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Baragei

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Posts posted by Baragei

  1. The 1/5 and 1/20 are very smooth once you get a few sessions under your belt. Of course, that's just my opinion.

    Some games only use 1/10 as critical range - Stormbringer, Nephilim, MRQ/Legend/RQ6, OpenQuest etc. Delta Green and Unknown Armies use doubles. HarnMaster (not really a BRP-game) use multiples of 5.

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  2. I'm most familiar with BRP, through Call of Cthulhu, Stormbringer and the BGB. RQ6 is the ruleset I fell completely in love with and now almost always think in terms of. I thought the Stormbringer/BGB-combo would be my valentines forever, but after RQ6 it turns out I was just deeply infatuated with it.

    I've always mixed, matched and tinkered my d100 games. 

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  3. On 9.1.2016 at 5:45 PM, M Helsdon said:

    And Mark Smylie's Artesia RPG? Not a direct linkage, but the influence of RQ is apparent in the game and the comics.

    Rumour has it Smylie ran proto-Artesia with RQ, and chose to make the game with Fuzion because Fuzion was available and RQ ..was not.

    Artesia was also a hot potato for the mystery-license when RQ6 was released. Sadly, that didn't come to fruition.

     

    Also, where is Renaissance in the chart?

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  4. Realizing that my thoughts on this matter really wont make much difference, I just hope they don't muck this up. 

    RuneQuest is a name that carries some weight, and TDM's work on RQ6 has made it even heavier. Chopping it up to make an official Chaosium RQ and having TDM sit on the game under another name is shooting every single foot in sight. On full auto. Using the RQ Firearms-rules.

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  5. BRP Central has been preaching the Chaosium-psalms since the beginning, and it has done it in its own (and very amicable and productive) way. I don't think giving the official Chaosium-crew admin-rights in subforums is going to change that. I, for one, warmly welcome their presence. It is long overdue.

    Nor do I think that the influx of new posters from the flat, mythical world of Glorantha is going to change it.

    As for what the forums can do for Chaosium (apart from non-BRP subfora and setting up dedicated Q&A's and promotions), I ask instead what Chaosium can do for the forums.

  6. Don't know if I read this advice in RQ6 or a GM gave it to me (it's not original with me):

    Have new players look over the list of Special Effects and pick 4 to start out with (2 defensive and 2 offensive). Focus on using just those until you're comfortable with them, then add a couple more. You don't have to go through the entire list every time. 

    ...

    Loz, please add a "Humiliate Opponent" SE that either enrages them (stop defending and only attack) or demoralizes them (stop attacking and only defend; makes Compel Surrender easier) if they fail an INT contest. I've got some characters that could really use that. :)

    Another option (which does require either the GM or another player to really know the system) is to not have them use a 2-page spread of options, but instead go "Ouch, that was a good one. What do you want to do?" If the player states that he'd like the monster good and dead, give him the choice to impale or bleed it. If it has an unarmoured location, throw Choose Location in there too. If the player on the other hand just wants to get of there before it is too late, give him the option to Withdraw or Bash etc. 

    You could work the SE-mechanics in organically instead of systematically.

    And if the player states that he wants to humiliate his opponent, you'd just have to wing it. Although, that is a good suggestion for a new official SE.

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  7. Do you have a link or any additional information on that?

     How is your swedish?

    In case it is not good, a quick translation: The revised edition of Mutant: År Noll will support dual systems out of the book - the *World-inspired dicepool system, and the BRP-system. This new edition was released at Gothcon this year (springtime). 

    If you needed that translation, I have bad news for you; only the swedish version will come with the BRP-rules. Modiphius will not incorporate it into the english edition as of now. I also don't know of any translations. Of course you could try to bug Pete "RuneQuest" Nash who has at least one Mutant-campaign using RQ6 under his belt for his notes.

    • Like 1
  8. Well that is an long history, but if you only want to count systems that uses d100 for skills then is mutant Chronicles out, it uses an d20. The mutant system used d100 skill resolution up to and including the black box version 1989. From the black box came a supplement called mutant rymd. That supplement spawned what would later become mutant Chronicles.

     

     

    Mutant/ Mutant Chronicles are BRP, only using a d20 instead of d100. If you're counting Pendragon, you'd have to count these as well. Mutant Chronicles is kinda infamous for being a ..not particularily good take on BRP, but is (was) still recognizable as such.

    This is of course only true up until the latest editions, which are very far removed from BRP's mechanics. Although the swedes are getting a BRP-version of Mutant År Null. The basterds!

  9. Monographs are no longer part of Chaosium's business strategy. That's why they're 50% off and in the category of things that won't be reprinted.

    But they'll still be available as pdfs, yes? Because some of them are really good.  

     

    As far as CoC7 goes, it seems like three steps forward, one step back and a jump to the left. And twirl.

  10. If a special success is countered by a normal success, it will move the special one step down the ladder - to a normal success (with some extra damage inflicted to the parrying weapon).

    So according to RAW and the Attack/Defence-matrix, your player is right. According to your game, it depends.

  11. ehrrm....  I assume it means "round". The use of "full turn" might be a typo that has slipped by, originating from an attempt to make sure that you get to control someone for at least one round even if they've already made their action that round?

    So if your opponent has already done his action or attack the round you take him over, you get to control his attacks next round.

     

    Also, I see that the description clearly states that the power point-cost is deducted after the resistance roll. That's nice.

  12. Welcome!

     

    Had to dig out the Big Gold Book for this one, but:

     

    1. Yes, according to RAW pages 110-112

     

    2. 1 PP according to the same pages

     

    3. It is power points vs power points.

    Which is a bit here and there, as some powers use POW vs POW and others use power points vs power points.

    And I'm still not 100% sure if the power points that go into the spell/effect are supposed to be calculated into "current power points" or not.

    I rule that they are, but I'm not necessarily right.

     

    4. The PP-cost is 1 power point for each 3 points (rounded up) of your target's POW to enable you to run him like a puppet for one round, plus 1 power point for each additional round beyond the first.

    So a target with POW 11 will cost 4 power points to control for a single round. Controlling him for 5 rounds would cost 8 power points (4 initial, plus 4 for four additional rounds) 

     

    I'm not good at explaining rules, but hopefully I helped a bit.

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  13. I honestly don't remember Legend's wording and rulings here, but I've allowed RQ-players to deny an opponent the possibility to close using the Open/Close and Outmanouevre-mechanics. Basicly making an opponent chase you.

    Looking at it from a perhaps situational POV, it makes perfect sense to allow it.

  14. threedeesix would be the man to ask, but I'll go out on a limb and say that you probably won't see a 2nd.edition of BRP Classic Fantasy.

    What you have is basicly a "Player's Handbook" in BRP-format. Still impressive, though - it does a lot of clever things with the classic D&D-tropes.

     

    The book is illustrated only in the widest sense possible, and it uses hit locations in combination with heroic hitpoints.

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