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Nightshade

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  1. I don't see it as strictly necessary to have most of the "culture" stuff there. You do need to have something in terms of background social class for the money and such, but in terms of the initial step of character generation, you could just let people pick ten standard skills and three professional skills and move on, and I doubt it'd break anything.
  2. Just to show you how different people are, there were people who thought the whole system should have been based more on something like the resistance table than the skill rolls.
  3. I just wanted to mention I had a chance to read Steve Perrin's copy of this a couple weeks ago, and wanted to mention that it sold me on it enough that when my finances recover a bit I'm going to buy the PDF of it (I don't buy physical books any more unless and until I actually get around to running the game, and that isn't liable to be for quite a while). Good work gentlemen.
  4. Just as a comment, the biggest problems we had with Sorcerers were actually wrapped around Duration; the progressive duration system made it possible to relatively painlessly spend a few days down during downtime building boost spells of very long duration. Yes this required a rather intelligent and skilled sorcerer to do it well, but you only needed one of those for it to become problematic. Naturally, the easy fix was to get rid of the long term durations, but that also got rid of some more reasonable uses. In the end the latter were probably not worth the problems with the long durations.
  5. Shows how different people are. The original Superworld was way too sketchy, and even the full boxed set wasn't a really complete game until after the Companion was published, IMO.
  6. No. The only penalty for parries/dodges is on successive defenses; whether you've used it to attack before doesn't matter. And honestly, if you instituted such a rule, it'd excessively penalize people using two handed weapons IMO. The real problem is there: there are three basic modes of melee combat, single weapon, dual weapon, and weapon and shield. Making these all useful is difficult, all the more muddied up because not all of them are equally useful in all situations.
  7. I'd probably use them in a game where I wasn't using hit locations myself. Once I've gotten rid of the hit location roll, a roll for armor instead isn't going to bother me.
  8. Ironically, I'm actually more likely to pick this up now that its been de-Gloranthafied. While I was always a big RQ fanboy, I found Glorantha quickly palled on me (which is ironic, since viewed from a distance (in the form of Red Moon, White Bear for example) it looked pretty cool to me, but up close and down in the trenches, not so much).
  9. Except its not just an issue of reach, as I can attest from the time when I used to do martial arts and some martial weapons work, or the judoka I was sometimes up against would have won every time (most of the weapons I was using weren't particularly long, such as the bo). Even if your premise is that reach is the issue, unless you have particularly robust rules for that benefit, the result is still going to be that if you know how to grapple, that's what you'll always do, and I don't think that's what the sources you're quoting indicate happens. If that is your belief as to the situation, I guess we don't have anything further to talk about.
  10. I'll turn that around; if its that easy and that good, why didn't grappling supplant everything else in environments where single combat was common? The answer I'd give is that its a pretty unsafe thing to try to do to an armed man, and only done in desperation. But if you don't like that, really think about whether you want, generically, grappling to be the winning way to deal with any other human sized opponent that isn't similarly trained, no matter what else he is trained in or equipped with.
  11. We used to use maximum plus minimum, but I always thought that was problematic with high adder races. I'm more likely to use option three these days.
  12. Even that seems overstated in the case of things like thrusting daggers and broken off spearheads.
  13. You don't seem to address the issue of how easy it is to start a grapple in the first place; given that once you start one, just as with the current rules, a person without a decent grappling/unarmed skill is going to be in a seriously problematic situation, that's a rather important issue unless you want the ideal tactic against most opponents is to grapple them.
  14. The simplest answer, as someone said, is that these two rules were really not designed to work together; they came from different BRP games originally, and they aren't particularly compatible. In general, if you have an optional rule (which SR are in BRP), its not too well integrated in various parts of the system. I've observed some problems here with hit locations on occasion, too, and there's at least one problematic are with category modifiers (Mental assumes another optional rule--Education--is in use).
  15. [Deleted because I didn't realize how old Dragonewt's post was, as I hadn't realized only Icebrand had necro'd here.]
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