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Paul_Va

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Everything posted by Paul_Va

  1. OK, well I'll definitely give it a fair try and see how it works for my gaming group. I'm still confused about this because in the Basic Roleplaying core rulebook, it says that characters who are engaged in combat cannot move more than 5 meters and take an action. If they want to move their full amount, they have to disengage from combat, and it lists specific rules for how this is accomplished (I'm not at home with my book in hand, so I can't give the page number). Am I misunderstanding something? I fear I'm at somewhat of a disadvantage because I never played Runequest or Call of Cthulhu, so some of these rules are very new to me.
  2. Where is this rule? I'm asking because it seems to contradict what it says on p. 190 under Combat Actions, where it says the following:
  3. I'm working my way through the Basic Roleplaying rulebook, and I have some questions. I just finished reading the chapters on "System" and "Combat," and some things struck me as very odd. First, if I understand the initiative system correctly, it seems that characters can only either move or attack, not both. Furthermore, if they choose to move, they act at a later time in the combat round due to their DEX rank being lowered. This seems like it could really take some effort to track such dynamic DEX ranks, especially if more than one character is taking DEX modified actions. Furthermore, it seems odd they couldn't move and take an action since the combat rounds actually represent a larger amount of time (12 seconds) than in most other RPGs. Secondly, from what I've read, it seems that the only time a character can take multiple actions in a round is if the GM has either implemented the optional rule that allows skill points to rise above 100%, or if his character is using a firearm with a rate of fire. Moreover, in those special cases, the added action will occur at a later point in the round due to a lowered DEX rank. Again, isn't this kind of dynamic initiative difficult to track during play? I've always found initiative to be somewhat cumbersome even when it's static in games such as Pathfinder and Savage Worlds. Lastly, I don't understand the function of the "Statement" phase in the combat round. I don't see what benefit this grants, and it seems to me that it would interrupt the flow of the encounter terribly.
  4. OK, that's good to know because the RuneQuest II: Land of the Samurai book is only $1 at DriveThruRPG.com, and it's great. It has lots of fluff and detail for a Japan based game.
  5. I wonder if there's any way to find out for certain. I wouldn't want to buy them both if they are the same.
  6. Is there any difference between RuneQuest II: Land of the Samurai and Samurai of Legend? It seems curious the description for both books is identical.
  7. I just got into the system, and I'm curious if there is a BRP community in the Los Angeles area. If so, I'd like to get to know the community.
  8. I'm not home with my book handy right now, but doesn't the chapter on Powers in the core rulebook treat on psionics? Or are you looking for an extended system from the basic rules?
  9. Paul_Va

    BRP on Roll20

    I plan on running some BRP games on Roll20 in the near future. I just finished running a Savage Worlds game on it tonight.
  10. Wow, Filbanto, thank you for directing me to this blog. It looks great! I agree that some things in Ravenloft are a bit quirky. When your only exposure to RPGs is the high-fantasy, wizbang of D&D, however, the gritty darkness of Ravenloft can be a welcome island of respite. For what it's worth, the tech levels and elf/halfling issues are somewhat remedied in the Gothic Earth setting, which in some ways I think is superior. I tend to play down the high fantasy elements of the setting.
  11. Well, to be honest, part of the reason I haven't investigated the game is that I've never read much Lovecraft, and I didn't want to spoil the reading. Lovecraft is one of those writers I've always meant to get around to. I'm actually in the process of reading his entire oeuvre from beginning to end right now, however, so that problem will soon be remedied.
  12. Chaot, thank you for the explanation of your conversions. That is very insightful. I think I tend to overthink conversions, but it's because I'm something of a perfectionist. And I will definitely check out your game thread. Ravenloft has always been my preferred fantasy setting. Although I haven't tried my hand at Cthulhu yet.
  13. Thank you for the warm welcome, Nakana.
  14. I looked at the example of the Strahd conversion. Do D20 attribute stats transfer almost "as is"? Also, I just finished reading the free quickstart, and I didn't notice the base attributes affect the skills in anyway. Are skills completely unaffected by the base attributes? Maybe there are optional rules in the full core rulebook for this?
  15. Thanks for that link. That's exactly the kind of information I'm looking for.
  16. So I've been playing RPGs for about 4 years now. I started with 4e before moving on to Pathfinder. After a couple of years of PF, however, I realized that I was more interested in creating interesting plots and telling gritty, realistic stories. I looked at WoD a bit, and recently I've been playing Traveller, and Savage Worlds. I was attracted to Savage Worlds because I wanted a streamlined rules system that would allow me to focus more on storytelling, and I wanted a single system that would allow me to tell any kind of story I wanted. Recently I read that Basic Roleplaying is better for telling literary, gritty games, which is ideal for me. I'm curious though about how much work it takes to convert material from other systems to BRP. Savage Worlds makes it very easy to convert. For example, Ravenloft is my favorite setting, and Savage Worlds has an excellent Horror Companion that provides pre-made stats for most of the monsters I need to create. Is there something analogous for BRP?
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