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About Al.

  • Rank
    Senior Member


  • RPG Biography
    Since 1987 Dragon Warriors then d100 games then lots of Indie
  • Current games
    Running PenDragon, Playing D&D 5e
  • Location
    In the space between my ears
  • Blurb
    Nervous of social media

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  1. The Demon ability rules from Elric! make a great basis for a generic powers system (not a huge surprise, they are an evolution of the Demon powers and CV system from SB4 which were themselves an evolution and improvement of the superpowers from Superworld) The roll table in particular does a brilliant job of correlating effect with cost (although being an inveterate rule fiddler I went for using dice of a more similar size 1d8+1d6 not 1d10+1d4 and so on, I'd struggle to say that such a change is needed as such though). I personally find it necessary to cap the effect of any power (no
  2. g33k beat me to it! It would be easier for ME (and I suspect a few others) if Chaosium just published its OGL under exactly the same terms that WOTC did. But I don't own the IP. So what is easiest for me ain't the point. The Chaosium chaps have obviously seen some downsides with that model (and it's not hard to think of a few, Pathfinder for one) and have decided to go another route. Now either my desires are an edge case which Chaosium will need to rule on (with due consideration of will this set a precedent which they don't want to be bothered with in the future)
  3. Hi Lloyd I can't argue with any word that you've typed there. At some point (and I'm under no illusions that this isn't going to be soon, I'd be very surprised if any of the senior Chaosium bods haven't got a number of things both more urgent and more important than responding to this query) I'd like to get an official response. Which I imagine which will be one of: A) Yup, the strength of the system means that these won't break anything Bee) We're happy with some of those, but all of them together moves too far from the agreed core, pick <a number> but leave the rest
  4. Once upon a time, long long ago Chaosium announced an OGL BRP licence. Since this coincided with (what I thought) would be a long time in doors with a keyboard and time to kill I deluded myself that I would take advantage and write 'my' version of BRP. Unlike the author of Toxandia I never actually did that. In my defence that long time with nowt to do didn't actually happen. But mainly it was due to prevarication on my part. However: also related was not knowing just how much I could tweak BRP and still be in compliance with the OGL. Decades of my house rules may very well be of no
  5. I rather like that. It avoids the huge, escalating damage of XD&D spells. Which is a good thing by and of itself in my view, and doubly necessary in BRP game because we don't have huge, escalating Hit Point totals as well. The dice-rolling rolePLAYER in me would like there to be some randomness in there. But I'm not absolutely convinced that such a change would be worth the increase in complexity.
  6. It was at least more civilised than the previous.
  7. I fully agree with that statement. Much like the 'there's no point voting for Party X here, they'll never get in' received wisdom. It becomes self-fulfilling, if everyone in your [voting area] who supports Party X acts that way, how many votes were not cast for them? Vote early (as you can legally), vote for who you genuinely think is the best (or the least worst). Don't allow what 'everybody knows' disenfranchise you. Absolutely; be excellent to each other dudes, and party on.
  8. Not quite. The original Maelstrom was written by an English school boy. Whether he was influenced by RuneQuest or other d100 I could not say for sure. The mechanics are however (in the main) a really elegant use of d100 and are really stripped down. The original setting was Elizabethan (I not II) which made it stand out, the herbalism section is comprehensive and the Magick (using the Maelstrom of the title) has the genesis of a brilliant idea (Magickers affect/effect reality and how hard it is to cast a spell depends on how likely the event is; thief running away from you over
  9. I absolutely agree with your analysis and applaud them for it. What I was also suggesting, and perhaps not being plain enough about it, is that I think this definition neatly sidesteps the concerns that Stormbringer characters with bound demon servants are somehow non-Gloranthan. They're just wrong 'uns who have bound the wrong spirits to help them (coz they're dirty, godless, untrustworthy foreigners, not-of-this-cult).
  10. I found SB3 Demon Magic too powerful in the YK and capped all Demon Abilities to 'no more than twice the mundane value' as well as making Deom Weapon bonus damage calculated from said Demon's Siz and Str on the damage bonus chart. I think that those two tweaks would fairly painlessly deal with (many of) the game balance issues. The RQ3 bestiary entry for Demons makes interesting reading, paraphrasing slightly: 'if I read it, it's erotica, if they read it, it's porn' correlates very strongly to 'if my Shaman or Priest uses it, it's a Spirit, if their (Godless abomination of a) Sorcerer,
  11. I think you credit us (we?) teachers with having more power over the curriculum than we actually have.
  12. Since the sweet spot for BRP games is generally* reckoned to be 50-75% why not: 70 65 65 60 60 60 55 55 55 55 50 50 50 50 50 * with the ever-present provisos that all generalisations are rubbish and there's no such thing as consensus on the interweb
  13. It works brilliantly. BoL does this for all damage (Conan stops for a quick swig of wine after the fight has ended and he's good to go) but that doesn't really fit with the way I want by BRP/RQ/d100 games to go. In a more pulpy campaign I'm sure that it would be excellent.
  14. How to make RQ scenarios less lethal? 1. Make it clear (show don't tell) how lethal RQ combat is. 2. By making the first couple of fights fist fights (or possibly allowing staves and cudgels) so that players get to experience how quickly characters can drop down when dice rolls go against them. 3. Shamelessly stolen (I think from Barbarians of Lemuria but I might be wrong) I rule that a character who is still conscious at the end of a fight immediately regains half of the damage inflicted by unarmed attacks (it turns out that the bruising, winding and pain weren't that bad) but
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