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Enpeze

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Everything posted by Enpeze

  1. Great. Many thanks for your answers. I am looking forward to your book and I will surely buy it.
  2. I really like the Cthulhu Rising setting. Its a great read and there are several adventures and campaigns for it. Years ago I played a series of adventures with a cthulhoid taint in the 2300AD setting and CT remembers me alot of these games. I would be very pleased if CT becomes something more "official". At the moment there are no real good blends between Scifi and Cthulhoid horror. But the mix is very attractive I think. The more contrast is between the "real world" and the "horror world" the better. I would not like a gothic SF horror game that much as CT. But the harder the SF the better. Mongoose has one genre mix in its pipeline called Cthulhutech which looks....well...bad and pulpy. :eek: Additionally you can always play CT as hard SF game without horror elements, but with BRP rules. (ala Bladerunner, Outland or Aliens)
  3. I am very interested in the Mythic Iceland setting. May I ask you some questions? Do you provide an intro adventure in this book too? Do you think that the old Viking sourcebook from Avalon Hill is useful to supplement your Mythic Iceland setting? Are there plans to release other "Mythic xy" sourcebooks? (mythic rome etc.)
  4. I own alot of settings which have rules I dont like very much. Why? I just use BRP for them if I want to play it. Examples are Traveller, 2300AD, Cyberspace (which has Rolemaster rules), Midgard (a german rpg), Fading Suns, Blue Planet, Terran Trade Authority and some more. No problem at all to replace their mediocre rules and use good old BRP for them.
  5. Maybe, but maybe they played Midgard. A game which had the concept of 1d20 for skill, combat and other task rolls even long before D&D 3.0. or Talislanta. It appeared `81 and was the first german roleplaying game. Its basic system is much closer to D&D 3.0 task resolution than OMNI. BTW Midgard was in its earlier adaptions a very good fantasy game. But from the 3rd edition to the contemporary one, it suffered more and more from the "complexity syndrome". It plays like a mix of D&D and Runequest (no joke )
  6. I used 10% in my SB games in the past. Its simple to calculate on the fly and absolutely ok. OTOH 20%/5% ist just another layer of damage results for different weapon types which can be fun and lead sometimes to interesting situations (see above). I mean, 20/5 does not make BRP much more complicated, no? Whatever - I like both systems.
  7. I agree. A special is not just an excellent attack. it could be also dangerous for the attacker himself. In the old BRP core rules the impaling weapon stuck in the target and could only be retrieved if the attacker rolled 2x impaling chance on d100. I didnt use this rule as it is written, but in my games the attacker has to make a normal skill roll if he want to pull the weapon out of the body of the target. Additionally it uses up one of his actions. More often than not the weapon remained in the target (which was sometimes running away - only to bleed out after a while) Tell me another rule system where such funny situations could happen. What do you mean with consistent? Crit hits target, target cannot parry - target dead most of the time. This I call consistent. Do you want to "innovate" the crit too?
  8. Oh, now a question from you. I dont think so. I never read any BRP rule material with aerial combat other than that in shattered isle.
  9. I dont allow my players to choose weapons because these are very or less effective on the damage table. (because of metagaming) They choose their weapons mostly in accordance to the culture they belong to or the game is settled. Their social status in the game world is also important and the fact if they can afford a certain weapon or not.
  10. In my games characters becomes unconcious if they have 1 or 2 HP. With 0 HP they die. If I am playing a hightech game, there could be a chance to survive 0 HP if the medic arrives in time and the character makes a CONx5 (has happened several times the past years) In Fantasy or low tech games there is not such a chance. Resurrection has been occured just one time (15y ago or so) The PC was resurrected by a evil god as a ghoul, which was quite interesting.
  11. Yep. Guns are impaleweapons in CoC (20% special)
  12. I just read an interesting post from Jason over there at rpg.net about our little ugly cover (Jason, I hope its ok for you that I am going to post this here) "Here's the skinny - the guys at Chaosium are aware of the public reaction to the most recent cover and are mulling over some options. The fantasy sorcerer cover was just a placeholder image from a while ago, and is a reuse of a monograph cover. I can't go into details about them, but there has been progress. If things go the way I hope they're leaning, I may be very pleased. (Jason Durall)
  13. Some of our house rules for special ammo are -AP round: 1/2 targets armor -explosive round (SciFi): +1d6 damage The above house rule for AP rounds are only applicable if you use fixed armor instead of variable (like in SB). If we use variable armor then then we scale the armor roll 2 dice down. (eg. a 1d10-1 becomes a 1d6-1) The above AP rule could also be used for warhammers/warpicks, some specialized crossbows and other armor breaking gear.
  14. I found one too. Trifletraxor. But dont tell him please. (/staring fearfully at T`s 2H mace).
  15. Yes. I know, maybe I didnt understand what you meant, but you mentioned that talislanta is the original d20. There is not much what OMNI has in common with d20 except they use the same dice. I dont remember an early d20 edition of talislanta back in the 80-90ties, just a "younger" one. (in the last few years it seems hip to translate every setting to d20 )
  16. A good list of what should be in the core rules. I would like to add a list of my own (based on your list): Primary Stats of STR, CON, SIZ, DEX, POW, INT and APP Secondary Stats like Hitpoints, Magic Points, Damage Bonus, Initiative, stat rolls (Luck roll, Charisma roll etc.) and examples how to use them properly in game, eg. as stat roll or on the resistance table Resolving combat and damage (melee, missile, poison, fire, falling) Skills and how to use them Improvement rolls How to generate a character (including ideas for developing character templates) The reason why I added all those "...how to use them..." is that IMO its important for newbies to "learn" the usage of the wonderful and simple tools BRP has included quite in the moment they read the system. There seem not to be a general standard out there and much guessing and interpretation instead. I sometimes have the impression that there is sometimes even between experienced players a disagreement how to use skills. (from "according to the fumble rules 1% of all airplanes should crash down" to "I dont let roll any air pilot for routine situations at all") This problem should be taken care of in the core rules with sufficient tipps and examples.
  17. I always thought talislanta is OMNI? Well at least OMNI is also with d20 (a good system btw which can be played also very gritty) In the new edition there they wrote "still no elves" on the backcover.
  18. You are right. I would do it in this way too if I dont have an absolutely first class picture available. One basic colour (black, red or maybe dark blue) and a silver or gold imprint. (or maybe as non-color relief imprint) I would place in prominent font size the name BRP or d100 and a smaller chaosium logo on the front cover and not much else. Simple and iconic. Additional info could be printed on the backcover. This would also show the "basicness" of the rules inside.
  19. I guess the acceptance of the BRP rules as they are depends primarly on playing style, experience and playing environment. Many people want to play the things they read in books or films and in these mediums the protagonists often dont not die because of an insignificant situation. Not me. I dont see roleplaying games as books or films, because this could lead to serious bad (for me and my players) gaming style called railroading. The only thing I take from movies and litereature are ideas for moods, NPC and sometimes story hooks. But I dont play stories "after books" and in my games there are no heroes. They are always gritty and sometimes rather dark and like in real life you can die if you are stupid or have bad luck. The players have to work and to struggle to survive dangerous situations but thereafter their victory is double sweet. After more than 20 years I think they really like it. BRP is the ideal vehicle for this style of playing, IMO.
  20. Great. One last question: how about armor. Did you include 2 systems? One with fixed armor (and usable for hitlocations too) and one with var. armor like SB5? Do heavier armor have dodge penalties? (or other penalties?)
  21. And once more -is SciFi Equipment/Weaponry mentioned in the new book and if yes which equipment/weapons? thanks for your patience and time.
  22. Luck rolls are good for many situations. (even in combat sometimes) I use them in POW x1, x3, x5 etc. variants. (depending on the situation) If 2 persons compete with their luck, I compare their POW on the resistance table.
  23. My players too. I would never dare to give them so many chances. I mean "..your roll fail, your roll fail again, your roll fail again and again and again... But dont be worried, you have still some hero points, dont you?..." People tend to forget that fate is a represented by random rolls in the game. If they exclude bad or good luck of random rolls they displease the gods of fate and the game is open to railroading. Such an approach would be the antithesis of a challenging game for me and my group, sorry to say. But if soltakss players are happy with it, its ok for me.
  24. I meant rather a vehicle designer along the complexity of the Gurps vehicle design monster. Sorry for beeing inprecise in my post. A much simpler one, maybe as optional rule would be ok for me.(but not essential) One things I like in BRP is its simple and easy to use design. This should not change.
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