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Al.

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Everything posted by Al.

  1. I allow Criticals to choose Location. (Above post edited to show this) Again I think my suggestion is half way house between: cinematic - big pool of HPs only (which you seem to favour) and gritty - lots of small pools (puddles?) of locational HP Dropping Specials and Crits as you do would make even more cinematic I guess Al
  2. Gah, I am a big fat liar! The skill list wasn't the only rule change; filing away the character sheets I see that I also gave everyone a Luck roll (sorry I forgot that that's not in MRQ/SQ,, its so ingrained in me whenever I run/play a d100 game). FWIW I recommend its (re)introduction to SQ. Al
  3. Play it the way that suits me. Trust that they're more interested in having fun than worrying about one rule in the game. And play the way that suits them when I play in their games. Al
  4. I did this in Shadowrun to 'encourage' (read 'force') players to have a skill at a level other than 6. Years later I find that there's a similar idea buried away in 5.6 Call of Cthulhu along with a suggestion of allowing 1000 skill points in character creation. Both of which annoyed me. Why? I hear you ask. Well because I have in the past been right peeved at the comical incompetence of the teams of investigators I was playing in and there are two solutions sat there in the damn rulebook. Hmmm I'd not though of that! I disagree with the +25 but I do know many fine, fine roleplayers who struggle with -25. And if you're going to make the change then a symmetrical one would actually be easier. Speaking personally (and its just me) I'd struggle with 3 levels of difficultness and easiness and would only use 2 of each. Al
  5. Warning: Bloody stupid person stating something very obvious ahead Last night I ran a Dr Who game with SimpleQuest. The only rules change I made was using a much shorter skill list (similar to the one I posted here). If you are going to do similar then halve the number of skill points available during creation! (i.e. SQ0 gives a total of 225 points (100 basic, 50 advanced, 50 weapons, 25 for personalisation) and across a much shorter this was too much) We managed to generate two characters per player and get through an episode in one evening so I reckon that the rules qualify as a success! Al
  6. Very similar to my compromise system. Hit Locations only used when a Major Wound is achieved. Then and only then Roll for Location (using one combined chart) Rolled Location is now disabled (Theoretically as per hit points for location at zero but as I have not memorised that and am too lazy to refer to the book in play disabled head = ko; disabled abdomen or chest = incapacitated; disabled limb means unusable) Edit: A Critical hit allows for choosing location not rolling Al
  7. OPENQUEST ERROR CATCHING It don't not match up Page 22 Rurik the restless characteristic totals and points spent do not add up. Adding 8 to Con would give 16 not 12 as listed The dreaded 'Page XX' gremlin Page 16 Look at the list of Basic Magic spells in the Basic Magic chapter Page 24 How SimpleQuest manages these very high skills is explained in Chapter XX Mastery. Page 43 Spend Hero Points. These are your ultimate insurance policy against death, accidental or otherwise. (see Chapter 2 Character Generation Page 54 per magnitude point to learn a Battle Magic Spell. Improvement points are covered OPENQUEST SUGGESTIONS Could we have a Character Creation 2 page spread as per the more recent Chaosium games? Could we have details for Fighter and Magician Veterans and Masters (at the mo' a Veteran Magician has as exactly as many points of magic as a Veteran Fighter) Also, should Veterans and Masters have more Hero Points (say 4 and 6 respectively? Although I'm plucking numbers from the air here) Variable number of starting spells. I.e. (Int/3) rather than a blanket 3 points Limiting a character's weapons skills according to another relevant skill I.e. if fighting from horseback it has been a long tradition in d100 games that the character's sword skill is capped at their Ride skill if this is lower. Could we extend this to: Sailing skill if fighting at sea Driving skill if in a Chariot or erm driving Flying skill for Dragons and such like SKILL LIST I have uploaded a doc to this ere board (since I cannot be bothered to format a big list for display in this thread. list of skills Formatting and lay out I really like 3 column layouts. Reading them makes me feel like a grown up. Also since many (most?) people will access SQ as a download and print it themselves 3 columns per page should lead to lower page count and hence lower printing costs. Al Edited: to add query re staring hero points
  8. Cool. Look forward to it Fair enough; I was spouting fluent Huttese first time around, hopefully this makes more sense Persistence 10+Pow (or nominally 20% for Joann Average) Performance Cha (or nominally 10% for Joseph Average) This has the effect of making some skill chances even worse for starting characters (whilst not having much effect on higher powereds who have chucked points at them) and means that I cannot so easily decide that Norman Normal's skills which I haven't bothered to list will be 20% So like if I were to read the section properly I'd realise that its now a raisable skill in its own right rather than a characteristic roll? I will try to get a coherent idea typed up Al
  9. Feedback on SQ 1. Well done for getting off your arse and produccing a professional open source d100 ruleset. THat puts you two ahead of most of us here and one ahead of almost all. 2. Love the artwork. Given the stated aim I think that its almost perfect. In the nature of queries rather than criticisms Why drop the more granular MRQ damage bonus chart? I've not played with anyone who preferred the 'everyone has +d4 so why not call that 0 and just bump the base damage up a bit' approach to Mong's version. Why keep the difference in skill bases? Some have a base of nominally 10 and some nominally 20. Why not make them all nominally 20. Adding 10 to the former is not hard to do and in play it would be Simpler as GM to know that unlisted skills will be 20% unless there is a particular reason for them not to be. (If I though that this was a re-write rather than simplifying and funnifying MRQ I'd mention other bits here like looking at Ringworld for a better idea of stat combinations for skill base chances but I suspect they would not be useful) Why is Battle Magic base chance Pow x3 rather than Pow x5? Would you consider further rationalising the skill list? (I'm thinking of the thread above here mainly) Keep up the good work Al
  10. Put me in for an absolute agree there. Combat (for all hand-to-hand with weapons or without) and Missile (for throwing and shooting) are enough for me. I really liked the way BRP was going with skill specialisations as a halfway house between that and the RQIII approach. As mentioned on the Splitting Attacks thread I guess that one could have lots of different Martial Arts (each of which gives a Special/Critical result if used successfully) alongside the single Combat skill. Al
  11. Thankyou FunGuy and Camillus that is what I was trying and failing to say. Anybody who has trained and fought will know which bits of the target to hit with which bits of the weapon. The more experience and training (simulated by high skill IMMOO) the better an idea that they will have. Formalised Dojos/Dojungs/Guan/Schools/Temples/whatever are simply a handy place to go and get some knowledge, instruction and training rather than have to learn it all first hand (if you live long enough). If you absolutely have to have different named martial arts. Martial Arts (Fencing, Gong Fu, Kenjutsu, Tyrs dance, etc) then why not pair them with but one Melee skill? That doesn't fully deal with my original wibble about a proliferation of Martial Arts skills but it might narrow down how many skills one needs to list, define and allocate %iles to. There was a VERY old White Dwarf article which expanded upon the RQIII Martial Arts skill. OTTOMH a roll under Martial Arts as a skill allowed: *Getting to feet immediately (rather than 1 turn normall) *Recover MPs or FPs more quickly (meditation) A roll under Martial Arts and relevent skill on the same d100 *Double natural weapon damage (as per RQIII and expanded in BRP) *Parry when unarmed *Jump Kick (roll d10+10 Hit Location) *Jump higher Al
  12. I'm not sure whether I agree with you or not! In my old age I'm trying to avoid adding yet more rules, and where possible making general cases of specifics. If Mushashi needs Melee (Sword) and Martial Arts (Kenjutsu) then that is two skills to reference and look at rather than using split attacks for skills over 100% as written and broadening the elric extra damage for brawl over 100%with means I only need refer to one skill. As a simulation test if Woroshi has 150% Melee (Sword) why cannot he be considered to be a master swordsman; why does he also need Martial Arts (Kenjutsu)? To clumsily rephrase another way why isn't a character with 120% in sword treated as being an expert at using that sword? Al
  13. This may or may not be useful (clearly I hope for may) and certainly isn't what you asked for. My current approach is to use 1 rule as written and 1 expanded from rules as written in Elric: * 101% or better and you can split attacks (at least 50% for each attack the split must be as equal as possible) * 101% or better and you add one extra damage die i.e. Naseem with Melee (Brawl) 120% can either hit one target for 2d3+db or 2 targets each for 1d3+db Whilst Myamoto with Melee (Sword) 200% can either hit one target for 2d10+1+db or upto 4 targets each for 1d10+1+db Al
  14. This seems churlish after all the hard work but......... Could errat and official clarifications please be moved from 12. Appendices to its own section IMMOO that would make it easier to find. Al PS: Dumb question but how does one register for the Wiki? The answer to that might make a useful addition to the Wiki frontpage as well
  15. Yarr And don't forget the mammalian reflex Al
  16. My playtest contributor's copy has yet to arrive. Possibilities are: *Lost in post (grrr) *Charlie has rethought his generosity *My Surname is at end of alphabet and so part of second shipment *Package addressed to me has been intercepted and quarantined by beloved as 19th is my birthday Since I have the pdf and the contributors copy is an (unexpectedly) nice thought I shall wait until 19th before I start worrying too much. Al
  17. Yes there is and yes it is. And its pretty damn good to boot. I got the link from one of the BRP mailing lists (I forget which) It is on my HDD at home. So if no one posts the link before I get back to night I shall upload it to the files section here. (With the usual rider that if author or translator objects I shall have to pull it straight down again) Al
  18. Gianni's work prosthelytising BRP always makes me feel slightly inadequate. Posts in fluent English and casually mentions some great resources in French or Italian which I am then entirely unable to access due to linguistic laziness on my part. Deep down part of me is hoping that someone bilingual will translate these for me (as happened so brilliantly with the French to English Conan BASIC game). Al
  19. My first thought would be <condescension> Be careful not to turn it into an uber weapon. Firstly for the nebulous god of game balance and secondly cause if it was better than every other weapon why hasn't everybody adopted it? </condescension> Second thought would be: Whose work can I adapt with minimum effort* and pass off as my own. Answer those RQIII Land of Ninja chaps. This kind of 'chain weapon' (thanks Bob and co) would be: Strike Rank mod: 2 (0.5m rope) to 0 (2.5m rope) AP2 (rope) or AP8 (chain) Damage: 1d6+db (blunt) damage or no damage (entangle) Cannot be used to Parry Alternatively: 1 end can have a Knife (1d4+2) or Sickle (1d6) instead of a mass and this end can be used to Parry Follows normal 2 weapon use (1 attack with each end precluding a Dodge) My modified version AP - I don't use so probably just suggest the previously published values Strike Rank Mod: ditto Damage: 1d6+db+(additional db if twirled around body for previous round) or Entangle Alternative: Really Big Mass 1d8+db Cannot be used to Parry but can be used to Disarm User gets an extra 'free' attack at full skill to account for having 2 ends to play with Al * actually that might be first thought since the first words of wisdom are pretty much lifted from the old RQII book
  20. How close is MRQ Divine Magic to RQI/II/III? See I'm doing it again But seriously if I told someone coming new to BRP to buy 10 Mongoose volumes and just double Pow cost to get PP cost would I be sending them down a blind alley. Coz what I don't want to do is the old 'you should buy X on eBay and do Y with it trap' if instead there is something in print (and available) what will do the same like. How's about I hope that I wasn't actually being offensive but apologise anyway in case I was. Sorry if I was. Ah ha Good news sounds like some of the work has been done already Bad news what if I disagree with the decisions made already? Al
  21. Er don't know. My post was really just a random collection of sci-fi-sounding names and terms. On the gripping hand maybe Niven has had a deeper impact on my scifi assumptions than I realised Al
  22. Or would it? With replicators available society MIGHT move to a whole new model. Presumably some people would be curious about the other systems, races, cultures, sights, sounds, smells and experiences and so would travel to experience them. Also originality always has value. There may be no point in travelling to NewSol to buy porous electrical circuits when you can press GO on the machine in your sleep cube and get them. But once you've deep-simmed all the tapes you haveof the sparkling sapphire sculptures carved by woo-Lyn-Fan (and held the copies you made at home) would you not want to go and actually see it? Also someone has to go and buy one of the newest data storage cube design from the Venusians for the rest of us Proximans to replicate at home......... Then one day the wormhole energy conduits stopped working (along with our replicators) and we had to the other spiral arm and speak to the outsiders who gave us the technology and find out why Al
  23. Well that seems a bit extreme. Couldn't you limit yourself to flaming and personal attacks like the rest of us? Al
  24. I was thinking more in terms of Sorcery as 'Power Words' simple cantrips, easy to use but very limited and inflexible and Magic as a more indepth study of Magic. That being said no reason why the Sorcery Power Words could not be Holy Words taught by a cult. Somewhere on this forum was the suggestion of learning Sorcery having an Allegience threshold rather than Pow threshold, that would fit with the Sorcery as Divine Magic model. If you really wanted to tweak then: Range could be (Allegience) in meters rather than Pow. Duration could be (Allegience) in rounds rather than Pow. Chance to cast could be (Allegience)% in meters rather than automatic. and so on Or just leave as written and not bother Divine Magic/Rune Magic from RQ (sorry I'm doing what I despise in others and refering back to oop works) can easily be ported to Sorcery. (Double the Pow cost to give you Power Point cost) and I might even do that myself and post it (don't hold your breath though) Al
  25. What is this some kind of circular time theory (damn you compromise) Pavis gets bulldozed to make it a thriving city again? Al
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