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Merak Gren

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Everything posted by Merak Gren

  1. PM me with your email address and I can send you what I have. Problem is that I have embedded artwork without permission and not credited it. I will strip it out before submitting for download. I only ask that you do not distribute these files anywhere. Thanks.
  2. I haven't heard in a while although I've been popping in every now and then to check the downloads. That reminds me I need to put my Colony Era charactersheet and Earth Tec weapon stats up at some point.
  3. I would not normally allow a weapon parry to avoid a natural weapon attack. In the first instance, these are normally delivered at close range requiring Closing rules. Also, normal weapon parry evolved from trying to parry a weapon, usually a blade. Natural weapons are rarely the 'right' shape. I'd normally encourage Dodge or a Block with a shield if appropriate. An unarmed Grapple or Brawl may work since it is a more natural response to a natural attack.
  4. I've doubled checked and you're right about SB5. It also restricts Ripostes to no more than 1 in a round per person and only on a critical parry. SB1 was different. Also checked RQ3 Deluxe softcover book. P57 includes restriction on splitting attacks to different targets. I guess this is one thing that Chaosium change their mind about. Anyone know the treatment in MRQ2?
  5. Its generally for critters. Since animals like a tiger will pounce with two claws, if they connect, can follow up with a bite. This generally precludes then from being able to parry or dodge in most cases. Humans can have a weapon in each hand, say sword and dagger, but according to the rules in most BRP games, can only be used against separate targets. This follows the intent that an attack consists of many blows rather than just 1 swing with a weapon. It is assumed that in each attack towards an enemy, you give it your best. After that, there is no second chance. It is somewhat arbitrary, but makes sense. Otherwise, you could have someone with an attack of 300% playing the odds and attempt six attacks against the same person (DEX strike ranks notwithstanding). One attack per target. However, the more skilled you become, the more targets you can engage. The best way of having extra attacks is to use the Riposte rules from Stormbringer. A master (skill 90+) can turn a successful parry into an extra attack. Using these rules, each attack after the first suffers a 30% (not sure on this penalty. Someone confirm?) Cumulative penalty. So if attacking at 110% next attack will be at 80% then 50% then 20% and that's it. There are differences between the SB1 rules I remember best to the SB5 rules. Sadly, these rules never made it into the BGB.
  6. The author is a very nice chap, and if you ask nicely, he may send you a link to the full file with artwork. They're too big for the download area.
  7. I do like these dice on an artistic level. However when it comes to using them, I find them very hard to read. I prefer my dice plain, with maybe a small design on one face at most.
  8. Apologies if this is the wrong forum. I had a look but didn't see where else I could post this. I was having a look at the new edition of Aquelarre which is on pre order and spotted these custom D100 done by Chessex for the game. As far as I can tell they are exclusive to the web store. They are based in Spain, but I'm sure they offer international airmail. Just thought I'd give the D100 boys & girls a heads up. Cheers Damon http://www.nosolorol.com/tienda/index.php?display=verproducto&supersec=&idpr=107
  9. If you haven't already, make sure to check out the Middle Earth BRP files on the downloads section. Its an ongoing project, but there's enough material to kick start a game. http://basicroleplaying.com/downloads.php?do=cat&id=32 I am loving your idea of gonzo ME. I pretty much run gonzo on established settings, the Young Kingdoms, Tragic Millenium, Earth etc to; 1. Maximise game fun 2. Free me from analysis of the purists. This may put off some purists but they'll only nit pick if you try to get it right. Please to tell us how it goes. In terms of tweaks, Chaot pretty much sums it up. Use Hero / Fate / Bennies points. Consider using the HerQuest rule for skills over 100%. That will make for very heroic combat.
  10. No rush but would be good if you could let us know at some point. I'm sure sales would rocket as soon that errata is confirmed.
  11. I've got CoC 6th ed Hardcover but probably going to miss the BRP hardcover.
  12. Jason, My apologies if this has been asked earlier, but I am too lazy to read the all the posts. Does the Hardcover printing correct the errata of the softback? Cheers Damon
  13. You're welcome. I do like them myself too.
  14. There are a lot of workable solutions above, but I'm a lazy GM and don't like book keeping. Rather than track DEX ranks, I'd rule that 1 round Stun is active from the moment the effect happens to the end of the next FULL round. For me it means 'at least 1 round stun'
  15. Not as such, although SAN can be houseruled to be one. See Issue 2 of Uncounted Worlds in the Download section for an interesting (and alternative to SAN) STRESS mechanic.
  16. I am really looking forward to this and will be the highlight of 2011! Its just great to have someone combine two great loves (Jorune and BRP together).
  17. I think weapon damage / parry only blocks AP in damage are important. For example, in Stormbringer 1-4, parrying a critical would result in a broken weapon and would change the dynamic of the combat. Also, with some variant rules you need a special parry to parry a Special attack (and same for Criticals). I honestly can't see how a combat will last that long.
  18. http://forum.rpg.net/showthread.php?t=549547&page=1 On another thread some guy said that D&D was like the one of a few games which had an active following. A few more games were added and some other guy stated that where he lived no one had even heard of RuneQuest. Anyway, someone else started a Poll to see what games were actually played in the last 12 months. So, if you've played BRP in the last year, its your chance to say 'Aye'.
  19. Thanks for the replies. Very thought provoking. Cheers Damon
  20. That's the rule in CoC and some other flavours of BRP. This is not the case in the BGB. The only restriction in BGB is that you cannot Dodge and parry the same attack.
  21. RuneQuest Second Edition from Chaosium had 'Defense' as a skill that was subtracted from an attacker. For multiple attackers it was split. At this stage, there was no active Dodge skill. It was there to simulate what you say, that some things are harder to hit than others. If you missed as a direct result of 'defence' you could check it for improvement. In my experience, I didn't like it and when I run RQ2, I changed it for an active dodge. It required too much effort on my part to remember it was there, allocate it and then work out if it had been used or not. Also, it reminded me of AD&D and I prefered to have an active dodge as it is more tactical. Do I risk being hit for my attack, or should I dodge? Also, some of the more restictive dodge variants, placed greater emphasis on parrying which I prefer. I've never done supers but check out how the pwers chapter deals with speedy super powers. However, this was dropped.
  22. You need to look at things in context and separate out rpg conventions. Historically sword / spear and shield are used in mass formation combat. Either shield walls or fancy Roman manoeuvre to break them. Dodging was never an option. Holding the line was. To an extent, being killed so you could be replaced by the man on the rank behind you was preferable to breaking the line and running. When engaged in single combat two weapons, or weapon and shield allow you to 'deflect' the enemy weapon away long enough to strike with your other weapon. A two weapon user (sword/ dagger) or sword & shield) v a single sword user would have the advantage of having a 'free' weapon available during every parry with the offhand and vice versa. Dodging, is another matter. Contrary to the popular trope of diving out of trouble, a dodge could be as simple as moving an inch back beyond effective range of your attacker. In Kenjutsu and Kendo, being aware of the distance and effective killing arc of your opponent is vey important. Most dodges are therefore well thought out and drilled manoeuvres to remain outside the killing arc and to tempt your opponent into yours.
  23. In terms of conversion, I see two issues. 1. HeroQuests - how to run in BRP (the eternal problem that led to HeroWars). 2. Stats. HQ2 uses no statblocks. So you need to stat a lot of things yourself. Or just make up a skill level, damage, armour, spells, hitpoints and go with it.
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