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Everything posted by Baragei

  1. Heroic HP-option to make them harder to kill, along with locations according to standard HPs to make them susceptible to getting hurt. Whether you want to keep track of location-HPs or just use them as static "major wound"-thresholds is up to you.
  2. Helpful tip for the survival of this forum: a hand offered will lead to dismembered limbs very quickly.
  3. I have very few gripes about the BGB as it sits on the shelf, all pretty. It was brilliant in its day, and it's still a great toolkit. The few gripes I do have are non-functional shields, wonky firearms and the fact that it's a rather uninviting read. Fix up the few shortcomings of the combat chapter, make it pop a bit more, add in some of the later games' stuff and maybe an expanded "how-to" section, and Dustin might have to come tell us again that the book sold surprisingly well. But for the love of Cthulhu, don't change the baseline.
  4. I don't think you'll need many fingers to count who actively dislike Chaosium and their games across various forums. Even people who don't care for company or products have to struggle to find much to grog about. The fans are generally properly - as opposed to obnoxiously - fanatic. All are aware of the alternative to the ChaosiMoon-merger, and no one wanted that. Chaosium just needs to learn that a) the internet never forgets and b) how to deal with gamers with a grudge - factual ones or not . Until they do, grudges will be an unpleasant element in any discusssions they cannot moderate to their liking. But what kind of site do we want for BRP Central? I vote for a place where we can discuss d100-games, using the occasional adult choice of wording without having to look over our shoulder in fear of an approaching banhammer. Issues will inevitably arise when you expect people to behave like adults on the internet. We will have to live with that.
  5. The children's primary attribute in helping them grapple down a fully grown man would be to be so adorable as to be unpunchable. Even in 10 on 1 situation, all ten can't attack at one, and their attacks, even if demonic and devoid of normal children's mental safeguards (such as they are), will at best be feeble. I'd treat them as singular rabble in groups of 2 or 3, depending on size. Only two groups can attack at a time, and with a success they'll effectively grip, not grapple. If a second group scores a success, they pile up and can use the grappling effects. Even so, they might struggle to hang on. If the children wants to stop the adult from leaving, they should take a rock to his toes to even the odds.
  6. Then I am sorry to say that RQ, along with most of the BRP-family, will disappoint. The entire schtick is that a single good hit will drop you, and even a glancing blow is potentially worrisome. From my admittedly spotty memory of RQ3, there were magics to boost both survivability and badassedness. The new RQ might go the same way. Loz&Pete's tweaks to the system makes it less deadly, but you'll still drop real quick.
  7. The new RQ uses much the same damage values as the original RQ and BRP-core. It is very hairy, and I'm pretty certain that was a design goal. There is very little in the BRP-core that doesn't work. This "problem" is adressed and fixed by The Design Mechanism in Mythras (and MRQII/Legend/RQ6). Combat is still dangerous and not something to be entered into lightly, but combat is more likely to end with a victor instead of a corpse or soon-to-be-corpse, and the outcomes rely as much on decisions made in battle as the roll of the dice.
  8. Yeesh! Sorry guys, but I don't see that logo doing you any favours.
  9. Baragei

    skirmishing rules

    jezreel's question is a good one. Loz and/or Pete: any plans for the original rules on tactical movement? And if not, how about making them into one them free downloads? I liked them. They may be surpassed by Classic Fantasy, but they hit a nice sweet spot for me.
  10. Chronicles of Future Earth would fit right in with all the other potentially great games they've got begging for mercy on the 2d20-rack.
  11. Huh. I wonder if they can count on one single finger how many sales they've lost because of this particular file, and how many hands they need to count the net gain.
  12. Guys, reading the last few post I really don't understand what you're arguing about here. Everything originated from the same metaphorical animal - which was RuneQuest. Think of it as the original wolf dogs evolved and bred from. Now we have lots of dogs - some are small, some are big, some herd sheep and some drink out of the toilet. But they're all dogs. I think I read this in CoC; "This game doesn't have a lot of rules. This means that you don't need to spend a lot of time learning rules, and you'll be an expert in no time." (or something like that). They didn't say that I'd be well on my way to being an expert in a whole lot of other games as well!
  13. Players are a sneaky lot.
  14. 1. I really, really guess so. 2. Yes, you are correct. Being hit with a critical is as bad in Mythras as its predecessors. 3.It seems to be one of the most common houserules. I go by RAW, but another houserule that seems to have met with some success is to allow for the attacker to shift the location hit to an adjacent one with a single level of success.
  15. I already got a copy. [cue maniacal laughter] Hahaha! For anyone who doesn't have a copy, it is really good. Not sure if it is 100dollar-good, but if that is the going price these days..
  16. I can agree with Alex' summary. Those are the "soft" tools that make Mythras work. Then there is the general d100-tool - easygoing and uninvasive in roleplaying, and brutal and dangerous in action. Mythras adds to the fun with visceral and tactical combat effects. It all makes players (my players, at least) get into the groove and stay there. Add to that that even a novice worldbuilder can create and tinker until beards grow long and white with the toolkit given, and you got a great game.
  17. While we're on the subject of the Death Star. I suppose that one would classify as a capital ship? Apart from Force-guided photon topedoes, how do you damage capital ships? Not kill them, but damage them. Am I missing something in the rules, because I can't find any other way than to chip away at their insane number of hit points?
  18. Baragei

    Genetic Mod Ideas

    Welcome then, new one. With Mythras, the core attributes doesn't matter all that much. In order to make a difference, you'd have to allow for some massive boosts - raising STR from 10 to 30 would give you 4 steps of damage bonus and a +20 skill base. Not hugely impressive for what is effectively the raw physical STR of a small elephant. I'd say the way to go is to give bonuses to skills and actions instead. The ideas you're listing are pretty effectively covered by or can be extrapolated from Mythras' mysticism-rules and various bestiary traits (provided you have the corebook).
  19. Fair point. In my mind a quickstart is a (free) pdf. Dead tree Quickstarts is another matter. I will now go sit over here.
  20. Ok, two questions: First; what's up with Loz' signature? When I click it to go TDM's site, it redirects me to this thread. That's a new one... Second, any plans of tidying up the TDM-website? The downloads-section isn't looking too hot with off-track text and whatnot.
  21. I think BRP is very newbie-friendly. Pros: easy to grasp and easy to use percentile system, default powerlevel makes characters act like characters, low on metagaming and "uhm.."-situations, and a wealth of background material to use/steal. Cons: first impression (character generation) is more than a bit more involved and amorphous than many competitors, doesn't really do 4colour and high heroics out of the box and, most pressing, it isn't D&D.
  22. You can find most of the old Cthulhu Rising at https://www.ragingtrifle.com/jn/
  23. I think the defensive only-clause is an attempt at the dreaded game balance. I don't see that many situations where this rule would make things that much more balanced to begin with, and even in those situations I don't have much of a problem with letting characters who have spent the skill points and XP to be bad ass act appropriately.. I can agree with your rambling. Until one of my friends rolls up a fetish-laden mystic with a greatsword, then I might think differently. But I'll deal with that when I have to.
  24. By RAW, these extra APs are only available for defensive actions..I think? And you can make any number of defensive, reactive actions, at any time, as long as you have APs to burn. I wouldn't restrict these bonus APs to be used only when you've run out of normal APs, it doesn't make much sense. I'd treat an extra AP as an extra AP to be used as seen fit, but that's just me
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