Questbird

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Questbird last won the day on September 21 2015

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About Questbird

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  • RPG Biography
    I played D&D in the 1980s, then switched to Elric! for my long running (20 years+) campaign set in Fritz Leiber's World of Nehwon. I've also played some Call of Cthulhu, mostly as referee. Recently I've been a player in a friend's BRP Classic Fantasy campaign. Other games I've played or refereed are: Cyberpunk, Deadlands, Dragon Warriors, Gamma World, Maelstrom, Mechwarrior, Paranoia, Recon, RIFTS, Shadowrun and Traveller
  • Current games
    Still intermittently running my twenty year old Nehwon campaign with Elric! and some BRP rules (Classic Fantasy, Swords of Cydoria, Rubble and Ruin), also playing in other BRP campaigns, as well as a Dragon Warriors and Warhammer Fantasy Roleplay. I roleplay once a month currently.
  • Location
    Melbourne, Australia
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    Hmm.

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  1. It doesn't really matter which spell list you choose. You've mentioned a few others in the past too, like Primea. You could use Dragon Warriors spells, or D&D ones if you want. The main point is you pick some lists from somewhere, and each magical 'skill' corresponds to a list of spells rather than a single spell. I like to use the INT limits too for magical skills. That way there is still scope for learning individual spells. For example, a wizard might have skills in Herbal Magic, Shadow Magic, Acrobatics Magic (those aren't necessarily in Spell Law or anything, they just floated to the surface of my brain) but could still learn individual spells such as Hell's Talons from a captured grimoire. In this case Hell's Talons would take the same amount of INT 'space' as all the Shadow Magic spells. No wizard will ever be exactly the same!
  2. Good to hear you have an Australian warehouse. That was always a bit of a sticking point in the past.
  3. I agree that its stability is a virtue but GURPS (like BRP) is a terrible name. Another way to achieve stability for your game rules is to pick one of many out of print titles
  4. I do the same thing but instead of one spell I give them a choice of spell lists (I use RoleMaster's Spell Law for this but there are many alternatives). Like Chaot, I usually ask fot some justifcation for the spells picked (and they still get a Chaos point per list chosen). That gives a bit more flexibility than individual spells. But it depends on the magic power level of your game.
  5. People talk about this and I can see it might come up in theory, but I've never found it a problem in my games. I've never even noticed things like players changing weapons in combat (except for things like changing from a missile weapon to a melee weapon) for the purpose of getting extra skill checks.
  6. Interesting to hear about Burning Wheel. I'd never heard of it. I've subsequently read up about its use of roleplaying as a tangible mechanic.
  7. I got a lot of my Pavis information from River of Cradles, though later I also bought Borderlands and Shadows on the Borderlands. I've used chunks of all of those in adventures. One thing that was disappointing though. At the time (this was a few years ago now) there was very little available supplemental material about the Big Rubble. Even though the Troubled Waters campaign finshed there I didn't have much extra information.
  8. Makes sense to streamline the roll. Might adopt that. Warhammer Fantasy Roleplay uses the inverse of the attack roll to determine the hit location, though it handles criticals differently to BRP.
  9. Would it work better with the 'ones' die? The 10s might mean that the more likely you are to get a critical, the less damage you do. There are a few games (Fire and Sword, WFRP) where all 'hand weapons' do pretty much the same damage, and it's not a terrible premise.
  10. There were two goals with the hitpointless system. One was to allow fast combats by not tracking anyone's hit points and making the blows that did hit hard decisive (you can easily model minions/mooks in this system by making their resistance rolls Difficult).The other was to allow pulpy swords and blaster combats without making the guns overwhelming (see other threads about lethality of gun damage) and killing the vibe of the game. I don't use the system all the time, but I do find it good for its purpose. The system skips the 'chipping away until dead' and so doesn't need to consider degrading combat effectiveness. I don't know if you've ever seen the movie Troy, but there's a scene when Achilles faces up to a huge giant. They stare at each other with their armies waiting. Then Achilles leaps up, stabs the giant in the neck and he falls down dead (or unconscious -- but it doesn't matter) immediately. Fight over. Admittedly that's Achilles we're talking about, but that's the kind of quick combat resolution I had in mind. I can see the appeal for certain types of games. I used to love the limb-flying days of original (Games Workshop) Stormbringer. But even that had variable armour if I recall correctly. Just very dangerous criticals. I skipped or fudged the games which had hit locations and never got into them, even when I used their material.
  11. The approach I eventually took for my hitpointless combat system was to use fixed damage for both weapons and armour, the maximum for each. If you are hit, you subtract your armour rating from the damage rating of the weapon. You compare that value to your Resistance (or Hit Points) on the Resistance table and roll to see if you are still OK to fight. If not, you work out how injured you are later. There's only one variable (your Resistance roll), no hit locations.
  12. Infection and disease are better in historical games or horror ones.
  13. I actually liked the lethality of levels 1-3 D&D. When you made a new first level character you never knew if you were going to make it past the first encounter. The shortage of spells and hit points made everyone paranoid -- in a good way. It was some of the sillinesses* of mid-level D&D that pushed me into the BRP world and I haven't looked back. * I think in my case it was a party of 5-6th level characters, admittedly well-equipped with magic items, slaughtering an *entire* tribe of orcs (as rolled up in the monster manual) in a pitched battle without taking a scratch and -- which is worse -- without any interest. It was just a grind, and it killed my interest in D&D for many years.
  14. Just you and the other 41% of poll respondents.
  15. Another quite good setting was Alan Moore's Top Ten, set in a city where *everybody* has super powers. The Top Ten were super cops with various abilities.