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Trifletraxor

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Posts posted by Trifletraxor

  1. There are a couple of things I don't understand about removing SIZ.

    Let's say you're sneaking into some lair or temple steal some things or slay the bad guy, and you accidentally kill the dwarf (str 24) who was in your party while you were fignting a guard (str 14). Now, to avoid calling attention to your self, you decide it would be best to hide the bodies in the snake pit, but you are not very strong yourself.

    There is no size, so you must go by strength - it will take two people to move the small dwarf, but only one to move the big guard. Is that correct?

    The dwarf will no longer be small. He might be shorter than an average human, but with a STR of 24 he'll be wide as a warhammer dwarf, packed with heavy muscle. He would be much harder to carry than the guard, but he could be dragged over to the snake pit. But then I would have to clean up all the blood to. Better to just loot and move on. :cool:

    What about objects - do they have strengths now instead of sizes, too? What mechanic is used to roll a big boulder out of the way?

    Roll a STR vs. X resistance roll. X just being a number. Handled in almost the same way as before, except the resistance table is replaced by a simpler d20 roll (follows the same mechanics as the resistance table).

    Well then score another one for drools. With the doomed trollkin that is 2 for 2. ;)

    It's not doomed! It can still make it! :mad:

    Is APP(eal) used for more skills bonuses, etc. as well?

    It's much more important than old APPearance in how people relate to you, and APPeal rolls are commonly included when you try to influence someone one way or another. It can also go up and down during the course of your adventurers life.

    SGL.

  2. ...

    So for me, I think STR, CON, INT, POW, DEX, CHA all rolled on 3d6 would be an ideal set of Characteristics.

    :)

    Well, that's almost exactly how it will be in d100rules. APP will still be called APP, but it will be short for appeal (stolen from RQ4), which is basically the same as chararisma. Non-sentient creatures will not have the INT-stat, which makes rolling 3D6 for all the stats for humans the natural choice.

    SGL.

  3. I hope you did not delete EDU (or at least made it possible to re-introduce it without problems), many of my players' characters are of the "cerebral" kind ... :)

    It should probably not be that hard to re-introduce, but EDU is not included.

    I always found size to be a good abstract value for determining the outcome of many things. As the HP enhancer based on Mass by Health, As the damage enhancer based on Mass by Strength, and more usefully, as an abstract value that could provide ENC and be opposed by STR (without the need for a lookup table during play).

    In many ways, I think SIZ actually simplified many interactions.

    With SIZ gone and STR being linked to mass, STR takes over many of the functions SIZ had before.

    Fine by me. Are HP purely based on CON, then? Or Weight?

    HP = 1/2 STR + 1/2 CON. Strenght is used as it both represent SIZ to a certain degree, but also because higher muscle mass lessens the severity of injuries.

    Isn't d100rules for Fantasy settings, where EDU doesn't usually feature?

    Yes. There will be some notes in the addendum on how to use it in modern settings, but the primary focus is fantasy.

    I suspect "SIZ is gone" just means it's modifiers on various skills, and similar (over-?)complications, will be gone. Right?

    Right. The rule system is a "light" one. Stats determine the base% for skills, but do not influence them after character generation.

    SGL.

  4. C'mon then - let's see! Which ones?

    Well, f.ex. SIZ is gone, which I know is a stat that many people like.

    Instead there will be height and weight tables, where the roll will be modified by STR and race. HP = 1/2 STR + 1/2 CON.

    It's a way to avoid the freakish SIZ 5 dwarf at 35 kg, but with a STR of 20. :cool:

    SGL.

  5. How about the Creative Commons license, or a BSD style license?

    Or GPL, but you won't be able to compile in or link to non-GPL code. :D

    I like the creative commons license, since it lets users know up front what exactly where they stand.

    I like the Creative Commons licenses too, they're really a great addition to the other licenses. But I think PD will work well for me, at least for the text only version. :)

    "Fair Use" is a defense against what otherwise would be copyright violation. As this text doesn't quote or copy RQ, it doesn't apply at all. And as you note,you can't patent or copyright game rules, only their specific artistic expression.

    And most of the rules are not identical to any found in RQ3, BRP or MRQ. Probably many of them that the old-school BRP gamers won't like at all. We'll see. :rolleyes:

    SGL.

  6. Damn straight I am! Savage North is nearly complete, so it should be out by year end. Life and Death the next setting/adventure book is already written and just needs maps and art and Empires Rising is being worked on by our own Wolverine for a Summer/Continuum release. Remember its all D100/MRQ compatible :)

    Nice! Looking forward to it at Continuum! :thumb:

  7. Why so coy? (I'm all set to buy-in-bulk and hand them out my mates, but I'm not going to do that without knowing...)

    Improvement One: It's in print. (But I was really hoping for more than just that).

    Well, that's just it. It's not in print yet, and will probably not be ready for external playtesting before the start of 2010. But then you can join the d100rules playtest subforum and see for yourself! :thumb:

    SGL.

  8. Just so long as the gross green frog-thing has the upper hand, that's all that matters. :)

    So what are the top three improvements d(100)Rules has over RQ2?

    The main improvements is that the rules are simpler and easier to memorize and that combat works in a faster way. :cool:

    I just thought of something: if you literally release the text as public domain, then by definition, the OGL doesn't apply. PD means anybody can use it for anything, without even attributing it to you.

    And that's fine by me. ;)

    I wonder if this would break anything. The bases from which the text is extrapolated (RQ3) are not open contect. It is not possible to patent rulesets, and the text is different so copyright does not apply. But I would not call it "fair use".

    It's written from scratch, not just adapted from RQ3. It has a lot changes from RQ3, CoC, MRQ and BRP. It's more the "feel" of the system that's similar, than the actual rules. So it's not RQ3 light even if RQ3 was one of its ancestors. Many of the rules comes from discussions of houserules on this forum actually, that I've picked up and started using.

    Wasn't there any other option for it? Like making it OGL by claiming it is an adaptation of MRQ?

    That would be possible, but I prefer the PD over the OGL.

    SGL.

  9. I used to play BuRP!, but now I play ... (drools)

    :innocent:

    I actually kind of like it! :P

    Give "Rules" a capital R and it looks fine.

    As everyone has said, nice cover.

    How are you doing it? As an extension of BRP, as a RQ OGL or simply as another version of something that is similar to RQ?

    It will certainly be similar to the other d100 systems, but with it has many tweaks in the mechanics to increase the flow, while still keeping the "feel" of old RQ. I'm also trying to make it as easy to learn and memorize as possible. The content will be public domain, and not tied to BRP or RQ OGL in any formal way.

    Any change to RQII that involves Trollkin dying is a big improvement IMHO.

    No, NO! The trollkin isn't dying!

    He just needs to get his club back! :rolleyes:

    SGL.

  10. Great graphic. It recalls the color RQ covers without being derivative. Nice job.

    Thanks, that was the idea. :)

    So, is this completely independent or based (i.e formally, via some sort of license) on MRQ or BRP?

    Independent. It will be released as a POD softcover book, a free PDF and a public domain text only version, so that people can do whatever they want with it.

    Is there a link to a website for this?

    At the moment, this thread is it. ;)

    You might think about the logo spacing though. Visually I attach the "d" from d100 to the "rules" in the book title to visually end up with "drules" which phonetically is unfortunate.

    Hmm... Anyone else who did that looking at it the first time?

    SGL.

  11. d100rules is the slim BRP-like fantasy d100 RPG system that the Greenback Clan uses for all its gaming.

    Basically it's what our group's RQ3 rules evolved into. I'm very pleased with the flow of our current system, and have been working to tweak it and put it into writing for the last six months. It will be available in 2010.

    It will be released as an illustrated pdf & softcover book, and a text only version. The illustrations will be copyrighted, but the textual content will be released to the public domain.

    SGL.

  12. fractured-hopes.jpgFractured Hopes began as a challenge. It began as a thought experiment. I had an advanced reader's copy of the BRP core book, and I thought it would be interesting to write a setting in which everything in the core book had some presence in the world. I saw it as a companion to the BRP rulebook, something that would allow players and Game Masters to get the most use out of the core as possible. The by-line for the project in its early days was, “if it's in the book, you can use it.”The setting is our world, some distance in the future. Humanity was caught in a war between an unbending machine race of our own creation, and a species of alien that used biotechnology and genetic manipulation as their chief weapons of war. People were used as conscripts by both sides. Many of these conscripts survived the cataclysmic Final Weapon, which broke the world into Fragments.

    Fragments are an attempt to get around the strange sci-fi trope of having worlds that have only a single climate. You know: the desert planet, the ice planet, and so on. Fragments are isolated form each other to the point that each has its own micro-climate. The book contains a selection of pre-designed Fragments, as well as the tools to create new ones.

    The present time of the game is not set in stone. It is some time after the Sundering, when the Earth was destroyed, though it could have been 20 years ago as well as five minutes. There is an introductory scenario that does character creation for a group as an adventure in and of itself rather than a step that occurs before play. Characters come out of the adventure with a ship to sail between the remnants of the world, an enemy, and a reason to stick together.

    All of the existing Powers systems are used in the game, and players are free to mix and match to better create the character they want to play from the beginning. While the Powers systems are not necessarily balanced against each other, in practice, they play well together at the table.

    While the setting is written with larger-than-life heroics in mind, it can support a variety of play-styles, due to BRP's flexible nature. You can do gritty stories of survival in a devastated world, to cosmic duels with vast alien intelligences, and everything in between. If the BRP rulebook is a toolkit, Fractured Hopes is the shop where you put those tools to work. It is an open-ended sandbox with enough built-in material to get you going, and room to expand and fill as you and your group sees fit.

    By Charles Green. 120 pages. Published by Chaosium October 2009.

  13. classic-fantasy.jpgReturn to the dawn of role playing with Classic Fantasy. Explore dungeons in your quest for treasure, fight terrifying monsters, and cast powerful spells of destruction. Classic Fantasy expands on the core Basic Roleplaying rule book with…

    • 7 playable races: Human, Dwarf, Elf, Gnome, Halfling, Half-Elf, and Half-Orc, all with detailed racial abilities.

    • 10 character class professions; Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Magic-user, Paladin, Ranger, and Thief, each with their own unique special abilities.

    • Optional rules for multi-class professions. Be a Half-Elf Fighter/Magic-User/Thief.

    • Let your actions dictate your Alignment, not your alignment dictate your actions using the BRP Allegiance system

    • 150 all new Magic spells divided into spell categories; Cleric, Magic-User, Druid, and Illusionist, featuring such classics as Magic-Missile, Cone of Cold, and Color Spray, just to name a few

    • Spot Rules for common dungeon situations such as listening at and bashing down doors, tunneling, securing a room, setting camp, and repairing damaged weapons and armor.

    Classic Fantasy is a return to the dawn of roleplaying, when you would gather with your friends in your parent’s basement, bashing down doors, slaying hordes of orcs and goblins, and throwing yet another +1 sword in your bag of holding. In these early days of roleplaying, what eight giants are doing in a 10’x10’ room was less important than what their treasure rating was, and rescuing the beautiful princess isn’t something you did because it was morally right, but because of the 1000 gold piece reward. And finally, the adventures that didn’t have to be anymore detailed then “some giants are raiding the border settlements let’s kill em”, are the adventures you and your group still talk about to this day.

    So, rip open the Cheetos and pass out the Mountain Dew. It’s time to play some Classic Fantasy!

    By Rodney Leary. 196 pages. Published by Chaosium October 2009.

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