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axe-elf

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Everything posted by axe-elf

  1. BRP Ghostbusting Proton pack Weapon: Proton Pack; Skill: Proton Pack; Base: 05%; Dmg: 3d12; Attk: 1; Special: Impale; Rng: 20; Hands: 2H; HP: 20; Parry: No; STR/DEX: 9/7; Mal: 97-00; Value: Exspensive; SIZ/Enc: 8 Emit wiggely proton beam that affect ghosts. Has two settings, Attack and Containment. It takes 5 DEX ranks to switch. Attack with successful hit will remove d5 power points from ghost. Miss will damage surroundings. Ghost at 0 power points may be contained by containment beams, and by two or more of these beams guided to a ghost trap on a successfull cooperarive STR roll opposed to ghost POW. If failure, ghost escapes. Ghost trap A small box which stores and transports one subdued ghost.The lid is opened by pressing a foot-pedal attached to the box by a twelve-foot length of tubing. As it opens, the ghost trap produces a luminous white cone of psychokinetic force which channels the target ghost into the trap. May sometimes need DEX roll to open correctly. After capture, transfer ghost to power grid. PKE Meter Detects location of ghost on successfull PKE meter skill roll (mental). Ecto-Visor May detect ghosts that have gone invisible. Note about ghosts being ghostbusted Ghosts act at INT or POW rank (whichever is higher) in combat round. Ghosts can dodge at POWx4. They can attack using powers or ghostly combat. Successful hit with proton beam interrupts ghostly combat.
  2. This has surely been discussed before, but anyway. p. 203 In settings where shields are also used, a successful shield parry may not be enough to stop a blow, and damage from the attack can potentially pass through the armor value of the shield and to the character. In these cases, armor values for both shield and armor are subtracted before the character takes damage. Contradicting rule on p.191 (in my printed version) stating that parries with weapon or shield deflects all damage. Embarrassing..................
  3. Yes, that is probably better, since EASY parry for shields very fast makes it to 100%, making battles with shields very lengthy. I´d give all shields +15% to parry. That will give buclers a base chance of 20% and most other shields 30% to parry. Detailed enough for me. The rules for Cover can eventually be used with hoplite shields, not allowing parry when it is used as cover.
  4. Yes *sigh* I have to fix the system (as always, has there ever been a perfect rpg-system? ) I think that houserule fix the problem quite easily, without having to use the clunky hit location rules. Regarding the sword/axe issue I´ll give the swords possibility to do impale as well as bleed damage, but also raise their value one step. They might have a -10% to hit when used for impale, since impale seems to be the better special success. I have to think through this, but i guess this is what I´ll go for. Thanks for your advice!
  5. The main equipment of a norse warrior was a shield, a spear, and an axe or a sword, if they could afford it. Also chaimail was only for the wealthy. I find it unrealistic if a warrior would go into battle with a weaker, more expensive weapon, just because of the prestige.
  6. I don´t agree that shields are designed only for missile defence. If you try some live roleplaying, you will know why. Having a shield usually makes you superior to anyone at same skill level as yourself with the same weapon. Also if you read the viking sagas of Snorre (real sagas), lots of combat is described. Shields are used to block incoming blows, as well as arrows. They usually had more shields, as they got broken during combat. As you may understand, I´m planning a viking/norse campaign
  7. Yep, that makes shields usable for more than arrow cover. I´m considering using that system. I overlooked this possibility.
  8. Thanks for the answer, but actually I cannot find the rule you are referring to in the strike rank system. Still, in close combat a dagger would be a better choice than a shield, as it has greater chance of parrying, and can deal more damage if you use it for an attack. Think of it, greater chance of parrying with a small dagger than a big round shield... that is what i would call a flaw in the system.
  9. Just that there is no reason to have a shield, when you can parry just as well with a hand weapon. For example a short sword and a kite shield both have a base chance of 15 to parry. For a character, there is no reason to spend time and energy (skill points) to learn parrying with a shield, when the shortsword does the job.
  10. I´ve just read through the combat system of the BRP 4th edition, and I have to say I am a bit disappointed. This is mainly because I think the simulation of real combat is quite good, but on certain, very unnecessary points brakes the illusion badly. I hope I in some way have misunderstood the rules, and can be proven wrong by someone here First: Is there any reason to have a shield? OK, it might be good against missile fire, but that is not the main reason you would carry a shield into real battle. The shield was used to parry incoming blows, and in the BRP system there is no reason to use a shield when you can parry just as well with a normal hand weapon like a sword or an axe.... (Most shields and hand weapons have the same base chance of parrying) Second: Have the game designers considered the relative efficiencies of weapons? In the BRP system a battle axe is surly better than a longsword giving damage of d8+2+db (compared to d8+db for langsword), and has no other real drawbacks. Historically the longsword was the more expensive weapon, usually worn by the higher classes. Would they really settle with the weaker weapon? Third: Why is only one possible type of special success on weapons? A halberd or sword can certainly impale, not only make bleed damage? All these "mistakes" can be fixed by some house rule patching, but it annoys me that the system was not more thought through by the designers. Or am I wrong? Please prove me wrong...
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