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Warframe44

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Everything posted by Warframe44

  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
  15. Combat in Different Genres on p. 198 has a crunchier, deadly way to split attacks. I encourage you to check it out.
  16. Nice! Slots is what I'm leaning toward too, with the idea that one slot is approximately 1 kg. Dimensional weight might be quite different and increase from there. Your backpack idea is a good one... max 35 slots/kg for example... really good backpacks, like the ones hardcore hikers wear, or even tac harnesses SWAT or armed forces guys might wear, could arguably give you free slots, or reduced malus (nice 👍) to your actions Edit: Please feel free to share that list
  17. This doesn't really answer your question, but have you seen Skoll's Encounter Generator? http://skoll.xyz/mythras_eg/ It will generate a ton of NPCs and at that point you could use whatever part of them you'd like.
  18. So here’s what I’ve been working out as a way to standardize STR vs SIZ, and carrying capacity. This is part of a project and I needed something definitive, that also used certain core BRP benchmarks I’ve made several assumptions and derived everything from those first, everything is based on metric values ive defaulted to a single number weight value provided in the BGB and Basic GM to make the increments easier to calculate 1 SIZ is =2^(SIZ/8)*25 in kg. (Edit: TY Atgxtg!) weight therefore increases 8 times every 24 SIZ, therefore “Height” doubles at the same pace (the cube square law) a 2m tall character has SIZ 17 per the BGB, and weighs 109kg I defer to the BGB on values under 25 and use formulae to plot the rest standardize character weight and object weight tables into one table, derived from Basic GM Following those assumptions, a SIZ 41 object is 4m “tall” and weighs 872kg Further, a SIZ 89 character is 16m tall and weighs 55800kg. Intermediate values are all calculated across the table. Extended values beyond 88 are taken from Basic GM I’ll upload the SS separately (Edit - Uploaded, below) I’ve run the values all the way to 200. I initially tried to build a consistent table using Giants as a template... 192 SIZ and 16m tall max. Looking at the weight tables, this makes no sense and I felt like chewing my hands off after dorking with it for too long. Assuming we’ve established a hard value for weight and mass (?) and extrapolated height in a logical consistent manner, we can look at carrying stuff using the STR - 10 = 100% lifting rule on the resistance table, I propose using this as a base weight to which the character can be burdened without suffering effect (nothing new here) so, a STR 20 character would have a base Carrying Capacity of 59 kg, or SIZ 10 we can apply tiers now. Using the same framework I propose the following benchmarks. Values are derived from the above 20 str vs 10 siz str-5 in SIZ at 75%, 92kg str = SIZ at 50%, 141kg str +5 in SIZ at 25%, 218 kg str + 10 in SIZ at 0% 336 kg what we do next with those numbers, integrate them back into the game, I’m not sure how although I have ideas. Fatigue and ENC come into play, as does *effect*...when you extend yourself, what does a failed roll on the Resistance Table mean in game terms? Logically, the amount of failure needs to be assessed and incorporated into the final result I’m incorporating a Brawn skill that will affect some of these parameters in some fashion. Details are tbd but here's what I'm thinking as a start... Note that these numbers are pounds, which I use occasionally bcz I'm old. Feats of Strength USE RESISTANCE TABLE STR 20 vs SIZ 10 (130lb) object 30 vs 20 60 vs 50 Action Steps Fatigue Other Effects STR – 10 in SIZ = 100% 130 311 4195 Carry and Move 0 STR – 5 in SIZ = 75% 203 481 6468 Carry and Walk X 1 STR = SIZ = 50% 311 741 9976 Lift and Walk Slowly X 2 STR + 5 in SIZ = 25% 481 1144 15386 Heave X 3 STR + 10 in SIZ = 0% 741 1764 23728 Hold X 4 Critical Success Up Two Steps Special Success Up one step Success Completes Action Failure Fails Action Special Failure Fails Action 2 x Fatigue Critical Failure Fails Action 4 x Fatigue Injury Characters may add Brawn / 10 to their effective STR when using the Resistance Table In an actual gaming sense, i don't see this as slowing down play. It doesn't address a fatigue system, or even an encumbrance system. It's just a lifting ruleset. That's next, after all this gets sorted. SIZ Weight Height ENC.ods
  19. I believe they do. Half a kilo over a long march makes all the difference
  20. Blew me away when I found Greathall, thank you to all involved. BTW Greathall is also linked from the r/PendragonRPG subreddit so maybe you'll get traffic from there also.
  21. Thanks guys. The likes are appreciated. I'd love to see you there too. Post your art, characters, ideas, get involved in all the cool stuff.
  22. Hi guys, Pendragon on Reddit is a thing again and is actually pretty cool. As another tool to support the game its worth checking out, and for your Sixth Ed Pendragon fix, I'd like to recommend it. Here's the link: https://www.reddit.com/r/PendragonRPG/
  23. Peorthyr, I used VLOOKUP tables. This was originally posted to /r/BRP, but I've attached a copy. Feel free to pillage whatever works, if any of it does for you. It's not pretty but it more or less came about by accident BRP Character Generator ROUGH.ods
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