Absolutely love The Roaring Age! Jack Edward has created a wonderful work that brings you all you need to run classic Cthulhu adventures with Liminal Horror, done with concision, clarity, and panache. Top shelf stuff!
Mograg
Recent community posts
This looks really fun. Thank you for sharing it! Regarding Corruption: would it be better to simply have player-characters lose points off of their Hit Points, and then their WIL score when failing WIL saves to the monsters & horrific spells, with characters dropping into permanent insanity if their WIL hits zero? That way, it works just like STR loss does. In other words, why add an additional Corruption track when WIL loss elegantly mirrors sanity loss? Thanks for considering this adjustment. Your Cairn modification is great stuff!
Hi Alexandre! In "Die a Hundred Times," there are the defensive combat skills Dodge and Parry. If melee attacks can be both Dodged and Parried (player's choice), and ranged attacks can also be Dodged, why put any skill points in Parry? Is it intended that melee attacks must be Parried (no Dodging) and ranged attacks must be Dodged, thus you need points in both Parry and Dodge? Otherwise, why "waste" points in Parry if the player can declare he or she is Dodging melee attacks as well as ranged attacks? Can you please explain and set me straight? Thank you Alexandre!
Hi Alexandre - the rules say "Only players roll dice!" But there's also a "Characters vs. Characters" rules section. Is that section intended only for Player-Character vs. Player-Character contests?
Or could you use the "Characters vs. Characters" rules to supersede the "only players roll dice" rule to have contests between Player-Characters and Non-Player Characters?
I second Tim's praise for this game (Hi Tim it's Brian C.!). We're using Die A Hundred Times to play through my Call of Cthulhu scenario "Canned Articles," and it's the perfect game engine for that purpose. Die A Hundred Times is now my go-to choice for d100 gaming. It's a lean, sleek system that gets the job done and then gets out of the way to let play happen. It's terrific!
One way that I’ve modified the game is to have player-characters start with 10 [Brawn or Will tens digit] hit points instead of the printed 20 [Brawn/Will tens digit]. This puts player-character health in line with Cthulhu d100 games…people are ordinary and somewhat fragile, instead of pulp-fantasy-heroic levels of vitality.
Hi Lyme - I just sent you a copy of my own little mash-up of a d100 investigative horror game, called "Decidedly Odd." I want to make sure I'm giving proper attribution and that you are copacetic with it before I upload it to Itch.io. I aim for total transparency, proper attribution, and the goodwill of the creators whose shoulders I'm standing on with my game. It should be in your [email protected] inbox today. Thanks!
Purchased, downloaded and read. A couple of quick questions…
Page 5 - Experience section - how many points does the player get to improve their selected Characteristic score if they roll higher than the current percentage?
Page 12 - weapon damage. Since weapon damage is partially tied to one’s skill level, it seems impossible to kill a human-level opponent with a single shot if one’s skill is low, or even if you’re highly skilled but have to make the shot at Extreme difficulty level (i.e., sniper). It also precludes a lucky shot scenario where an unskilled person accidentally discharges a weapon and kills somebody nearby. Thoughts on this?
Thanks!
Hi Kumada,
You would probably be fine with an even shorter statement that covers the bases:
"Standard difficulty on all tests is DR 12. If a test would be at “half skill” it’s DR 15. At “fifth skill” it’s DR 18. If a PC is opposed by an NPC, only the PC rolls. NPCs with skill levels imposing half and fifth skill rolls on PCs use DR 15 and DR 18, respectively."
Cheers,
Brian C.
Hey there Kumada! I have another suggested "fix" for the Cthonversion Kit, in the "DRs, Percents, and NPCs" section...the values of these difficulties should be identical (they're not identical right now). As currently written:
Standard difficulty on all rolls is DR 12. If a roll would be at “half skill,” it’s DR 15. At “quarter skill,” it’s DR 18.
and...
NPCs’ don’t roll skills against PCs. PCs roll against them with penalty instead. 50% NPC skill, 1 DR. 80%, 2 DR.
As written above, the player-character would need to roll a DR 15 against a task at half skill, but only roll a DR 13 against an NPC imposing a roll at half skill value.
So...depending on whether or not the task is in opposition to an NPC, the player-character is rolling either a DR 15 (no NPC opponent) or a DR 13 (against NPC opponent) for their "half skill" attempt. That is murky and inelegant. Here's a suggested edit!
Suggested edit:
"Standard difficulty on all rolls is DR 12. If a roll would be at "half skill" (or against an NPC with 50% or greater skill), it's DR 15. At "one-fifth skill" (or against an NPC with 90% or greater skill), it's DR 18."
This edit streamlines things and brings the numbers fully in line with full/half/one-fifth difficulty ratings.
What do you think?
Cheers!
Hi Lyme! I hacked together my own d100 investigative cosmic horror rpg based on your excellent Lurking Fear rpg! I give you attribution in my game. It says:
“The Lurking Fear” by Lyme, licensed
under Creative Commons Attribution 4.0
International License
https://lymetime.itch.io/lurkingfear
Is that what I'm supposed to put in there? I just want to make sure that I am giving all credit where it's due, and attributing things properly.
Could you let me know? I'm a neophyte at this stuff so having your blessing on the project and its attribution would be great.
Thank you so much,
Brian C.
Lyme, could you talk a bit about the "Profession" skill? Can it be used in place of another skill, or should it only be used when another skill is not listed? For example, let's say my character is a professional race car driver. Can I skip putting points in "Drive" skill because I've put 80 points in "Profession - Race Car Driver." Or is it my choice as a player to decide which skill I use when I need to perform a tricky driving maneuver? Or let's say my character is a Private Sleuth. There's no "Read People" or "Psychology" skill on the character sheet. Should I use my "Profession - Private Sleuth" skill as a workaround to determine if an NPC is nervous or lying, since it's not a listed skill? The "Profession" skill seems a bit slippery, in how it should be used alongside, or in place of, other skills in such contexts. Could you discuss a bit? Thanks!
Hi Lyme - fair enough. Lurking Fear bills itself as simulationist horror, so an instant return to full health after being shot a couple of times (or what have you) had me raising my eyebrows. I think I will house rule that hit points return at 1 hit point per night of rest. Or perhaps a return to full hit points per the rules as written, but all physical acts are at -30% the next couple of days to account for lingering effects. Cheers!