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Montjoy

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Montjoy last won the day on March 25 2015

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    Gaming since 79
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    TOR, EotE, RQ6
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    Chicago
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  1. try this link http://www.thedesignmechanism.com/products.php#!/RuneQuest/p/12303351/category=2826223 think that is right
  2. For what it is worth I'd much rather they be split. I don't want to have to dig through the new RQ version and Glorantha stuff to find the formerly RQ6 posts. To put it bluntly, I don't want to spend more time figuring out which posts are relevant than I do reading the posts that are.
  3. I believe they are talking about the system from the game Delta Force published back in the 80s by Task Force Games.
  4. BRP pages 30 (in mine at least) Box on top left of page titled Option: Total Hit Points
  5. We just play that a single hitpoint loss takes them out. Simple as that. I don't believe there are rules for it in the golden book. To give an example: at our table we play with hit points by location for player characters. Then when a style of game calls for lesser opponents/packs of mooks we have: Regular npcs (done like players), Henchman npcs (they have a single HP pool equal to calculating the chests HP) and Mooks 1 hitpoint of dmg and they are down. We use to do a hit and they were down but we changed it to actually having to inflict a single point of dmg.
  6. How are they all the same? I mean are they all built similarly for combat? Assuming so, Id remind them that combat isn't the best way to get out of a situation. Then I'd explain all the ways the non combat skills can be used to generate a successful outcome without resorting to violence. Maybe also just how deadly combat in BRP games can be. If it isn't their combat skill could you please explain what skills you mean? Most of my players major differences come through how they play and which non combat skills they have focused in. There are so many skills in most versions of brp that I seldom have similar characters in my group but when I have they seem to enjoy using them to back each other up with bonuses and such. In the end though it all seems to shake out from how the character is played.
  7. If it were me I'd just avoid the confusion of sticking a number on it if that number wasn't a 7, because everyone is going to just call it RQ7 anyway. We just don't need the confusion regardless of how minor it is.
  8. On this one, maybe the mutations aren't actually bad things to have. Donno how far out there you wanna go on that sorta thing.
  9. It is worth noting that it took the locals teaching them how to get through these tough times as well. Your poor colonists wont have that going for them
  10. Are the colonists bringing along supplies for renewable energy production or will they start stripping the new planet of it's limited resources for those needs? If they plan for the 1st and something goes wrong with their equipment I could see much fun being had trying to solve their basic energy needs.
  11. I'd also add that the above has the possible benefit of providing seedlings. Some crops really do benefit starting in greenhouses instead of just seeds stuck in the outdoors.
  12. The facility and stock could be in storage until say 2 months before arrival, at this point the botonists/farmers are awoke to begin their work. This would have fresh food in production before the bulk of the colonists awoke allowing them to further stretch their prepared food stocks, or the robots turn on at 3 months away, the auto systems kick on 6 weeks out, etc
  13. I don't disagree because that is what I said a couple posts up as well -->Maintain an orbital safe house of seed stock by farming and harvesting in the now largely empty craft as a backup. I do like the idea of radiated plant monsters or mutant problems
  14. Sorry, I know I keep mentioning the seed/farming aspect but I think it should be a HUGE concern for colonists. There isn't a guarantee their seed couldn't fail or be damaged. Are we assuming they could survive long term on their new home on native vegetation and it's domestication?
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