Jump to content

Paul_Va

Member
  • Posts

    117
  • Joined

  • Last visited

Everything posted by Paul_Va

  1. These are both great ideas. i just picked up the Legend PDF, and I'll be going through that as well as the Traveller conversion document. This is exactly what I was looking for. Thank you.
  2. I see. I own the book, but I've never taken the time to study because I'm always working on something else. Someday I'll get around to giving it a try; I've always read good things about it.
  3. Isn't it a d6 system rather than a d100 system though?
  4. OK, in that case I'll probably just use my Savage Worlds customizable screen and print out some BRP screen inserts.
  5. I would liked to have seen a Traveller-style aging system in Basic Roleplaying. I've never seen a game that does character creation so well, and I really like that characters have to gamble that something bad will not happen in order to obtain more experience. Has anyone come across an optional rule setting for BRP that will allow this kind of character generation?
  6. I'm curious, does anyone know why Greg Stafford didn't use the BRP system for King Arthur Pendragon? I know he was associated with Chaosium early on.
  7. Does BRP make a GM screen? I haven't seen one.
  8. I just purchased the PDF from Drivethrurpg.com. I definitely like the format better since it's cleaner.
  9. I wish I could make this, but unfortunately, I have to teach.
  10. I'm still interested to know if there is any new content in this book, or if it's an exact reproduction of the RuneQuest II: Land of the Samurai module. The description and the sample adventure seem to be identical to the RII:LofS book.
  11. I downloaded the Call of Cthulhu: Quickstart Guide, and the combat rules seemed to indicate that Call of Cthulhu implements the "Eliminate Statement of Intent" rule. Does it use any other options from Basic Roleplaying: The Chaosium Roleplaying System?
  12. I wish I could join this, but I teach on Monday nights, and I live on the Pacific coast. During the summer, it might be possible.
  13. I'd like to second a vote for Google+.
  14. I'm somewhat interested in the Japanese setting. Does anyone own a copy, and if so, how is the quality? Is it worth the money?
  15. OK, thank you for letting me know that because it's not obvious. That means it will be a significant financial investment if I decide to run a CoC campaign.
  16. The contradiction is that in the Spot rules it indicates that missile weapons go at the beginning of every combat round. This would make missile attacks similar to Powers. On p. 189 it says they go first within the DEX rank.
  17. On p. 214 under the heading "Autofire," it says that autofire and burst weapons go off at the character's DEX rank as opposed to the beginning of the combat round. However, this seems to contradict what the rules say in the chapter on combat on p. 189 under the "Actions" heading where it says, "Within a particular DEX rank, attacks usually go in order of weapon type. Attackers armed with missile weapons (bows, guns, etc.) are considered to act before those in hand-to-hand (melee) combat."
  18. If I own the Basic Roleplaying core rulebook, and I have downloaded and read the Call of Cthulhu: Quickstart Guide is there any reason to buy the CoC book? Is everything in CoC in the BRP book?
  19. Most of my games are actually more in the modern Call of Cthulhu style, so I'm looking for rules light combat that largely stays out of the way of the narrative. I've been using Savage Worlds, but it feels a bit "gamier" for lack of a better word than I like. I really liked the Mongoose Traveller system, and I felt it was a perfect match, but I wanted a generic system that would allow me to tell those kinds of very narrative stories. I suspect BRP will be able to do everything I want. It's just a matter of learning the system and finding the optional rules that will suit the particular flavor I'm looking for.
  20. This actually explains it quite well and makes sense. I don't think the BRP book explains this anywhere. They should have included it.
  21. I somewhat wish my reading of the rules was wrong, however, because 12 seconds is a long time for a character to only take a single combat action. I think that is part of the reason I was confused. From any kind of simulationist perspective, this doesn't make much sense. It's as if the character swings his sword and then just stands there and stares at the enemy for a few moments before doing something else. Moreover, even if the gamemaster implements Attacks and Parries over 100%, it will be a long time before any of the PCs have attack skills over 100%, particularly if the GM caps new skills at 75% as the book suggests. I may have to give some of the optional rulesets a more careful going over before deciding which version I like best.
  22. and I still don't see that the rules as stated in the book, will allow for multiple attacks unless the GM has implemented the "Attacks and Parries over 100%" rule. On p. 190 in the second paragraph it states, "if your character can perform more than one action in a round (some weapons allow for multiple attacks, and combat skill levels in excess of 100% also allow multiple attacks), each attack should be separated by 5 DEX ranks." While this does clarify the issue of when these actions occur, starting at full DEX and at a -5 DEX rank for subsequent actions, it seems to imply that most characters cannot attack more than once in a round. Furthermore, on p. 198 in the "Combat in Different Genres" optional rules box in the "Attacks and Parries Over 100%" section, it states, "The gamemaster may choose to allow your character to have skills in excess of 100%. While this might seem like overkill, [...] it allows for greater chances of critical results, special successes, and allows for multiple attacks in a round." Again this seems to imply that characters can only attack once in a round unless the character has a weapon that allows multiple attacks, which would all be taken at subsequently reduced DEX ranks, or the GM has implemented the Attacks and Parries over 100% rule, and the character has a weapon skill over 100%. Lastly, in the chapter on "Spot Rules" on p. 233 under "Two Weapons," it says the following: Using two weapons in combat does not automatically grant a second attack, or more parries than are normally allowed. If your character has a skill of 100% or more in each weapon used, he or she can split the attack as per the optional rules for skills over 100%... . In this case, each attack is considered Difficult, with the other attack for each weapon ignored. This also seems to indicate that barring weapons that grant multiple attacks or the "Attacks and Parries over 100%" rule, characters only get a single attack per round. Am I wrong?
  23. I see. Thank you for explaining this everyone. So, if I understand correctly, you can perform an action for every 5 DEX you have? So, if you have 16 DEX, does that mean you can attack twice and move once?
×
×
  • Create New...