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Flesh Man

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Posts posted by Flesh Man

  1. On 7/21/2016 at 1:44 AM, saintricardo said:

    Thanks for the example.  sorry I missed it before.

     

    If Bob is using a Heavy Pistol from BRP and John is using a Light Pistol from BRP

    A missile attack is made at the attackers DEX Rank only.  Thats why Bob and John shoot on Strike Rank 3. After that do they always get another attack 3 strike ranks away or is that based of the DEX rank.  

    For example if Bob has 16 DEX he would shoot on Strike Rank 2 would he shoot again on Strike Rank 4, 6, 8, 10 or on 2, 5, 8?

    Strike Rank 6 you mention the wolf can not attack because it would be at 13 which I understand.  However, you mention something that the wolf might be able to do a knockback attack.  Is that in the BRP rules?  

    A quick summary of both examples.

    DEX Ranks.

    John with a Light Pistol is able to shoot twice in the first round.  Both shots are after the wolf has moved

    Bob with a Heavy Pistol is able to shoot once in the first round  Both shots are after the wolf has moved

    The wolf who is 15m away from John and/or Bob can only move into melee "Engaged" position with John or Bob and NOT attack in the first round

    Strike Ranks

    John with a Light Pistol is able to shoot 3 times in the first round.  Once before the wolf could reach him 

    Bob with a Heavy Pistol is able to shoot 3 times in the first round   Once before the wolf could reach him

    The wolf who is 15m away from John and/or Bob can only move into melee "Engaged" Position with John, or Bob and NOT attack in the first round

     

    The biggest thing I am having trouble understanding is that the wolf can only move 15m and not attack is that correct?  I understand why with strike ranks but not with DEX Ranks.  

    Is there a way to Charge move more then 5m and attack?  With either system?

     

    Thanksn  gave 

    I don't think you where given any examples where the wolf  could not attack. in my first respose i gave you to the two guys shooting I stated that you could not attack after moving more than 5m's.  But after taking another looki I stated that was not the case . In fact the only thing the seems to be actions are attacks and full 30m movement and use of powers/spells. Aiming isn't and preparing weapons are not.

    30 METERS OF MOVEMENT NO ATTACK DODGE AND PARRY ONLY

    16-29 METERS OF MOVEMENT ATTACK ON 1/4 DEX

    6-15 METERS OF MOVEMENT ATTACK ON 1/2 DEX

    Regarding strike ranks the next shot is dex sr strike ranks later if the weapon does not need to be reloaded. The next shot for bows would be on dsr + 3. I don.t think you will ever get strike ranks to work as you are missing the rules for things like attacking while moving and the strike rank movement rates for non-humans.  I think the movement rate for wolves is 7.

     

     

     

     

     

  2. I have a pull request in for a BRP character sheet now. There is a Stormbringer character sheet up there already, but for some reason it is located under the B's. It should be useable as  a Runequest 3 sheet as there is an option for hit locations.

    • Like 2
  3. You are way over complicating this, are you intent in actually running a game or is this some sort of math. challenge? Apply the rules in a real combat and if you feel you got something wrong review the rules and change things next session.  Sitting around trying to figure out every possible circumstance and option is a sure route to madness. 
    Now this assumes they are using double action revolvers or semi automatics. 
    Strike Rank 2  Wolf at 15m's wolf moves 3m's (You start moving on your Dex SR) Wolf is at 12m's
    Strike Rank 3  Wolf if is at 12m's (In Dex order) Wolf moves 3m's ( wolf at 9m's), 
        Bob shoots , John Shoots
          if a hit is scored the wolf can dodge it can only dodge missiles (especially firearms) once per turn see Dodge pg 191
          If the wolf is hit but not killed you need to determine if it spends the rest of the round recover, given a strike rank     penalty or ignores it
    Strike Rank 4 Wolf at 9m's Wolf moves 3m's Wolf now at  6m's
    Strike Rank 5 wolf at 6m's 5 Wolf moves 3m's Wolf  at 3m's
    Strike Rank6  Wolf at Wolf moves 3m's    Wolf at 0m 
         now at this point you could allow the wolf to do some sort of knockback attack. It cannot do any other     attack as it     moved for  5 strike ranks added to Melee SR 8 that is 13 way past 10 and nothing carries over to the next mele round,
        Bob shoots, John shoots both at point blank.
    Strike  Rank 7 Nothing
    Strike  Rank 8 Nothing
    Strike  Rank 9      Bob Shoots, John Shoots both at point blank.  But they are now engaged in melee missiles are now difficult to use and they  would be at their normal 75% (see Firing into Combat pg 224).If the wolf did not dodge before it can make one dodge now.

     

    Have you tried contacting the author of Ace's High? his email address is in the book and he is on this forum MrJealousy

     

  4. 5 hours ago, saintricardo said:

    Thank a lot for the help.  I think I understand how Combat works now.  It seems with the DEX based combat characters will be able to attack with a ranged weapon less often then with Strike Rank method.  

     

    With Strike Rank method characters who dodge/parry still suffer the -30% penalty for the 2nd dodge/parry and -60% penalty for the 3rd, etc.  Making it easier to get hit with Strike Rank then it is with the DEX based combat.

     

    Not sure where you got that from, dodge and parry arenot effected by the strike rank system.

  5. Another version of DEX ranks based on The QuickStart rules and pg 227 in the last paragraph of Missile Fire While Moving of "As noted in Chapter Six: Combat, a
    character can move for half of a combat round, and then throw, fire, or shoot a bow in the other half, at the appropriate DEX rank."

    On

    Dex 15 Bob Moves

    DEX 10 John shoots

    DEX 8 John shoots if he moved 6 - 15 Meters

    DEX 5 John shoots again

    DEX 4  John shoots if he moved 16 - 29 Meters

     

    Another versions of the strike rank method

    Based on DSR of 3 and moving and shooting at the same time, I would slow him down to 2 m per SR and apply a modifier to hit..

    Move on each strike from 3 -10  The first strike rank he can start firing is 3 then on 6 and 9. But I think 1/SR is way to generous for single action revolvers.

     

     

     

     

  6. Using DEX Ranks

    >Example.  John has DEX 10 and Light Pistols 75%  Bob has Dex 15 Heavy pistol 75%.  

    >At the start of combat John announces he will shoot at bob.  

    >Bob announces he will run towards John then Shoot.  

    He can't run and then shoot unless you move 5m's or less.pg 190 you get 1 action per turn.  If that is the case on DEX 15 he moves up to 5m's then fires at 75% or 150% if he is withing point blank range. That is end of his turn.

    DEx 10 John fires his first shot.  As for his chance to hit pg 177 2nd Column under the circumstantial modifier "Remember to apply circumstantial modifiers after
    any action difficulty multipliers have been applied, not before. Circumstantial modifiers should not be divided or doubled, and should be applied to the final skill rating or characteristic roll"  If he only  moved 5m's I would not apply a -50%.  So if Bob is at pointblank range then John is rolling against 150%. otherwise 75%.

    He shoots again at DEX rank 5 with the same chance as before.  That is the end of the combat round as he has does not have enough DEX left to fire a third shot.

     

    With strikes ranks the first attack with a 1/sr firearm takes place on DEX SR (in the case of these two 3) then again at DSR strikes ranks later, and keep going until you run out of strike ranks.  Movement really screws this up as strike ranks  where not designed for firearms look at page 201. Under movement there you add 1SR for every 3m meters of movement but you do not start moving until your DSR.  So if John Moves 9 meters he either takes his first shot at 6 or 9 depending on how you read it.  Under Combining Actions you may allow him to shoot  at  the same time as moving up to 21 meters  with caps on skill and/or modifiers. 

     

     

  7. Runequest 3 worked just fine for Glorantha  If all the Glorantha specific rules from Gods and Glorantha and Genertela players book had been collected in one place then the lack of Glorantha in the core books could not be used as lame excuse for beating up on the rules today.  The RQ3 Glornatha material pushed Runequest passed the cults as character classes to a more culture based game system, it is a great pity it was never finished.

    • If you like nostalgia more than reality you will probably prefer RQ2
    • If you prefer weapons that fall apart every melee you will probably prefer RQ2
    • If you prefer D&D style adventuring  you will probably prefer RQ2
    • If you prefer a really weak previous experience system you will probably prefer RQ2
    • If you prefer a game system where you could play it with a D20 instead of a d100 you will probably prefer RQ2

     

    • Like 4
  8. 1. page 190

    2. Target moved > 1/2 MOV or greater (16-29 for humans), I guess.

    3. Page 198 but that is generally for melee skills 100%+ not 75%. This for attacks when not using strike ranks which is covered on page 201. For guns see page Attack page 190. A light pistol fires on DEX,DEX -5 and DEX -10. Medium Pistol on DEX and DEX -5. Heavy Pistol on DEX. Skill does not come into it. For rates of fire look under the Attk columns on page 397.

    4. pg 201 For each 3m of movement before a character becomes engaged add +1 to strike rank with no movement after engagement. To move again in subsequent turns  you would have to disengage (no attack and take no hits during the turn of disengagement.). In Runequest 3, where this comes from, you could attack on the move by moving at 2m / sr and attack at any time after DEX strike rank + Weapon Strike rank (ignore SIZ Strike rank).

    5. For special and critical Page 175  top left specifically stated as normal rounding  (>= .5 up, < 0.5 round down). Page 173 for fumble but rounding is not specified there for some reason)

     

  9. I am working on a character sheet for BRP on Roll20 and I was wondering what people thought about the number blocks for hit points, magic points SAN points etc.  These look good on a character sheet and are great for the mathematically challenged, but they take up a lot of space and scrolling around a character sheet is a pain.  Should I replace them with fields instead?

    • Like 2
  10. 1 hour ago, Jeff said:

    No, I am using Communication (it is in RQ2) and adding Magic as well.

    The main difference is how it is calculated. RQ3's system of point by point granularity for Primary, Secondary, and Negative skills adds a LOT of time, is real finicky (especially since POW goes up and down a lot) and gets you very little for that 2 to 3 points of added granularity. RQ2 just has you add +10%/5%/0/-5% for a characteristic within a range. It is much quicker and gets you to the same place.

    Is learning by experience back to 5% again as well?

  11. On 6/19/2016 at 9:21 AM, TrippyHippy said:

    Point of note, but in RQ2 there isn't a general Resistance table - it only applies to POW vs POW for magical confrontation. 

    It was also used for grapple, knock down knock back and poison so that would make it pretty much a  general resistance table.

     

     

  12. I've been in the process of revising the damages in Aces High and now my Musket damages are much more aligned with the Cthulhu levels. It represents an increase in my knowledge concerning how firearms work. Originally (I think) I may have assigned damages based purely on calibre, I know better now...

     

    You may find this interesting http://www.halfblogre.com/tag/firearms/a discussion about firearms (mainly black powder weapons),  for D&D 4e, but it list muzzle energies so you can compare it with other weapons.

  13. First off, thanks to everyone for the kind words about Blood Tide. I will try to answer rules questions as best I can, but bear in mind that I wrote this book a few years ago. Muskets should inflict 1d10+4 as their damage. Although I love odd shaped dice, I have never seen a d60 (but would buy one if one came on the market). I am always tempted to write games that require some of the odd dice form my collection, but who has a d7 or d24

     

    I have just started going through Blood Tides and it looks excellent. The musket damage jumped out because I have been tinkering with something about Barbary Corsairs in the early 17th Century.  There has been some variations in Musket damage, from the standard Cthulhu 1D10 + 4, in the Quick Start rules Richelieu scenario which has them as 3D6 + 2 and Aces High has them as 3D8.

    • Like 1
  14. Is the 1D60+4 Damage, on the weapons table,  for the matchlock and flintlock correct? I thought it was a typo and it should probably be 1D10+4, but then I noticed that it was the same in the NPC descriptions.

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