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Warframe44

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  • r/BRP, r/PendragonRPG, r/HEROSystem

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  • RPG Biography
    1e Boot Hill through BRP, Hero, PBTA , Fate, and more

    Play tester on Second Edition Chivalry and Sorcery
  • Current games
    BRP, Pendragon, Legend, Mythras, Hero System
  • Location
    Canada
  • Blurb
    Old school gamer, new school attitude

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  1. I agree with everything you said TRose, but I feel there are ways to make the system more stable and adaptable to high power heroes First, standardize the SIZ system, which allows for stupendous feats of STR and gigantitued (yes I know, not a word). Get rid of the ambiguity. Then allow characteristics to go as high as they need to go. Change MOV to be a function of DEX. Create discrete powers that can be customized and improved based on player preference, similar to Hero System. Power effects gain Special Successes in the same vein as "vanilla" Special Successes for melee and ranged combat. Point buy on powers,, etc, etc. True, it's not "pure" Gold Book BRP but it's very close, just flavoured for the genre. I haven't played it but it would be fun to try it out.
  2. That may well be. However entertainment is chock full of rewarding content that doesn't cater to expectations. It's challenging no doubt, but as GMs and designers we are also story tellers. Success or failure should depend on the quality of the story we tell, our ability to subvert and redirect expectations. Done properly it can be incredibly rewarding. We should feel empowered to take chances, and not be limited by orthodoxy.
  3. I don't need slack. Strange, in my opinion, to rely on orthodoxy in a realm of pure imagination. And that's what RD is proposing, Imaginative play & world building. If you don't like a thread, simply move on.
  4. I don't see this as a barrier. I think players familiar with RQ could invest in the idea that Chaos (I'm unfamiliar with RQ cosmology) and a Great Old One are one and the same, could have a real epiphany. There's a ton of room for discovery, role playing, and adventure in discovering that one fact alone. Having RQ characters adapt to other worlds would be really neat to GM.
  5. Rifts does it well... 😬 I've always thought Rifts is the National Enquirer version of BRP
  6. Because they're all BRP based, the settings and modules could be used as-is, with small conversions at the table. What occurs to me is having a CoC Great Old One level event snap the barriers between the multiverse, and the Heroes (gathered from multiple planes of existence) are tasked with saving... well, everything
  7. My father and I thoroughly enjoyed the comics, many moons ago. If he could see all of this, know that those comics and that RPG he brought home for me have had this kind of lasting effect, I think he'd be quite happy.
  8. M&M's DnD roots drive me crazy. I'm really not fond of that game, although M&M has some great parts to it (the wonky damage system notwithstanding). You're on the money regarding Hero. It's much easier if you get hero Designer, which does the math for you. You just need to watch the point totals. HD is spendy though, considering it's age and clunkiness. You could be close to $100 US for the main books plus the software. and maybe the Powers book. Makes for a large buy in. Where BRP nails it is the community. Us. The BRP community is very accepting of homebrews and variants on the system. I love that. I moderate the BRP reddit and see it all the time. People support Mythras, BRP, RQ, Pendragon, COC and other great games that aren't BRP "Vanilla" (BRP is anything but!). Using BRP as the base for my own work has been tremendously freeing as a result. Why? Because we're cool with doing things a little differently. With coming up with fresh new ways to do something. There's a lot of value with BRP
  9. Like Kloster I switched from Superworld to Champions in the 80's. Part of the attraction with HERO was how cleanly it scaled upward. It felt more like a comic book adventure. BRP remains my go-to for pretty much everything else. BRP is gritty, realistic, and easier to write for.
  10. You ever read someone's post and go "dang, I wish I said that"? That's me with this one. 👍
  11. 1. There is a very real speed limit in space. Light. Very fast, granted but that's it. No more. Complicating accelerating to light speed is that time slows the faster you go. When you reach c, time, for you, stops. Small point - i agree entirely with benchmarking acceleration, but depending on the ships relative velocities, the faster ship may simply not react quickly enough. 2. I'm not sure what you mean by this. Weapon facing will always be an issue, so vehicles still need to turn. Vehicles can't instantly change course. 4. weapons will only be effective if they hit. Any weapon, even light, takes time to travel to a target. It's conceivable that, in space, a laser could take seconds or even minutes to reach a target. If the target is stationary, great, but if it's not it's a whole different matter. This issue becomes more egregious when using lower (relatively) velocity weapons like rail guns, missiles, etc So I think real numbers are still needed. At a different scale, granted, but weird to imagine? Is 1 million km harder to imagine in a space battle than 1000 km? I say use real distances but also factor in the time in takes for the weapon's payload to be delivered to the target Nice post. Got me thinking about things I'll be using in my own game 😁
  12. I can't say you're wrong but not all environments have ducks, hobbits and faeries right? But you're absolutely right... the system can't crush smaller characters, the same way it shouldn't nerf more powerful ones. I should take a look at that, make it part of figuring out what can happen at values less than 11. This is all an experiment really. I'm not married to any of it. Just seeing where it goes
  13. Hi Weasel. I'm familiar with it. Don't like it. Here's why. Using a STR 20 SIZ25 creature, we have something that's about 2.4 metres by 218 kg, or about 8 ft, 480 pounds Using RAW, this creature can carry 30 kg without penalty, vs a body weight of 218 kg, or about about 14%. At the other end of the spectrum, using RAW start with a STR 10 and SIZ 10 creature. This creature can carry at 0 penalty around 15 kg, which is 25% of their body weight, vs 14% for the stronger creature i used in the first example. Admittedly this system favours stronger characters. At the end of RAW though, it still doesn't tell me how much I can expect a character to move. Calculating then using that number as a basis for an ENC system seems logical. Truthfully though, I have no idea what happens with this idea at values below 11 in a STR-10 rule though/ Im not even sure it can be made to work.
  14. I don't want them to be tracking pencils and empty flasks. I don't care. That's no fun! Adding spreadsheets to the mix though, that changes everything. There's the list of items a PC feels is too important to give up. I, as a GM, now have a system to penalize their packrat behavior, If it's not too heavy, it may be too bulky to carry 200 k on foot (an ENC system must allow for weight and bulk). It holds players and characters to a higher standard of realistic action because what you have on your person does matter. This tells me when the PCs are holding too much dross to carry weapons, armor, tools of their trade, important stuff. I'm not sure how using a system that holds them to account encourages hoarding. That and BRP it the most slippery d*mn system when it comes to figuring out a basic question like how much can I carry? lol For my part I think it's more elegant to derive that value using the Resistance Table, as that's one of the reasons it's there. It's an interesting mechanic that should be used where possible
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