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jean

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Everything posted by jean

  1. If you want 'handedness' penalty, it is in a lower starting skill for the off-hand weapon. But in BRP terms, fighting with a hoplite shield on the left arm and a gladius in the right hand, is the same kind of action as figthing with a broasword in each hand, or fighting with a rapier in the right hand and trying to grab with the left one. You have two options. Jean
  2. Fighting with two weapons is explained in the BRP rulebook. In summary a human can do 2 "things" in a round he can attack with a wepon and parry with the other he can attack once with each weapon he can parry once with each weapon he can replace one of those action by a dodge (or another action such as jumping, tumbling, throwing something to a friend ....) Splitting attack (ie attacking 2 foes with the same weapon) is a more complex sequence of moves (and thus a difficult action) but is still only one attack. So with enough DEX and a high enough skill, a character can split his two attacks,by doing this he can attack up to 4 foes (remember split attacks aims 2 distinct foes), but in the round when he does this he cannot parry nor dodge. Splitting parries (or dodges) allows to parry attacks from 2 distinct sources, but is still only one parry. Like splitting attack, it is a difficult action. There is the option of substracting 30% from each parry after the first. I think that it applies only to all the attacks from a single source, and that to parry two foes one needs to split his parries. If you are using the SR options, there must be 3 SR between each attack, if not there must be 5 DEX ranks between each attack. You cannot attack and parry with the same weapon in the same SR (or DEX rank), but you can dodge and attack in the same SR. I hope this helps Jean [
  3. Since we have fusion detonator and fusion grenade, we can interpolate the damage for the antimatter grenade from the antimater detonator. I think it should be 5d10 (half of 10d10) and a radius of 2m Jean
  4. The Tentacle society published two lines of books about Pavis. There was a series of Ye Book of Tentacles about Pavis in the 3rd age, and there is a Guide to Pavis that is set in the 2nd age. I must check, but I think that the 2nd age supplement is directly compatible with the now (around 908 ST) of the MRQ supplements Jean
  5. Well, in RQIII, illusions are temporary reality. So an illusory sword, with illusory substance and illusory sight is as efficient as a real sword, as long as the magic lasts. Q Who needs to carry a sword when a magical one can be conjured? A anyone who will fight a magician who knows dispell magic, because a bronze (iron, silver, wooden ..) sword will not disappear when such a spell is cast on it, while the illusory one will Jean The nastiest trick is to have an illusory floor concealing a gorgon. Experienced characters will detect the illusion, dispell the illusion and free the monster ...
  6. I think that the concept of floating islands in 'fractured hopes' is a very good idea. At least, I like it. Jean
  7. Mugen shares my opinion, so I won't repeat what he has written. I have no experience with RQ4 sorcery. Cheers Jean
  8. My bad I forgot to tell what is my favourite verion. It would be Sandy's sorcery, then RQIII then MRQ Cheers Jean
  9. Since I heavily used RQIII sorcery, Sandy'e sorcery and MRQ sorcery, I can answer the question. -RQIII sorcery each spell is a skill (raised with a skill check), each manipulation is a skill (raised only with training or research), the spell's manipulation is limited by the Free INT (but if a spell matrix is used,any manipulation enchanted into it is added) There is no limit on the number of spells the wizard can have active at a given time. The trick is to remember that a spell with duration 10 lasts 1 week, and duration 16 means 1 year (64 weeks). So with careful planning a sorcerer can have his defensive spells up for a long time, and have enough magic points to be useful to his comrades. Let us remember the stupefy spell (pagans have low free INT), or the drain spell (fatigue points are removed) that can be cast at more than 500 m (range 6 = 640 m), and that can be really nasty, if a sorcerer wants a direct attack spell. But, it is true that the bookkeping is heavy. Begining characters are weak, but even experienced ones have always something to do to be even more powerful. -Sandy'sorcery each spell is a skill (raisable by experience) each manipulation can be a skill, but usually is an art (either you have it or not) each sorcerer has a presence. the spell's manipulation is limited by the free presence and the skill in the spell the number of spells active at the same time is limited by the presence. The bookkeeping is lighter than with RQIII sorcery, but it's manageable. My worst nighmare is someone with a spear affected by damage boosting and Wachaza's Fang ... -MRQ sorcery each spell is a skill each manipulation is a skill The outcome of a spell casting is more complex to know than in the previous versions, because the manipulation used are determined by the result of the dice roll. (ie a sorcerer can succeeds in some manipulation and fail in others) It is much less costly than the previous version, but the linear scale used for the range and the duration manipulation means that begining characters are even weaker than before. A befudle spell has a range of POW x 10 m, and only a sorcerer with a range skill of 91+% can hope to equal this. And as RosenMcStern wrote many spells need to be rewritten. Cheers Jean
  10. Let us say that a vampire has two urges : feeding and creating new vampires. It can feed on tramps, their blood and their soul are edible. if slavery is legal, well feeding is even easier ... But it is true that in order to while away undeath, it needs interesting companions. These companions might not like being transformed into vampires. They might not like their creator. They might even like to be the supreme leader of the region. And if too many vampires are creared, there may be a shortage of food... Cheers Jean
  11. You know you are a gamer when while reading this thread, you think "damn, why did I not do that?" ... Jean
  12. Unfortunately, there are no maps in "Transhuman space High frontier" There are descriptions of some space stations built in the setting and their inhabitants' ideology, rules on how to build (or tinker) your own space station, a discussion on the law in space and if I remember well a discussion about combat in orbit. I hope this helps Jean
  13. If it is a physical perception (a noise, an image) I'd use listen or spot. If it is looking for clue, I'd say search If it is detecting lies, insight fits If the atmosphere seems wrong or something in the background does not quite fit, maybe an idea roll with a stiff penalty Hope this helps you Jean
  14. It is worth a try. Maybe the ENC penalty is too high Maybe 2 free attacks is too much an advantage, I'd give a free attack with a bonus instead
  15. Playing in the second age has some advantages. The world is shaken but not destroyed. The catastrophes don't have happened yet, so maybe a group of heroes can do something to lessen the impact, for example they could break the siege of Zistorwal and help create Zistor. Or if all their attempts fail, they can rebuild the world, they can overthrow the Only Old One, they can resurrect that Moon goddess or create the Cult of Silence. The second age does not have to end as badly as previously written. The PC can be the founding heroes of the third age. Regards Jean
  16. I began with RQIII I played with Stormbringer (3rd?, no spells only summons) and with Elric (spells + summons) Regards Jean
  17. Greetings all My name is Jean Durupt and I like roleplaying games. The BRP is one of my favourite systems, so I subscribed to this forum. I hope that the new edition wil be a commercial success Regards Jean
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