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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
  • Blurb
    Nervous of social media

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  1. In the (original) MagicWorld rules that inspired the BRP Magic rules, the cost was 1 point per d6 of damage. If you want flash! pow! high fantasy magic that economy might make more sense to you.
  2. Absolute agreement from me. I didn't realise when Gold Book BRP was being mooted, written and playtested; but what I actually wanted was a slightly update version of Worlds of Wonder. Gold Book BRP is a great work, and only in retrospect did I realise that the bits I didn't like were not because they were in any way bad or wrong themselves, it just wasn't the book that I wanted to buy!
  3. I go through phases of using one system for everything (too intellectually limited to hold several sets of rules in mind and too lazy to make notes and play aids or to re-read). I've used PenDragon for Dr Who, Star Wars, Samurai, Dark Ages, Golden Age of Piracy, Ringworld, Discworld, Fables (the comic books) and others I've forgotten. And played in Ancient Greek, Glorantha, Forgotten Realms and DC Comic book superheroes run by others. I think that the central rules are so strong that they cope with any setting (but see above). Of course my view of which bits are the central rules and yours may differ wildly.
  4. Maybe everyone else has decided that OQ is perfect as it stands?
  5. Al.


    There used to be a discussion on this very same topic on Greg Stafford's KAP forum. I've not visited it recently and my google-fu is apparently very weak as I cannot find it again now (possibly it's been taken down as mark of respect but I don't feel confident in making that assertion, you may have better luck than I at hunting it down) Suggestions: Knights begin with as any Armour Points as they have APP points (handsome, fashionable Knights have fashionable armour, scruffy wolfsheads have mismatched, sruffy wolfshead armour) if this is not possible due to the current era then they have have multiple suits totalling that many AP. APP is not rolled, it is the average (arithmetic mean) of all other characteristics other than SIZ. Inspired by the descriptions of Homer's heroes (not THAT Homer). At creation (or now if retroactively applying a house rule) choose one Social Skill which starts equal to APP
  6. Yes please Monday or Wednesday possibles for me Al
  7. Warning: confirmation bias ahead. All of those well-made points* all reaffirm to me that giving the greatsword and bastard sword 1d8+1 impaling damage is 'about right.' * genuinely not deliberate
  8. In RAW I don't think that Greatswords (or Bastard Swords) could impale at all. So maybe this rule nicely encompasses the blunt chopping tip of a Greatsword being sub optimal for skewering said dinosaur through the vitals?
  9. Al.

    Illuminate Me

    I think that the premise for riddles has changed over the game's history. When I first read them in RQ2 books they were very much of the anti-joke format ('What's the difference between a rabbit? One of its ears are both the same' style of thing) and were usually 'What's the difference between a <insert RQ skill name here>?' Somewhen along the line that has changed to be a format of there being a genuine answer and lateral thinking is encouraged. Personally, I'd happily play in a game which used either format. Showing how groovy, liberal-minded and open to illumination I am. But I'd be grumpy if I wasn't told which format was to be used and was expected to know instinctively what the GM thought was the obvious and correct approach. Showing that I'm really not that open to illumination at all.
  10. The old ICE MERP game had a solution to this, if no characteristic was 90% after rolling them then swap any one score for 90% (in MW that would be an 18 of course)
  11. Instinctively: Ride In game: whichever skill most players* had actually raised during character creation. * as in players had raised the skill of their make-believe characters, I wouldn't be looking at RL driver's licences or cycling proficiency badges
  12. Presumably 42 is the rate at which Fast Talk riddles are expanding?
  13. The bucket full of dice - when attacking roll d100 (to hit) d20 (for location) and damage dice (for erm well damage) together. The 'get on with it man' principle - any die roll which falls of the table or lands cocked or anything which slows down play is a fumble
  14. The (borrowed from) Baker principle - say yes or roll the dice. If players are asking questions and there is nothing at stake, keep saying yes. Don't block good ideas or insist on dice rolls for everything. The (anti) Boyle principle - it is better to be kind than correct. Small mistakes and errors can be ignored and glossed over. The Richards principle - start in media res, get the session started with excitement and backfill the details once the players are engaged. The Richards irreducible clue and content corrollary - if the players have to find a specific piece of information to progress the story, then they are not rolling to see if they can find it (they have to) they are rolling to see what additional information they find. Of course the players don't have to know that at the time.
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