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About Al.

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  1. Please consider that stolen. More please.
  2. Tied to a combination of mode of attack and weapon type So jabbing for the sensitive spots with the end of a jo-stick allows finesse but sweeping it around like a long, thin club gets Brawn
  3. My Damage Bonus Find the average of Siz and Str (so in your system just take Str) Subtract ten That is the maximum rollable on the character's damage bonus die i.e. STR bonus 11 +1 12 +d2 13 +d3 14 +d4 15 +d5 16-17 +d6 18-19 +d8 20 +d10 28 +3d6 etc etc I too drop weapon damage for negative damage bonuses rather than apply a penalty (I did play with raising weapon damage for a positive bonus but then I lost the distinctions between Crush, Impale, etc Special Successes) Inspired by Chaot's Magic world character sheet, I have just recently added a Finesse damage bonus which is calculated the same but using Dex not Str (or average of Siz and Str) and is applied to weapon's where placement is more important than brawn (stabby daggers and swords basically)
  4. Cool (or 'kewl' as the young people say)
  5. The Bronze Grimoire had a spell called 'Candle Stripling' to see what great fate awaited the target There was a throwaway comment along the lines of 'x years there will be no result as the child will be dead' If you are able to run a long enough campaign (or have a light hand with flashbacks) the PCs might be the only people who Candle Stripling reveals Any kind of future for
  6. The doubled skills DO look untidy but voice of my experience here (and that may not reflect yours) it does make it blindingly obvious to players what is and what is not covered by the skill Other doubling ups as follows (all caveat author, there is a decision made by each pairing and I am more than open to the viewpoint that in your game X does not belong with Y because Z) Brawl/Wrestle Climb/Jump Dance/Dodge Hide/Sneak Juggle/Tumble Sail/Swim Bargain/Fast Talk Conceal/Disguise Inspire/Intimidate Musician/Sing Evaluate/Insight Known World/Navigate Million Spheres/Unknown East Natural World Physical World Physik/Potions Drive/Ride Pick Lock/Trap Scribe Balance/Listen Scent/Taste Search/Track
  7. What annoyed me about the MRQ add two stats to get your starting value is this: Right at the beginning of playtesting I asked how this was going to be addressed, which of the legacy systems from different BRP games would be used? Add two scores for a category? Base + modifier? Base with no modifier? Or worst of all worlds the incredibly faffy ElfQuest thing where you have to add two scores individually for every single skill? And AT THAT POINT Mongoose chose the ElfQuest version. Which (regardless of effectiveness or not as a mechanic) just highlighted my complete inability to influence RPG design!
  8. As with most things BRP related porting one rule to another sibling-system is dead easy I just made each Sorcery Spell* a 1-point spell (so the effects were a little toned down to +-10% skill, 1d3 Hit Points, +-3 characteristic points) and used a Luck roll * and several of the RQ Battle Magic and Spirit Magic spells If you use the Unknown East/Advanced Sorcery rules as the more academic magic alongside then it really makes a clear difference between Sorcery and muttered charms
  9. I've done this in several different ways; none for inherently better just different The design decision (I would suggest) is: do you want to get rid of the second roll for weapon damage or provide the opportunity for a higher total Depending on your answer that you can then create the model you want
  10. Ref: the size bonus/penalty OpenQuest has always been gloriously simple and used big bonuses or nothing I'd suggest a flat smaller SIZ gets +20, larger SIZ gets -20 (inspired by the rule for faster ships in the old Elric! sailing rules)
  11. Reducing the Skill List Elric already doubles up some skills (Scent/Taste in place of Scent and Taste, Devise/Repair in place of Devise and Repair) and the Chaosium-authored but WEG-published Star Wars did too (Climb/Jump and Hide/Sneak) I halved the skill list in a game by carrying on with this theme It does require some thought as some skills just don't have a double and others choosing the double emphasises a style of play (So I put Sail/Swim for example) The next decision is: so what? Do we do so just to trim the skill list (no bad thing) or also allow some specialism if a player desires it? I would choose +30 Sail/Swim by default but maybe my character is an old Sailor who really doesn't like splashing about in the water ('a bad sailor falls out of the Boat I prefer staying in it') so instead gets +45 Sail +15 Swim
  12. There's some sound thinking in this thread I favour (but rarely actually follow my own rule) re-purposing an existing BRP rule Maybe: A FreeWill score starting at Pow x5 (just like SAN) If a player doesn't like a die roll, no problem pay FreeWill to re-roll But it's spent permanently as Mistress fate has intervened and the character becomes a pawn (I'll admit I stole this bit from CoC SAN and Symbaroum Corruption)
  13. Making allegiance relevant I did Allegiance scores rolled alongside characteristics Balance x5 = Perception% Chaos x5 = Magic% Law x5 = Knowledge% BUT: that only worked with several other rules changes (which as above might lead SB5.5 too far from its roots)
  14. I think this is a brilliant idea My previous attempts at house ruling various versions of SB always fell down when I went too far from RAW and realised that I had lost a lot of what made it special For characteristics I like: 2d6+3 each Then add +6 each to two chosen/favoured scores For Elder races make the bonus much bigger but it is fixed by Species rather than being player's choice
  15. Warhammer seems appropriate to Lodril (Smith - Earth and Hammer and Fire - Lava and impaling) The broader question I think (unusually to me) is to leave almost as is: Bladesharp makes the edged weapon sharper, Speedart the impaling weapon pointier, reducing resistive forces and so I'd apply to Spears as well, Bludgeon adds mass or possibly velocity but certainly momentum to blunt weapons (so I'd include rocks) Maybe the Lodril Cult version of Bludgeon applies to Warhammers, but everyone else has to choose Bludgeon for the Blunt end or Speedart for the spike?