Besm 3rd Edition Monsters Movie
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This is just an interest check to see anyone (or inother world who) interested to play or GM'ed a BESM 3rd edition game. System gming phobia because of GURPS 3rd edition (one rulebook and no pre-made monsters or NPC's are scary) so i want to play as PC if possible first but depending on interests,.
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BESM was one of the only games I ran for 2 years during my middle school-beginning of high school years. We started with 1st edition and moved up to 2nd. Eventually we stopped playing for awhile. Then I heard they were making a 3rd edition. I was really excited for BESM 3 and I bought it when it released but at the time I had also bought OVA 1st edition. I feel like OVA really captured the essence of the early days of BESM when it was much less complicated. And OVA revised improves even more on it. Matlab 2012b Free Download Crack For Gta.
I know BESM 3 - is so modular that you can go back to simplistic but I feel with OVA I may never need to open a BESM book again, except for old time sake. I still have my copy of BESM 3.
Weird, Open-Core looks like just a hodge-podge of cut and pastes from other RPGs. The attributes section indeed looks like almost a straight copy of BESM attributes, but the core system looks closer to a copy of FUZION. The skill system looks like GURPS maybe?
And it appears to have an almost cut and paste of the D&D spell list? I'm not particularly impressed.
I don't like the core stats, non-static damage, no combat values, complex skill system, complex situational rules. I still like BESM a lot, even if I haven't played it in awhile.
I've kinda moved on to more narrative RPGs, but BESM was a great middle ground before the narrative indie rpg revolution. I have some bad memories with BESM and Tri-Stat. The system isn't any more 'anime' than, say, GURPS Mecha, M&M2e Mecha&Manga, OVA, and so many other super-hero-like generic systems. There are absolutely no mechanics that even remotely invoke Anime themes, other than the art direction.
There are also some issues with the rules, the dull system, and the fact you could pretty much break the game by accident. But it was the only big game with Anime theme on the 90's, so I still think it is important for us to understand our hobby and how it evolved. And probably help to create new systems that address the (huge scope of the) genre.
This community is for meaningful discussions of tabletop/pen & paper RPGs and LARPing. Please browse through before posting. Do not link to, request or encourage piracy in any way. Do not incite arguments/flamewars. Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy. Image and video links MUST be RPG related and should be shared as self posts/text with context or discussion unless they fall under our.
Do not submit posts looking for players, groups or games. These posts should be submitted to. Do not advertise for livestreams, these should go in.
Limit Kickstarter/IndieGoGo/Crowdsourcing to a single announcement and reminder. Comment respectfully.
The Best Of Vanessa Mae Rapidshare Library. Comments deemed abusive may be removed by moderators. Please refrain from personal attacks and any homophobic comments. Community Initiatives • • • irc.snoonet.org • #rpg We try to keep the lists below up to date with active subreddits and prune it from time to time. For a complete list please see. Dead subreddit? Let the mods know.
Resources • (games by categories) • (organize games) • • • • (share/request art) • • (campaign building) • • • • • • • • • RPG Subreddits • • • • • • • • • • • • • • • • + • • • • • • • • • • • • • • • • • • • • •,,, • • • • • • Warhammer, • Related Subreddits • • • • • - Artists draw RPG gear. • • • (Video Games) • • • • • • • • • • • • / • • (VG RPGs) • • (digital tools) • • • • • (WHFB & 40k) • Sidebar not working? Click The above is licensed under 2.0. What edition are you using? 2nd Edition or d20? I know with 2nd Edition, using Magic is basically one-shot special abilities for exchange for EP. Example: One spell with the Magic ability can be called Harden Skin, and use 4 of the MP the magic ability for Heavy Armor ability.
Casting it is an action that cost 4 EP, and 1 EP/turn to sustain it. (It I remember again.) 2nd Edition Magic allows custom tailoring of abilities and spells while Dynamic Sorcery is more free range with its ability.
Level 1 Dynamic Sorcery can produce small cantrips for 1 EP or so. Level 5 or so can produce fireballs, regenerate loss limbs, fly, or any other grand ability. BESM d20 is more tailor to mimic most other d20 systems. I would need my book in front of me to be help here, since 2nd Edition is something I have more experience with.
Most spells are just a single power, or a couple of related ones. The one thing you want to do is define a set of common rules for all spells. You'd probably want spells to take extra time (they seem to cast far slower than attacks), incantations, and glowing word effects, while sword skills just take effect instantly but can't do anything 'magical'. Characters can only use a few points in spells not related to their race or weapon class. Faira casts a weak illusion, so they do have some cross-race casting.
Making the player memorize spell words in an arcane language, which they had to do in ALO, would be cruel but fair. As an aside, I just finished watching SAO's world 2 yesterday; ALO was an interesting start of a world, but the writing and character development were terrible compared to world 1's, and I kind of regret even watching it. I'm hoping the movie and SAOII, and the upcoming videogame, are better.
There are a couple ways you could.do it. The first is to have the players take each individual spell as a different 'power' based on what it does and just make the flavor magic.
With the magic system used in ALfheim, though, you could also use things like dynamic powers or power flux to produce their spells. This will require you to be a bit more involved to keep the game balanced, but it could make it more interesting for the players. You could even consider actually coming up with a list of the words they use to work as a guideline for what can and can't be done. You might consider changing the cost of fhe attribute some to represent this restriction, as well. Dynamic power is pretty straight forward.
You choose a sphere of influence when you take it, and during gameplay you can simply produce any direct effect, such as throwing a fireball or creating an illusion, so long as it is in your sphere of influence and within the power range of your character's skill. I believe it usually also has an EP cost, but I don't remember.
Regardless, it means after you buy it, you can basically do anything the dm agrees you can do with it. Power flux is a little more structured. You still pick a sphere of influence, but you gain a number of flux points based on your attribute rank. The flux points can be used to purchase any attributes so long as the gm agrees it fits in your sphere of influence. You can at any time reassign your flux points to change your power set.
Naturally, this would make power flux more appropriate for buff-type magic rather than classical magic, but you could make it work either way. You could also get the Transfer attribute.for power flux to be able to target others with your buffs. All in all, I would probably throw some heavy limits on each to fall in line with how you want it to work, reduce the point cost some, and play it by ear the rest of the game. Just make sure you discuss with players who take a significant amount of magic what the actual limits are. You don't want anyone buying a bunch of magic only to be underwhelmed at what it actually does.