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Akerbakk

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  • RPG Biography
    I've been gaming for over 15 years - I cut my teeth on Rifts, picked up a bit of D&D 3.x, Star Wars, GURPS, WoD, and CoC/ BRP and most recently, Savage Worlds. I use a home brew BRP for just about everything now.
  • Current games
    Currently playing Vampire the Masquerade, 3 ed revised set in modern nights. Currently running BRP Star Wars (Set in Old Republic Era during Mandalorian Wars). In the pipeline/ conversion shop: BRP Iron Kingdoms, BRP Colonial Gothic, Savage Godlike, and can't wait for Savage RIFTS to get kickstarted this year.
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    USA (Augusta, GA)
  • Blurb
    Soldier, musician, educator, outdoorsman, and family man.

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  1. I think it all depends on how granular/ gritty/realistic you want your combat to be! For me, penalizing a character for changing plans against their statement of intent feels pedantic. As a caveat, I tend to run more on the cinematic side of things. Were I to run something that is more tactical I may consider a DEX or INT penalty to action.
  2. I own Heinrich's and it is fantastic.
  3. I considered the Skill Bonuses from the BRP BGB, which is similar! I want to try to keep CoC nice and lean... we'll see. Useful info for the Idea and Know rolls. Thank you 🙂
  4. I'm pondering a possible houserule for my table and would love some feedback, or ideas from the crowd. I would love to figure out a way to link Characteristics to skills. I looked in the BRP Big Gold Book and although I like the Skill Category Bonuses optional rule (p. 31), this feels a bit crunchy for the way CoC 7e runs. I am considering something simpler like "Spend a point of Luck to add a Bonus Die to any skill under 50% if you can explain how your Characteristic (over 75%) will help you." Thanks all :)
  5. I think the intent behind an improvement roll each adventure is good: it is a moment for a character to reflect on significant actions and ponder their way ahead, or drill in those new lessons learned. I like doing checks at the beginning of each session. It's a great lead in from the last session, doesn't break the flow of the game, and can easily be done during "pre-game" when players are arriving, you're getting organized, food is on its way, etc. If the implementation as written doesn't suit you then I would absolutely change it. I would not go so far as an experience check every round. Combat skills would greatly outpace non-combat. I think immersion would suffer as well with constant mechanical breaks from the action. Based on what you are saying here, I might try an experience check after an encounter/ scene (you guys mount your steeds after clearing the dungeon/ bed down for dinner after playing politics at the dinner party - EXP check!) and see if that gets your people where you want them. Aim for 3 to 5 checks a session after major plot points or side quests in your game, when there is a natural pause in the action for someone to realistically think to themselves "how did x go for me? You could even limit combat skill checks saying that improvement comes from sustained practice under stressful conditions and let them pick 1 weapon per encounter to improve. I mean, come on. Realistically can you expect to get better with your axe when you only pull it once per fight for one wild swing in to hopefully get an experience check? No. Swing, parry, feint, swing again, hack, hack, hack, pry, hack again, coup de grace. Turn at next corner. Repeat. Only when you, victorious in your departure, covered in the gore of your enemies, a path of viscous fluids trailing you, your axe singing sweetly as it is holstered amidst the percussion of dripping enemy entrails do you have the opportunity to say to yourself "man, that went well." EXP!
  6. Greetings @DarcyDettmann and I'm glad you like the file! Each section talks about what is rolled to activate powers - Here is a redux for you. Wizardry: Spell College (Alteration, Augmentation, Forces, Illusion, and Mysticism) skills are used. They begin at INTx1%. Sorcery: Sorcery skill begins at POWx1% Divine Magic: Faithcasting skill begins at POWx1%. Psionics: Psionics (Bio-Feedback, Metacognition, and Psychokinesis) skills begin at POWx1%. Super Powers: Generally none, but attribute or skill may be required in certain instances, especially opposed tests. If the "Activation" Budget Modifier is chosen for powers, you may use a Characteristic roll, or develop a "power" skill with a granularity that you feel appropriate. Hopefully I answered your question - if not let me know. If you use fixed percentiles for your game, I recommend anywhere between 01% and 10% as the base rating. Modify for your gaming pleasure
  7. I like that kind of stuff too, it really helps to differentiate characters. I have used/ adapted the Stunts from the Blood Tide supplement in a BRP Star Wars game I ran a few months back. My players and I were pleased with the results, as we were able to model a Mandalorian and 2 separate Jedi with distinct fighting styles. Many of the stunts can be used as written, just renamed. I'd recommend adding new stunts to fit the weapons for the setting.
  8. I agree. I think you and @Gollum have made enough arguments for me to change my vote. I reread the CoC7 quick start this past weekend and was leaning that way to begin with - to the point that I am changing my house system to incorporate more CoC elements. Would love to see something new be put out from an official source on the topic of BRPE...
  9. I agree. That's why I wrote up Unified Powers. Check out the doc and see if it helps.
  10. I've had success with storytelling elements in my games. Admittedly those additions are "light" - Fate points allow the best of 3 rolls for a test if declared before the roll, or 1 reroll if used afterwards. They may also be used for minor tweaks to the scene. All must be in line with the character backstory and I have veto power. I run cinematic games with mook rules, powers, and stunts. It works for me and my group. I would rethink Fate points if I ever ran something with a grittier tone. Since BRP is a tool kit I don't think it ever hurts to add options. Storytelling elements are just one "slider" to scratch an itch, much like mini scales or hit location tables do for strategists and simulationists, respectively. It will probably be a matter of page count and scope of options afforded for whether they should be published in BRP Essentials.
  11. I created a "BRP for New Players" doc that is about a half-page long detailing a lot of these bits. It's ripped right out of the BGB on pg. 390 and altered with my houserules. Basic RolePlaying has only a few principles to keep in mind. Once you know these, you should be able to play: · Characteristics are usually rated 3-18 (the higher the better). Human average is 10-11. · Attributes and Skills have percentile ratings, from 01% to 100%+. You will roll a d100 (two 10-sided die) any time a rating is tested, with the goal of rolling at or under your character’s rating to succeed at the test. The higher your rating is, the better your character’s chance of success. o A roll result where the ‘tens’ and ‘ones’ match (ie: 77%) is a noteworthy result, upgrading a success to an advantage (best possible result) and downgrading a failure to a fumble (dramatic setback). o Bonuses or penalties may be applied to your rating depending on the test difficulty, conditions, or circumstances. These values are always in multiples of 10% and rarely exceed +/- 50% for extremely favorable (or unfavorable) circumstances. · When you run out of hit points, you run the risk of death. · Most powers use power points for fuel. When these run out, you fall unconscious. · Qualities are the crux of what makes your character and his story unique, and are powered by Fate points. They can be used to empower your character for success or a bit of good fortune (allow extra rolls), or bring some trouble his way (act in-line with the Quality or lose a Fate point). Everything else can be determined during the course of play, or explained as required.
  12. Blast has a range advantage over Energy Control. I think that was my justification. I struggled over that very issue when I started compiling this project. I'm open to suggestions to fix. I'd like to avoid reducing PP cost to keep in line with other offensive powers. Thanks for the catch on the page numbers. I'll upload a corrected version today.
  13. Well said! That is what inspired me to work out BRP Unified Powers in the first place. That, and to reduce the amount of literature to sift through when creating and powering a character. I've successfully used UP in Star Wars, Vampire the Requiem, and Iron Kingdoms adaptations to BRP. In each, minor tweaks were needed to get the flavor of each setting...about a page for each defining HOW powers work within the setting (usually hodgepodged from existing origins- for example, Jedi are Psis with bits of the Divine Magic rules slotted in) with a list of powers available to the characters. Pretty easy prep in my book.
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