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axe-elf

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  1. Sorry for intervening, but I find the discussion interesting But still, the higher skill score always have a higher chance to win an opposed skill test, if I understand you right? Actually, I think this comes down to taste: How much should a high skill help you in a contest.
  2. Personally I use the resistance table for all opposed rolls. I think success levels for opposed rolls are cumbersome. The resistance table method gives the lower skill quite a big chance, but for our group that is OK. Still, the simplest way to solve opposed rolls would be that each part rolls d100 and add their skill, highest sum wins. I wonder why this method was not mentioned in the golden book.
  3. Sorry, I got a bit nerdy about this, trying to understand the math. I have an example here I think illustrates how fair the roll-low-wins rule is to the higher skill holder. For simplicity I use only two success levels: success and failure. Higher skill win when same number is rolled within a success level. A has skill of 75 B has skill of 25 Chance for A to win by own success and opponent failure is 0,75*(1-0,25) = 0,5625 Chance for B to win by own success and opponent failure is 0,25*(1-0,75) = 0,0625 Other rolls possible are success success: 0,75*0,25 = 0,1875 And fail fail: (1-0,75)*(1-0,25) = 0,1875 These are all rolls possible (0,5625+0,0625+0,1875+0,1875=1) So, how many of these fail-fail or success-success situations will A win? Not so many: If both roll success, A will win only on 25 to 01, if B rolls higher. That is 25 numbers of 75 numbers possible rolled, and only half of which will be lower than B´s roll: 25/75*0,5=0,1666... Similarly, if both roll failure, B succeed on 75 to 26 (50 numbers) and half of the time when rolling 99-76 (24 numbers). Person A then succeed at a rate of: 1-(50/75 + 24/75*0,5)=0,16 Of all rolls, A will then win: 0,5625+(0,1875*0,167)+(0,1875*0,16)=0,6237..= appr. 62% Person A will then have a 62% chance of beating anyone with skill 25, when using lowest-roll-wins. I´m not sure about this math, but it seems right. The question is then if a 62% chance of beating anyone at skill 50 points lower is fair... I think this can go on forever
  4. Why not just use that lowest roll wins within a success level? So that critical, beats special success, and special success beats success, and so on. But if for example both have success, the lowest roll win. The highest skill still have an edge because of greater chance of success, special success and critical.
  5. Ok. ... I wonder, what do you do in case of a tie between skills at same level (ie. 70 vs.70)? Reroll?
  6. I like it. No calculations, just result. I would add though, that a special success beats success, and critical beats special success, in a tie.
  7. Yes. This is how the optional rule is described in BRP. I think the table gives the lower skill an OK chance. Im not sure about the calculation behind the 42/58 (I would say: 50% x (100%-70%)= 15% => 15/85), but it does not differ so much from 30/70. (Edit: Lower not lover )
  8. Why not just use the resistance table? Much faster with one roll. Special, critical and fumble can be calculated from the %-roll of the table also.
  9. So, you were supposed to roleplay student and assistant shaman all the way also, even for starter characters? I think I´ll stick to the BRP version, where shaman is a starter profession. The challenge is to balance so the character is neither boringly weak, nor numbingly powerful. My campaign is at normal power level, and 9 points of spell is maybe a bit too much for a starter charater. I´m not using sorcery (wizardry it is called in MB), but thanks.
  10. Mythic Iceland is of good quality. I have not read all of it, but it seems like solid work. A very good sourcebook indeed. I like those CoC Dark Ages spells in there also, even though not entirely compatible with BRP. Good that Chaosium have changed strategy regarding reprints.
  11. The main issues are non-BRP skills and character generation. Referance to non-BRP skills can usually be ignored. For summon/enchant/ceremony skills, I thought of using Perform (rituals) only. All references to non-existent tables can also be ignored I guess. The same goes for “magic bonus”. BRP rules for spells in combat round should be used, as those in MB are totally corrupted. Regarding character generation, I have looked into RQ3, and understand that magical training is supposed to start at the age of 15. For shamans in BRP this would mean around 9 levels of spirit magic spells, and +2 POW, for a starting character. I understand you were converting RQ3 on the fly Nick, but not actually using Magic Book? Am I the only one that has actually tried to use MB in play? Guess that says something about the book.
  12. Yes, I bought this mess. Happy with it? No. Anyway, I would like to use spirit magic in my campaign. As you probably already know, this book contains magic systems from RQ3 that has not been truly converted to BRP. All references to undefined RQ3-terms, makes this book unusable for BRP without some work. I wonder if anyone has used this book for BRP, and how they have dealt with BRP conversion.
  13. Ok, we played BRP today, and had a blast! Among other things, Tor-Erling the hirdmann and Eirik the seidmann (the players) were sent to kill Fjonir the rapist at his farm. There they met him and his brother, trying to ambush them. Tor-Erling won the initiative and cut down Fjonir on the first blow, so he did not even get to try his two hand battle axe. His brother was a bit more resilient, fighting with shield and sax, but was also killed in three rounds by Tor-Erling´s sword in his gut. I love battles that are fast and bloody The shield rules I use are basically, no cumulative -30% on shield parry. This is a good quick fix on the shield problem I use the shield rules described in Mythic Iceland, where shield parry does that you cannot use shield AP in same round, and the DAR rules for swords, I described earlier. For anyone interested, I put my house rules here: Shields and off-hand weapons, dodges and parries Several defensive actions (parries and dodges) can be done in a round, but they are affected by a cumulative -30% chance on defensive actions beyond the first. Shields parry at full skill rating, and are not affected by cumulative -30%; use shield rules described in Mythic Iceland p. 194 . Shield and off-hand attacks are difficult, except for bucklers and parrying daggers. Parry has average difficulty. Double action rating Most weapons give the ability to divide skill rating in two (or more) attacks when skill rating is at least 100% (BRP p.198). These weapons are therefore are said to have Double Action Rating (DAR) of 100. Some weapons are faster, such as swords (except great swords) and have DAR of 70. More attacks in fractions of at least 35% can therefore be done with swords. Rapiers are even faster and have DAR of 50. In a round using DAR multiple attacks, you cannot parry with off-hand weapons or shield.
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