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Baragei

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Everything posted by Baragei

  1. Yeah.. they're either not very good at responding, or they have their spam filters operated by HAL9000. They seem to be active on G+, specially with Call of Cthulhu. You could try hounding them there and see if you can expedite things. It's good to have an official stamp on your creation.
  2. In the time-honoured tradition of d100-games, good things come in late deliveries
  3. RQ6 has an option of limiting the "saving throw"-skills to characteristic x5 - I think it is a neat way to make aging a bigger thing, but not so much in normal play. The Shores of Korantia-setting has a neat and simple mechanic, limiting maximum skill to base percentage x5 (base percentage being based on the total of two stats). If you include Unknown Armies, it had some interesting attribute/skill-mechanics as well. Personally I'm not a fan of decreasing skills on a poor improvement-roll. Not getting any points at all is bad enough
  4. Fate Accelerated Edition. I think.. The Fate Light-version.
  5. You can fit BRP's core rules on two pages. In fact, there is a sheet in the downloads-section here. It's tough to get much lighter than that. And storytelling has always been a feature of BRP as players tend to get creative in order to either roll the dice or stack up on every inconceivable reason in order to not roll them - it's been the base of Call of Cthulhu for close to four decades! RuneQuest has encouraged player narrative in worldbuilding, if not gameplay, since Chaosium was founded. To top it off, the BGB comes with its fairly versatile fatepoints-option. You can easily run a *W-like scenario with BRP. The only difference would be that you'd be using a more versatile ruleset that encourages freewheeling storytelling instead of forcing it. With the exception of Apocalypse World, I'm not a fan of the series - which perhaps my reply demonstrates. I still think your post is a bit on the weird side.. nclarke's suggestion of FAE as an alternative to both is decent. FUDGE, Risus, Dying Earth and HeroQuest might also be options.
  6. Counterspells and magical wards will generally defeat spells cast at them with a Magnitude equal to or less than a ward's Intensity. Most of the time you don't need to bother with a spell's Magnitude. But when you're up against opponents with magical defenses, it can be a good thing.
  7. Yeah, unless you want it for pure nostalgia, tracking down (not much tracking needed, as it is prominently displayed in the DL-section here) the BRP-quickstart is probably a better idea. +1 points to me for redirecting a new user here from reddit
  8. Yes. I cannot report the above post as spam. Which it so obviously is! I mean, just look at the username - clearly it is generated by a bot.
  9. Like I said, it's not that it doesn't work, but it is more reliant upon player/gamemaster creativity than mechanics.
  10. A skill of 85% means that there is a 32% chance of something else than a normal success happening. So if we rely on some very crutchety math, 1 in 3 exhanges should in theory do something. In practice, I've referred to it as the attack/parry pingpong. The attack/parry pingpong can be a fun-killer if combatants are just standing there wailing on each other until exhausted. The core BRP-rules gives you some tactical options - reach, placement, movement, called shots and knockbacks. And do not forget the optional fate points. Plus the age-old options of blindsiding, outnumbering and downright underhanded tactics. It all works, but the pingpong is one of BRP's weak spots, IMO.
  11. There could of course be the case of the kung-fu practitioner "who has been purposefully trained wrong as a joke" - with a martial arts-skill in the 80's, but only base-chance brawling.
  12. It seems that you roll for attack normally and another, separate roll for the MA-skill? You only roll once - and compare the result to both skills. In your example above the attack would have been a normal success, regardless of the martial arts-skill. If the roll was within the MA-special range, it wouldn't do anything extra apart from the double damage (which is hairy enough). Special- and critical effects are dependant on the weapon- and weapon skill used, not the MA-skill. Does that make sense? edit: reading comprehension
  13. Rosen makes a good point. That said, one should never underestimate the eminent versatilty of concussive force.
  14. I will add to the chorus of using hit locations with fixed AP or random AP with major wounds. BRP allows for called shots, like to an unarmoured location, at hard difficulty. The Legend/RQ-line's action point economy and sfx's solve part of your problem - even if an attack don't cause damage, it will eat up an opponent's actions and possibly cause all manners of complications. At the cost of adding a not insignificant amount of complexity to the game.
  15. Of the suggestions voiced in this thread, this one has the most merit, I think. But I am perfectly fine with the forums as they are, and don't want the board to be splintered more than necessary.
  16. You could also look at the Unofficial Elder Scolls RPG, which has taken much of its inspiration from Warhammer and RuneQuest; http://uesrpg.blogspot.com/
  17. I really like the 1/2, 1/1 and x2 multipliers of BRP. Quick and easy. I use flat adjustments as well in certain circumstanses, but those three difficulty levels cover most. I am not a huge fan of RQ6's +/- 1/3 of skill. I use it, but I still have to stop for a second and run the numbers in my head.
  18. You can use Warhammer's setting with few problems, as the powerlevels are similar and easily eyeballed. The mechanics may look similar, but there is precious little cross-compatability. The Warhammer-talents can be lifted, as they're mostly minute modifiers to skill.
  19. I have a link to the first draft. It's only the first chapters and the translation is rough, but you get a feel of the game. As it sits now, it is a direct translation of a dead, but still copyrighted game, I'm not sure what the beetlebreeder would say if I posted a direct link to it.
  20. Hm, yes. I see your points, I see the mechanical bits and the pros (and cons) of having defined ability-levels like this, but I still think that Fudge and fudge-dice are better alternatives if you want to play Fudge. Here you have to roll, flip the roll, compare it to skill, wait for your opponent to do the same, count successes, and finally compare it to a number disguised as a table of adjectives. If you had skill mastery, that would presumably mean that you had to compare and flip the roll to two different values? I am not convinced. Seems like it's jumping through a lot of hoops for the sake of jumping. Then again, I'm not a huge Fate-fan, so maybe my perceptions are coloured
  21. This does break from the BRP-paradigm where poor attributes can be helped by high skill. A Fair-skill base would stand little chance against a Great-skill base, unless a whole lot of skill points are pumped into it. Im pretty sure you've caught that detail, but it does move it away from BRP and more into a d100-mechanic.
  22. Well. memory is the first to go, right? Assuming things based on that can't turn out well. Wasn't aware that MW did things its own way, I assumed (see?) that it followed the BGB. Thanks for catching me in the act.
  23. I had to read that twice. I could see this working, but...it's a clever dice-trick that FATE/Fudge does more smoothly. I struggle with how I'm supposed to explain that mechanic in my own words to someone unfamiliar with it - there's a lot of things going back and forth on a d100-test.
  24. There is also a fan-translation of the original polish Witcher-game in the works, if you're interested. Not related to d100 at all, but still potentially nifty.
  25. No, the BGB/MW uses the first method I described. It gives you some other options as well, but latches unto the "degree of success"-method as standard. The blackjack-method is listed as an option in the BGB, but was adopted as standard by MRQ and its successors.
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