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Rolemaster has some ritual group-casting rules in Rolemaster Companion II, but I don't know if this carried onto the RMSS. This is a way of casting spells above your level or that you may not even know; it's a one roll resolution (RMC2 adds a success table for this, and what's Rolemaster without a table?) Difficulty is modified by Ritual skill, spell level ...


2

I see two ways you can go here Rigid system with pre-defined effects and math to combine them. You can find a lot of element spells in GURPS Magic and adopt something akin to GURPS advantages(and mods) math to represent spell combinations. Or more streamlined game where system is abstract enough to ignore everything beyond casting difficulty. PDQ# or Lady ...


5

Pendragon 4th Edition has rules for group casting. (but it's the only edition with magic rules.) Burning Wheel has some in Magic Burner. GURPS Magic for 3E had some; GURPS Fantasy for 1st ed did, too. The Fantasy Trip has them in Advanced Wizard. GURPS Fantasy 1E was pretty much the same magic system...


5

Wizard's Communion in Ars Magica is the only way to pull of some of the obscenely high rituals promised by the system. The rules for Wizard's Communion (A Rego Vim general spell) allow a number of casters to reduce the difficulty of a ritual according to a set number of guidelines. The spell is difficult, and can get very expensive, but allows commensurate ...


3

That's a serious problem in any game that tries to reflect real-world conditions: life is complicated. I can think of three ways to reduce the complexity. Pre-calculate (SevenSidedDie alluded to this). The key here is to ensure that modifiers for weapons, skills, etc. very rarely change, so you can total them up during downtime and just use the total ...


9

First off, that pair of wealth rules looks good. They'll work, and you're not going to break your game by using them. Go for it. Wealth in tremulus is a straight port of the wealth rules in Apocalypse World. In AW's system and context, jingle, it's lack, and its ease of losing are part and parcel of the scarcity theme that pervades the game and the ...


5

Wealth is used to buy things of import. As noted, as long as a character has at least 1 Wealth, they are able to buy the normal necessities (food and the like) without expending any actual Wealth at all. Since room and board are minimalistic expenses at best (providing a modicum of resource management skills are exerted). tremulus acknowledges an ...


25

Betrayal is achieved through imperfect information, possibly conflicting goals, and the ability for orders to be miscommunicated. (Caution, game theory ahead) Literature Review I'm going to assume that you're familiar with the Prisoner's Dilemma, the iterated prisoner's dilemma, the stag hunt, (Kuhn 2009) and the problems with resource availability on ...


2

If there is opportunity that characters “work cooperatively and split the rewards” that doesn't necessarily mean that they use this opportunity consistently. There are two immediate options for betrayal in this context. If players have decided to ally (e.g. to bring down a common rival), but the resources they allocate to achieve this goal are kept secret ...


2

The 3.5 third-party book Hyperconscious is generally very well-received by Psionics fans, and does offer a version of Psionic Combat for 3.5. But I think it’s optional and it’s not the part of the book that I hear people rave about, so I’m not sure how good it actually is. Better than the 3.0 version, at the very least, it seems. As my ...


0

Not to my Knowledge On four different RPG communities the only comment I've ever heard on psionic combat is "Thank the black gods of Hell that it's gone." As far as I'm aware no credible fix has ever been published.


1

Yes, I know, I'm answering my own question after I selected an answer, but that's because I had some free time and was reading stuff when I had an epiphany. Use caps. Force certain actions to have caps on their modifiers, which prevents astronomical modifiers from having any effect, but also means that modifiers can still apply. There are two ways to do ...


3

I think you should seriously consider dropping the barter system idea. Why? Definition First, lets define what do we mean by "barter system" - for the use of this answer, a barter system is one where you pay for some goods with other goods of any choosing agreed upon by the seller and customer. So, a setting where everything would be priced in water is ...


3

The usual solution to an explosion of modifiers is to pre-calculate as much as possible. Instead of having a bunch of bonuses that you apply to the roll every time, build those bonuses into target numbers (TNs) that you can write down. Reading a number off a die and comparing it to a TN is much faster than reading a number, adding to it, and then comparing ...


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I’m imagining one of those rotary gatling guns You know, the ones with the belts of bullets that fire very rapidly? They seem to be the best design for rapidly filling the air with lead (the assault rifle recoil-based auto seems far better for burst-fire than full-auto). I don’t really know anything about guns; I’m only basing this on ...


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A fighter is a fighter, put too much side-tricks on him would make him a rogue. What actually makes a fight shines is that he can be always be the focus in a battle. Give him attack disruption ability would be great. Give him protection zone would be great. And that's all a fighter need. Try to give this in a way as simple as it can would be a great ...


1

Here are my thoughts, some of them are similar to some of the other suggestions already given. These are in no particular order though I think 2 is my favorite, but I like 3 a lot as well: 1) More Encounter Powers should be given to martial characters (fighters, knights, rouges, etc.). Instead of dailies give them 2 or more encounter powers to choose from ...


2

In 3.x/4e, fighters tend to deliver a more constant damage output than magic-users (who focus on 'spike damage', or short powerful bursts). To keep this flavour, you should probably try to offer abilities that give steady enhancements instead of short-term boosts. To have meaningful tactical choices, you'd need to disallow all abilities being active at ...



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