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jean

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Everything posted by jean

  1. I'd say that a critical attack on a succesfull dodge (or parry) do special damage I'd say that for the parrying weapon break chance the option 2 is the correct one. Jean
  2. The description of the control spell is a bit unclear, because usually corporeal beings (ie the PC) cannot initiate spirit combat. If the GM allows it, then the PC can engage the stunned spirit and when the PC has 10 more mana points than the spirit he can cast the spell and order the spirit into the matrix. The 10 points come from the spirit combat rule, once a combattant has at least 10 more mana points than the other he has won. If the GM does not allow a corporeal being to engage spirit combat, then a shaman is needed to use the control spell. There are less problems with the Command <species> spell or with the Dominate <species> spell. If the PC dies, the spirits are still prisonners of the enchantment. If no condition has been put on the enchantment, the yes the slayer has a fine booty. In the ritual magic chapter, there are explanation about enchanting conditions Jean
  3. If I remember well, in Elric it is possible to increase INT and POW without limit. It is tied to the million spheres. In RuneQuest there is a racial maximum to POW (and INT is nearly impossible to increas) Jean
  4. We could get inspiration from the game "eclipse phase" It has a skill "networking <organisation>" that is used to interact with an organisation, and a status rating that tells how the character is seen by the organisation, what the organisation will do for him and what the organisation expects of him. Jean
  5. If he does not get his mace back, it won't be kicking much longer Jean
  6. The 50 hours needed to learn a new skill are in the RQIII errata. It is the same duration needed to learn a new magical skill or a new sorcery spell. Jean
  7. Well divine magic is still very interesting In the example of Rosen McStern of detect ennemy versus find ennemy, the divine magic spell lasts 15 min (3 times the duration of the spirit magic spell) and covers a 100 m radius area (4 times the area covered by the magic spell). For one POW, we have the effect of 12 power points . Heal Wounds is a life saving spell, and for serious wounds much better than heal. The only spell that is less interesting is Dismiss Magic, mainly because dispelled sorcery spells or spirit magic spell can be cast again easily. It is not a total rip off, but it is true that divine magic spell could be rlearned faster (and I agree with Rosen McStern on this point) Jean
  8. The easy fix is to replace the requirement to have 10 points of stored divine magic to become a priest for a requirement to have learned 10 points of divine magic (ie to have sacrificed 10 POW points to the god) to become a priest
  9. The divine magic system in basic magic has a number of advantages +there is a distinction between ritual magic and non ritual magic (resurrect for example is a ceremony ritual) +there is a sacrifice to learn divine magic spells +gods have powers they master enough that they are available to initiates and they have powers they don't master so well and therefore are only available to priests (sever spirit is reusable for Humakt and one use for Zorack Zoran) It is true that the recovery rate of the spells is too slow In a typical BRP fight (duration less than 50 rounds) all spent power points spent and all cast divine magic spells are efectively one use The flaw I see (and maybe I agree with Rosen Mc Stern) is that the recovery rate of divine magic is too slow, it takes days while recovering power points takes only hours. I think that the idea in the MRQ book "guilds factions and cults" is a good one. My only difference would be to keep the casting chance of a non ritual divine magic spell at 100% and to use theology to relearn the spells Cheers Jean
  10. There is no conversion for speed, so here are my ideas a creature move in MRQ should be multiplied by 2 to get its BRP MOV a creature move in MRQ should be multiplied by 8 and divided by 10 to get its move by SR (Example a creature has a move of 4 in MRQ, its BRP MOV is 8 and it moves 3.2 m/SR rounded to 3m/SR) All creatures in MRQ have the 7 characteristics, and sometimes it makes no sense, so a finer conversion might be useful For example a Jolanti (in creature book 2) has CON but since it is made of stone it immune to poisons and diseases and should not have a CON rating (it is my feeling) Cheers Jean
  11. There is a rule in RQIII (dragonewt magic effect of don armor) were the benefits depends on the roll : 1 point per 5% rolled (ie 1 for 01-05,2 for 06-10, ...) I think it could be used with this magic system If we want to include the criticals and the specials sucess, then such a succes gives the maximum effects and a small benefits (less MP spent, the opposition is overcomed more easily, less paradox) Jean
  12. I like the idea of BRP alchemy. I have two minor points I think that we should make a difference between the mundane potions and what the alchemists are up to. An alchemist should have two skills - craft chemistry (it could be brew potion,craft herborist ... ), this skill is used to do mundane chemicals wether they are potions, salves, gaz, poisons, antidotes ... - alchemy magic this skill is used to extract the magic from the materials and to use it to make a philosopher's stone for example. And there should be a lore (alchemy) skill per theory about alchemy. Jean
  13. There are rules for alcohol abuse in RQ Vickings and RQ Land of Ninja. Each kind of alcoholic beverage has a potency per dose, the potencies accumulate in the body and once thresholds are reached consequences happen (I think that the threshold is the character CON) I can check if someone is interested. There are other rules for alcohol in the MRQ GM book, but I don't remember them. For other substances, I think that there are rules for hazia in Sun County and in River of Craddles. And it is quite possible that there is a spot rule for alcohol in the BRP book. Jean
  14. I would add blinded/deafened/... (the character cannot use sight/hearing/taste/smell/touch ...) poor light total darkness harsh light/loud noises/very strong odour ... weather conditions (heavy rain,heavy snow,strong winds,too hot,too cold) attacked by cold (same as on fire but attacked by a cold thing) Jean
  15. It depends on the situation usually I feel only one roll (below tradecraft and surveillance) is enough But if another skill may help the task (knowledge aera to help in the bug's hiding) or if something must be done before the task (picklocking a door), I think that multiple skill rolls are needed. Jean
  16. Fairly potent, but next to nothing when compared with Shield 10/Crush 10. Even Bladesharp 8 cuts through the armouring enchantment like a hot knife through butter. My favourite combinaisons shield10/crush8/seal wound shield10/axe transe/slash9 shield10/sea strengh/Washaza's fang and maybe truespear But the thing to remember is 'you cannot cover all the possibilities, so study your foe before even thinking of fighting it" Jean
  17. When the question of how to handle volley fire was asked, I read with better attention the weapon tables. I noticed that a thrown javelin does the same damage as a thrown dart, a hand held javelin does the same damage as a hand held short spear. I think that it should be thrown dart (spiculum) 1d6 thrown javelin 1d8 thrown short spear 1d10 and hand held dart (spiculum) 1d4+1 hand held javelin 1d6+1 hand held short spear 1d8+1 hand held long spear 1d10+1 hand held pike 2d6+1 It is more in line with the previous edition. Does anyone agree with me? I miss the atlatl . Jean
  18. The cult of Humakt has gift that have a permanent effects on a sword. In Plunder (reprinted in a supplement whose name escapes me) there is a ritual to permanently enchant a sword with a bladesharp 1 (2?) effect Some saint's blessings give a permanent effect (Paslac, Gerland) but I don't know if they are official Jean
  19. The number of bound power spirit depends on the rate of increase for the POW characteristic, because each binding enchantment can only hold one POW spirit. Besides if no condition is imposed on the binding, anyone can use it. More to the point, without conditions, anyone can cast control power spirit on the bound spirit and order it to leave the enchantment. Conditions cost permanent POW points. A magic points matrix is immune to this tactics, but does not regenerate. It is fairer to get 1d10 MP storage for each POW point spent. The advantage of the magic points matrix is that (with the right conditions) friends can put their magic points in it, and help the owner. My characters have used both power spirits and magic points matrix because each have their use. Jean
  20. I think that the description in page 201 is about multiple attacks. In both RQIII and BRP, the SR system is used to do 2 things -(1) to know who has the initiative in hand to hand combat -(2) to synchronize events (like movement, missile fire, power activation) It happens that melee is not synchronized with the other activities. It is visible in RQIII because there was a spot rule on combining a movement and a strike with a melee weapon. That is the attacker moves near his target, strikes and continues his movement. A solution would be to have an initiative number (a la MRQ pirates), a duration and a beginning for a melee attack, and spot rules for charges and aimed attacks. Cheers Jean
  21. In BRP a creature can move between MOV*1 m and MOV*5 m during a round. So the conversion guideline is (MOV*3 /10) m per SR . It is explained in the optional rules about SR. It happens that a human has a MOV of 10 or 3 m/SR (the same value as in RQIII ). Jean
  22. To answer the questions. I think that the table used in the case of a fumble dodge is unarmed fumble. I you think that using the parry fumble is better, the with a roll of 88, Joe's attack is a special. But Bob does not have to roll for a new fumble. That's how I do it. Cheers Jean
  23. If we use the knockback rule, there is a difference between dodge and parry. A successful dodge avoids a knockback, while a successful parry doesn't. For example, a character struck by a giant's club should use his dodge instead of his parry. Cheers Jean
  24. Actually, I confused the RQIII rules and the BRP rules. My bad. You did not misread anything ... Jean
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