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Giovanni_Cambria

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  • RPG Biography
    I'm in the hobby from more than 20 years.
    I have played lot of different games and genres: my preferred one is Shadow of the Demon Lord.
  • Current games
    Actually nothing but I plan to start a Basic campaign in an homemade fantasy setting.
  • Location
    Italy

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  1. I prefer a bit more HPs (perhaps x2.5 in place of x2 ) .... I do not like Luck/Fate points because they could mitigate the sense of danger and oppression of certain settings. They are usually more powerful that simple HPs: they can be used to survive fights, bend luck in lot of different ways (primarily re-roll), invoke 'lucky circumstances' in order to help the PC and so on. The only mechanic I like, similar to Luck points, are Narrator intrusions and Players intrusions of Cypher system.
  2. I do not see clearly the math but I prefer this swingy way so: ok. EDIT: now i see it. 50 vs 51 we have tie failure (roughly 25%), tie success (roughly 25%), failure vs success(roughly 25%) and success vs failure(roughly 25%). 50 win only in 1 scenarios.
  3. In order to cast any spell, the caster is required to have a num- ber of ranks in the spell equal to the number of Power Points that the caster is putting into the spell. half the original spell damage or 1d4/1d6 damage another possibility is to introduce the Harp skill in the BRP game and call the points obtained Mana Points or Spell Points. A source of magic different from Power Points and handled differently: i.e managed the HARP way. EDIT: this looks definitely the way to go. So we could have a new skill called Magical Affinity and a new counter: Mana points. Where maximum Mana points = value of the skill. The skill should have, of course, others use like: * sensing magic in peoples, places or objects. * see through illusions. and so on...
  4. One way to circumvent the problem is this: do not use the HARP tables. Example of conversion guidelines: 1. the critical type determine the type of damage that influence the descriptions of the Narrator and can have some other effects in play. 2. the critical size determine the damage dices: tiny => 1d6 small => 1d8 medium => 1d10 large => 2d6 huge => 3d6 3. the RR are mapped this way: magic =>POW vs POW stamina => POW vs COS will => POW vs INT 4. the cost in PP of each spell and enhancement is halved. (round up)
  5. I have seen a game, called Open D100, with an expansion for heroic fantasy that grant to each PC or NPC double HP. (basically HP = STR + COS) I think also Pulp Cthulhu follows this path. (I have read this somewhere in the forum) I do not own Pulp Cthulhu: are there other mechanics that make the life of the players easier? Luck points/Fate points? Something that could be imported into Basic RPG without any adjustments?
  6. A more conservative approach is: in case of a tie nothing happens. (so defender wins) Yes: maybe is the way to go. Another possibility in order to increase the chances of Pippin the Swift is this: modify the effect table with this guideline .... never increase the damage with one effect So it could become: Damage Equipment, Ignore Armor, Inflict bleeding, Inflict stun (for offense) Disarm and Risposte (for defense) EDIT: I modified the system taking into account all the suggestions. Now is more symmetric and it is far easier to survive. Resolution of actions: if the result of the D100 is less than or equal to the score there is a success, otherwise there is a failure. To determine the degree of success we consider the number of units which is called Intensity. Successes: If the Intensity value is 0, you have a Critical Success. Otherwise if it is 1 or 2 you have a Special Success. Otherwise you have a success. Failures: If the Intensity value is 0 you have a Fumble. Otherwise there is a Failure. Combat: Both contenders determine the victory points according to the following: Fumble: 0 Failure: 1 Success: 2 Special success: 3 Critical Success: 4 If the attacker's victory points are greater than those of the defender, the attacker inflicts damage. Also subtract the defender's victory points from those of the attacker: the latter can spend the rest to activate one or more of the following effects. Each effect costs two victory points. Inflict Bloody Wound: the defender bleeds for 1 HP per round. Inflict Stun: the defender is stunned for one round. Ignore armor: the defender's armor is ignored. Damage the equipment: the defender's weapon or shield or armor are damaged. If the defender's victory points are greater than or equal to those of the attacker, subtract the attacker's victory points from those of the defender: the latter can spend victory points to activate one or more of the following effects. Each effect costs two victory points. Disarm: the attacker is disarmed. Response: the attacker takes damage from the defender. Skill Comparisons: As for combat but ties are randomly broken. Supernatural: If during a test your character has achieved a success, he can invoke the help of the dark gods. He rolls 1D100 and if he rolls a result of 50 or less, he transforms the success into a critical success. If, on the other hand, the result is greater than 50, it turns success into a Fumble.
  7. Yes: BRP Magic is very similar....maybe is not a great idea after all....
  8. I have seen an attempt to convert Rolemaster spells to Basic. Someone has attempted to do the same stuff with HARP ? The tables look easier to integrate with Basic. Basic should provide: a definition of stunned and bleeding and that's all. (so it's already done) I think one could leave basically everything untouched and must only: * map the resistance rolls of HARP to some Basic mechanics.... (a comparison on the resistance table?) * maybe scale the damage a bit .... x0.5 or x0.75 If someone played HARP ideas on the topic are welcome.
  9. Consider that usually, in classic fantasy adventures, the less skilled is the monster. Think about the cliché of 4 heroes against a bunch o goblins or kobolds. In classic D&D those monster quickly become not relevants when you reach higher level. A slight shift in favor of the attacker could help them to stay relevant even against very strong PC.
  10. I can respond right now! Good. In any case to design those rules I followed an old advice: Comparison > Success count > Addition > Subtraction > Multiplication > Division where > means 'is faster'. The proposed mechanics involve only flipping and compare with fixed values that can be done in no time .... division is slower. In any case, I admit, the 'flipping' part could irritate my players and is furthermore not necessary so for my experiments I think I'll go with the Rosen variation. Is the intended effect: I prefer the asymmetry (attack favored respect to defense) to avoid grinding (performing repetitive actions and tasks to progress in the game) but is a matter of taste.
  11. Ah! Finally I can respond. @Mugen It's true but remember: closely mimic the flat distribution was not my goal. Moreover the higher the skill value the more close is the approximation. It is fair to assume that player will attempt a test only if their PC has a skill greater than 50 so the unit problem could not be very important. If you want to exactly match the original distribution the only way (I see) is to roll, together with the D100 one D10 called Intensity dice. In summary: Flipping => use it only if you want to handle variable threshold. Units-only => use it if you want the simplest and fastest way. (proposed by @RosenMcStern) Intensity dice =>use it if you want an exact probability match. @lawrence.whitaker I own and like Mythras! (also one physical copy) sorry but I have written the first post wrong then I edited 2 times since I cannot post more than once in a day. Another possible use of Victory points is magic: activate one spell should cost 2 VP. The reaming ones could be used to buy power up from a list: Double range, Double area of effect, Double number of targets, Double duration, Double dices, Maximized dices, Unnoticeable casting, No ingredients .... and so on As suggested by @soltakss they could be used also in task resolution to buy power up like: Quick victory, Stealth victory, Impress the crowd ... and so on.
  12. Hello, is my first post. I'm reading the BGB and I find character creation very good: detailed, full of options and well organized. For task resolution and combat I have in mind some house rule: the main goal is to complete eliminate tables form the game and do not have anymore multiple variable threshold to check. (1/5 skill, 1/20 skill and so on) I also increased bit the probability of Fumble and Critical Success. Resolution of actions: if the result of the D100 is less than or equal to the score there is a success, otherwise there is a failure. To determine the degree of success, the tens and the units are inverted and the value thus obtained is called Intensity. Successes: If the Intensity value is less than 10 you have a Critical Success. Otherwise, if it is less than 30 you have a Special Success. Otherwise you have a standard Success. Failures: If the Intensity value is less than 10 you have a Fumble. Otherwise you have a standard Failure. Combat: Both contenders make a test and determine the victory points according to the following: Fumble: 0 Failure: 1 Success: 2 Special success: 3 Critical Success: 4 If the attacker's victory points are greater than those of the defender subtract the defender victory points from the attacker victory points, the attacker must then spend 1 victory point to inflict damage and can spend the rest to activate one or more of the following effects. Each effect costs one victory point. Damage equipment: the weapon or the armor of the defender is damaged. Double damage: the weapon's damage dice are rolled twice. Maximized Die: One of the dice that should be rolled is replaced by its maximum value. Ignore armor: the defender's armor is ignored. If the defender's victory points more than the attacker's, subtract the attacker victory points from the defender victory points, then the defender can spend victory points to activate one or more of the following effects. Each effect costs two victory points. Disarm: the defender disarms the attacker. Risposte: the defender damages the attacker. If victory points are the same, the attacker does half damage. Skill Comparisons: As for combat, but in the event of a tie, the player with the most skill wins. Supernatural: If during a test your character has achieved a success, he can invoke the help of the Great Old Ones. He rolls 1D100 and if he rolls 50 or less he transforms Success into Critical Success. If, on the other hand, the result is greater than 50, it turns Success into a Fumble. I can respond to yours observation editing here. It's true that the system could be simplified but I prefer the Intensity because it is more general and can handle also threshold values not multiple of 10. For example it is possible to introduce the spell Curse (+2D10 to the Fumble threshold) or Luck (+2D10 to the Special and Critical threshold) or the combat maneuver Reckless attack (+2D10 to all the threshold for 1 round). For the combat observation: I have written the wrong sentences .... I will correct the english so it will be more clear. Second edit: sorry I forgotten an important information. The whole thing was clear in my mind but translating it in English was an epic fail.
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