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Re: [Tekumel] RE: re BRP

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  • Alva Hardison
    thanks for the answers. the weird thing is that my question appeared in my mail box after your answers. ________________________________ From: Alva Hardison
    Message 1 of 28 , Sep 21, 2013
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      thanks for the answers. the weird thing is that my question appeared in my mail box after your answers.


      From: Alva Hardison <alvahardison@...>
      To: "tekumel@yahoogroups.com" <tekumel@yahoogroups.com>
      Sent: Thursday, September 19, 2013 7:20 PM
      Subject: Re: [Tekumel] RE: re BRP

       
      never heard of openquest. where is the best place to learn about it?


      From: Calum Mcdonald <calummcdonald@...>
      To: "tekumel@yahoogroups.com" <tekumel@yahoogroups.com>
      Sent: Thursday, September 19, 2013 3:34 AM
      Subject: Re: [Tekumel] RE: re BRP

       
      I for one would love to see an OpenQuest version of T├ękumel.

      From: "roger.f.mccarthy@..." <roger.f.mccarthy@...>
      To: tekumel@yahoogroups.com
      Sent: Tuesday, September 17, 2013 2:15 PM
      Subject: [Tekumel] RE: re BRP
       
      Another variant I thought about was to use the Sorcery skill (which in my version of BRP for Tekumel would be a standard knowledge skill which a starting sorcerer might have at around 60% depending on character generation and would add several percentiles to most sessions) rather than 100% as the base probability for success in casting a spell.

      So if you had a Level 7 sorcerer with a 75% sorcery skill casting a U7 (difficulty level 7) spell his chance of success would be 70+75-70 = 75%

      This brings back a significant chance of failure for median to high level spells relative to the sorcerer level but still still allows decent sorcerers to cast their lower level spells at close to 100% chance of success.

      The mental arithmetic might be a bit much for the arithmetically challenged but you can of course just write the base chance of success for each spell on the character sheet as barring situational modifiers it won't change unless you raise your sorcerer level or your sorcery skill.

      Admittedly it will change often between sessions but constant rubbing out and refiguring of stats and skills on your character sheets (if you apply encumbrance and fatigue rules of some variants as written even <i>between combat rounds</i>) is an inescapable feature of RQ/BRP games. 

      Having a sorcery skill at all might seem a bit redundant but I think its a useful way of representing how you might get:

      a) scholarly armchair sorcerers who know a lot about sorcery but don't know a huge number of spells,
       
      b) practical ones who are shaky on theory but know every variant of spell that can be at all useful in combat and exploring the underworlds (but whose lack of theory might actually trip them up occasionally) and, 

      c) ordinary characters who know something about sorcery in theory and can recognise a common spell effect when they see it cast but can't cast any spells themselves without using some sort of device or scroll.

      In fact I am now so fired up by this discussion I am considering doing an Openquest version for Tekumel: (SRD at
      http://d101games.com/books/openquest/openquest-developers-kit/ with a new version out shortly).

        
       
      --- In tekumel@yahoogroups.com, <roger.f.mccarthy@...> wrote:
      Couple of errors there:

      Para 2 should have been EPT/S&G/Gardasiyal

      Para 6 example should be 100+70-50 = 120% for a level 7 sorcerer casting a U5 spell.
      --- In tekumel@yahoogroups.com, <tekumel@yahoogroups.com> wrote:
      Not quite - as Sandy used the RQ sorcery rules which are a poor fit to Tekumelyani magic (you basically have separate percentile skills for intensity, duration, range etc and can use these to improvise any spell you know) which does allow you to roughly reproduce almost any S&G or Gardasiyal spell effect but with a flexibility which is quite un-Tekumelyani.

      My own abortive attempt at an alternative BRP system for Tekumel used a combination of a Magic stat which was basically ET/S&G/Gardasiyal Sorcerer level, 

      This started at (INT+POW-30)/2 or usually 1-3 and could with considerable effort over a very long time be raised to a maximum of 30 or so just as in S&G and Gardasiyal. 

      I used the Gardasiyal spell list assigning a difficulty level for each spell which was set at x1 per Universal, x2 per Generic and x3 per Temple spell level (so a U1 was difficulty 1, a G5 difficulty 10 and a T10 difficulty 30).

      Sorcerer level and spell difficulty was then compared using a modified resistance table (i.e. a percentile roll where the base chance of success is 100% +10 % per level of spellcaster and -10% per level of spell).

      Thus if you were a level 7 sorcerer casting a U5 (difficulty 5) spell your chance of success was 100+70-20 = 120% and success would be automatic (barring a result of 96-00 which in BRP is always a fail), 

      But if you try to cast a G5 (difficulty 10) spell your chance of success would fall to 100+70-100 = 70% and for a T5 spell (difficulty 15) it would fall to 100+70-150 = 20%.

      This basically removed the strong whiff factor in RQ (including Sandy's variant) but only when spellcasters restrict themselves to using spells of roughly their own level or lower. 

      Raising Magic level was to be a function of the number and total level of spells learned and IIRC I contemplated setting it at the square root of total spell difficulty levels learned.

      So to become a 1st level sorcerer at all you had to persuade a temple or perhaps shaman to teach you a single U1 spell, to become a level 2 sorcerer you'd need to learn 3 more U1 spells (or a UI and a U2) and so on up to a level 30 sorcerer who would need to have learned 900 totalled difficulty levels of spells (which sounds a lot - but look at the sheer numbers of spell variants learnable) 

      To actually learn any spell required a significant period of training with either a teacher (or studying a grimoire) of a duration based on the difficulty level of the spell (maybe 1d3 days per difficulty level?), a successful sorcery knowledge skill roll and casting the spell successfully - failure at either would require the training/research process to start over,  

      The actual spell descriptions effects were taken more or less directly from Gardasiyal with damage etc rejigged to RQ scale (e.g. damage class A might = 1d4, B = 1d6, C = 1d8 etc) and IIRC the cost of casting was 1 magic point per difficulty level but MPs were based on INT+POW (which as sorcerers had to have high scores in both would start out at 30+) rather than POW alone.

      This meant that a starting sorcerer could fire off a whole barrage of low level universal spells without running out of magic points - but even a level 20 adept might use most of his magic points casting a single high level temple spell.

      There were also bonus effects available from location (e.g, casting a spell at leisure in a temple or study rather than in a melee), assistants, sacrifices etc and using these at least in theory I should have been able to reproduce the demonic summonings from the Book of Ebon Bindings and the large scale military magic of The Art of Tactical Sorcery by giving these suitably high difficulty levels as well as the standard S&G and Gardasiyal spells.

      Never really playtested this as a system but I thought it theoretically came a lot closer to modelling the magic system of S&G and Gardasiyal than Sandy's system, 

      And now am quite keen on running it perhaps using the new D100 rules (a simplified variant of BRP). 


      --- In tekumel@yahoogroups.com, <tekumel@yahoogroups.com> wrote:

      Am I mis-remembering, or didn't somebody already do a conversion of Tekumel to RQ (which is basically Old Skool BRP) - Sandy Petersen?
      so the Spells are already formatted.




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