do 1d6+1 with DS and 2d6+1 with DS + Evoker? I'm an idiot. Deadly Strike didn't even enter my mind. There we go, no need for an Evoker exploit!

Saturday, 10th June, 2017

  • 06:02 AM - Khaalis quoted easl in post Psychic career exploits costs and adding targets for Star Knight's Psychic Push?
    Make a single attack using your PSI at a cost of 2d6. Every person within 1' per PP whose DEFENSE is exceeded by your attack is knocked down. Things brings up a quick question as I am still digesting the system. Does the 2d6 cost get deducted before or after your pool limit is applied? For instance if you have enough dice to have a 6d pool but have a 5d cap, would the final pool after a 2d cost be... ? a) 4d (6d-2d) b) 3d (5d cap - 2d)

Monday, 22nd May, 2017

  • 01:45 AM - Konrad Zielinski quoted easl in post OLD Magic Question
    I have not really looked at how PCs compare at high grade marks, but at low grades the "problem" (and I put it in quotes because it might not be one) is that it's trivially easy to put together a physical melee fighter with 4d6+X damage. This is actally something you find in many girtty games, as something of a nod to realism. In the real world people can and have died from one punch. This is just part of the default assumptions in WOIN not being Heroic High Fantasy. So combat can be brutal. Even then Woin is still genereous when compared to other point buy Systems like GURPS where healing is even slower, and there are rules for maiming injuries.

Sunday, 21st May, 2017

  • 11:09 PM - Morrus quoted easl in post OLD Magic Question
    I have not really looked at how PCs compare at high grade marks, but at low grades the "problem" (and I put it in quotes because it might not be one) is that it's trivially easy to put together a physical melee fighter with 4d6+X damage. You really only need a longsword and Deadly strike, and you can do it all day. To do that with a spell takes 8 MP and a skill of 8 [or a fully dedicated firemage, and deadly strike]. So it seems that you need to invest a lot more in magic - either exploits for a firemage, or skills for a general mage - to achieve the combat ability that a non-magical character can achieve with just 1-3 skill points and one exploit. That seems somewhat unreasonable to me. It's deliberate. It's not designed to emulate D&D, which has much higher magic; it's more Tolkien where magic is less flashy and isn't usually the only thing you can do. With a sprinkling of it being harder to learn, but potential rewards for high grade casters being greater. If you're thinking of start...

Tuesday, 25th April, 2017

  • 06:56 AM - Morrus quoted easl in post Hybrid careers
    It's nice, but your (4) is still a bit broken. Let's say I have a career I like (say, Spy), but it doesn't have a skill I want to take (say, starship tactics). I make a combo spy/navy tour career using your rules that looks exactly like the spy career - same attributes, etc. - but lo and behold, it now has a a bigger skill list and I can take starship tactics. IOW, your system allows every career to have practically any skill attached to it. That's kinda wrong. That's the case with any new career you create, though. I think the GM approval of it making logical story sense is the key thing - if you're just combining two careers to get a skill rather than because it makes sense for your character, then the GM should disallow it. Skills aren't exactly a rare resource in the game - you can pick up a new one for just 3XP, and the system does encourage diversification and broad areas of competence by making them easy to come by and capping dice pools. Personally I'd go with simpler advi...

Monday, 13th February, 2017

  • 03:13 PM - Morrus quoted easl in post EONS #42: Variant Humans
    Thanks for the update...but, uh, that still means they can only use one in each category. So same question? Erm. I'm afraid I don't understand the question, then! Could you rephrase it? (Edit, I mean you're correct in observing that currently only two psionic powers meet those conditions - was that the question?)


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