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Call of Cthulhu 7th: I have the quickstart rules.

Started by Warthur, August 09, 2013, 07:11:54 PM

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Warthur

I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Piestrio

How do stats work now?

Luck, idea rolls and the like?
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
Currently Playing: AD&D

elfandghost

Mythras * Call of Cthulhu * OD&Dn

Akrasia

#3
How can I get a copy?!?

EDIT: Never mind!  I have a copy now.  (Should've checked my e-mail account earlier.)
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3rik

It\'s not Its

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elfandghost

*#*~! I've just seen what they made in the kickstarter; over $500K! When is the official release? I expect for that it will be an amazing product?
Mythras * Call of Cthulhu * OD&Dn

Warthur

Quote from: Piestrio;679577How do stats work now?
The quickstart rules have abbreviated character generation details, so this might not be how stat generation works in the full game, but it has you assign percentile scores to STR, CON, POW, DEX, APP, SIZ, INT and EDU. (The breakdown of scores is 1 score of 40, 3 at 50, 2 at 60, 1 at 70 and 1 at 80.)

However! You don't just note down the basic score - you also note down the "half" and "fifth" score. I suspect the range of "fifths" will correspond fairly closely to the current stat range, so converting between 7th and 1st-6th stats should be fairly trivial.

They also record skills in the same way, the reason being that there's now grades of success. You still fail if you roll above your skill/stat, but if you roll below the full score it's a "regular success", below the half-score it's a "hard success" and below the fifth score it's an "extreme success". (This isn't too far from the critical hit rules in some BRP/RQ versions, now that I think of it.) This is used not just to handle task difficulties, but also to handle opposed checks - the opponents each make a skill roll and extreme successes beat hard successes beat regular successes beat failures, if it's a tie on that front you compare skill levels and whoever has the highest skill level gets the tiebreaker, if the skill levels are identical you roll off.

QuoteLuck, idea rolls and the like?
Luck is, at least in the quickstart rules, rolled independently of POW (3D6 x 5). No notes on Idea Rolls, but they may be saving that for the full rulebook.

To answer elfandghost: don't see anything too radical in terms of changes beyond the system outlined above, more or less everything in here is straight BRP or is clearly derived therefrom.
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.

Future Villain Band

Quote from: elfandghost;679590*#*~! I've just seen what they made in the kickstarter; over $500K! When is the official release? I expect for that it will be an amazing product?

They were saying October, and had most of the text written -- my understanding is the new art revisions the Kickstarter made possible are going to take some time, so I haven't heard a new estimate for release now.

Bobloblah

I seem to recall something in the comments about early next year.
Best,
Bobloblah

Asking questions about the fictional game space and receiving feedback that directly guides the flow of play IS the game. - Exploderwizard

crkrueger

Full explanation of how Push works with corresponding examples from the text would be nice. :D
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Imperator

My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

Ladybird

Quote from: Warthur;679591However! You don't just note down the basic score - you also note down the "half" and "fifth" score. I suspect the range of "fifths" will correspond fairly closely to the current stat range, so converting between 7th and 1st-6th stats should be fairly trivial.

The fifths will range between 1 and 20, which is... yeah. Looks like an easy port

Converting the array given to 3d6 rolls, it looks like the equivalent of rolling an 8, three 10's, two 12's, a 14 and a 16, which is a pretty average human being. (I think it's better than my Laundry Files investigator, actually).

I don't recall this coming out before, but there's a bonus / penalty die rule (If something is making a situation easier or harder for you, the GM can ask you to roll an extra tens die, and take the better or worse, depending), with a note that it would primarily be for opposed rolls.

The GM can also specifically call for "hard" or "extreme" successes (50% or 20% of your skill, respectively). It's just codifying something that could already happen.

Quote from: CRKrueger;679608Full explanation of how Push works with corresponding examples from the text would be nice. :D

Quote from: CoC 7e quickstartIf you can justify it through your investigator's  actions, you can "Push" a failed skill roll. Pushing a roll allows you to roll the dice a second time. However, the stakes are raised. If you fail a second
time the Keeper gets to inflict a dire consequence upon your character.

Example: You are trying to lever open the heavy stone door of a crypt. The Keeper decides this is very difficult and asks for a STR roll, specifying
that a 'hard success' is required. You roll the dice but the result shows that you have failed, as you rolled above half your investigator's STR. You
ask if you can push the roll, stating that your character is using a spade to lever the door. The Keeper permits a second roll, but warns you that if you fail this roll not only will the door still be closed but 'something' may hear you and could be coming for your blood!

That's the entire section on pushing.

So, takeaway points:

* It's under the GM's control
* You can get a push just because you want one, it has to be justified
* Pushing changes the result from "you fail" to "fail forward"
* You can fail forward in as good or crap a way as your group happens to play (Don't we have a thread about this?), and it can be as much of an asspull or pre-planned thing as you have prepped for
* There's also the narrative consequences of what the character did to earn a push - in the example, that spade may now be broken
one two FUCK YOU

jadrax

Possibly also worth noting that you cannot push a Combat Roll.

K Peterson

There are quite a few odd bits (for me) in the Quickstart rules:

Besides difficulty levels, and pushing failed skill rolls, there are "Bonus and Penalty Dice" based upon task conditions. These conditions reflect the environment, time limits... and potentially Keeper-whim. A Bonus Die allows an extra 10's die to be rolled during task resolution (2 10s dice, and 1 single digit die), with the lowest 10's die value being used; conversely, Penalty Die also involves an extra 10's die but with the highest result being used. Hmmm... what upcoming Rpg does this remind me of?

Bonus and Penalty Dice come into play quite a bit in combat. An Investigator's Build (which is generated from the Damage Bonus table) can influence whether they have an advantage or disadvantage when it comes to performing a fighting maneuver. Being outnumbered by opponents can grant an advantage to an Investigator's assailants. Firing off multiple rounds from a firearm can provide a disadvantage.

Initiative works off the percentile Dex value, with beneficial situational factors adding a lot of points to Initiative. Having a readied firearm allows you to act at DEX + 50 in the turn order.

Practically every characteristic roll has been converted to a percentile scale, except for Hit Points, Damage Bonus, and Magic Points. Changing those values would certainly make backwards compatibility more challenging, but it's a little strange looking at statblocks in CoC7e and seeing percentile values nearly everywhere (or values in excess of 100). It's also weird for me, as a long-time CoC Keeper, to see a statblock for a ratpack with double-digit stat values.

Warthur

Yeah, the big new detail about Push is that the player does need to have some IC justification for exactly how they're putting this extra effort in - actually, that's quite nice, because often the way a player describes how they're redoubling their efforts will give you an idea for the negative consequences of failure. ("Fuck being subtle - I am tearing Mr Smith's offices apart until I find that goddamn artifact." - Rolls failure - "Well, you don't find the artifact. Whilst you're in the middle of hauling files out of his filing cabinet to see whether it was hidden at the bottom of one of the drawers, you hear a cough behind you. When you turn around, you find Mr Smith standing there with a couple of security guards. 'So,' says Mr Smith, 'are you going to sit quietly whilst I get the police down here, or do Vinnie and Claire here need to hold you down?'")

In fact, I might be inclined to houserule that the player's justification for the push has to involve some form of risky behaviour - yanking wires out of a bomb's detonation mechanism at random, whacking a locked door with a shovel, etc.. Though of course there's no reason why the negative consequence of failure has to manifest immediately. (Remember when you Pushed that roll when you were hacking into azathoth.com's main server? Well, apparently they were able to trace you down based on that.")
I am no longer posting here or reading this forum because Pundit has regularly claimed credit for keeping this community active. I am sick of his bullshit for reasons I explain here and I don\'t want to contribute to anything he considers to be a personal success on his part.

I recommend The RPG Pub as a friendly place where RPGs can be discussed and where the guiding principles of moderation are "be kind to each other" and "no politics". It\'s pretty chill so far.