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p_clapham

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Posts posted by p_clapham

  1. I've been playing around with Fate for a possible Transformers rpg during winter break. I wondering, would brp work?

    First there is the question of scale. Transformers are big stompy robots. Do I use the existing scale for brp, and simply make everything smaller? That way I wouldn't be giving the players more points in attributes. Everything else would just be smaller and weaker by comparison.

    The other method is to keep the current human basline scores, but give the players a much larger pool of attributes in which to build their characters.

    I am pretty sure I will be using the super power rules for players to build their alternate modes. Since I am using Transformers Prime as the base all characters are able to produce ranged and melee weapons our of their bodies as well. Finally as big stompy robots they are all going to have some natural armor that they can upgrade.

    Skills are a little tricky. In looking at the show and movies transformers have a much smaller selection of skills than a human being.

    What I may end up doing is putting together a point buy system. The players will get a pool of character points that can be used to buy attributes, basic skills, advanced skills, and powers.

  2. This was the original idea. The reason for the change is that as the skill grows the character does more damage. It becomes pretty monolithic. The character is going to hit more often and do more damage, period.

    The only purpose that I have Prowess serving right now is to set the base damage level. If it were to be checked with Combat (a cool idea) a failure could indicate a lower base (1d6 down to a 1d4) and a critical could bump it up (1d6 to a 1d8).

    It currently is designed as a "you're this good you do this much damage" thing.

    I think I have more of a D&D style game in mind with damage based on skill.

  3. For a long time I've wanted to shift away from 'how dangerous the weapon is' to 'how dangerous the character is with the weapon.' I also want the end results to be a bit streamlined while keeping enough meat there to be entertaining. So, here's the run down. None of these terms are set in stone by the way, it's just something I use to organize my thoughts.

    The characters have Brawn [(Str+Siz)/2] and Finesse [(Str+Dex)/2]. These are used to determine how much damage the character does in combat. Brawn is used for big hefty weapons. Finesse is used for small and quick weapons.

    Character Damage (Brawn or Finesse)

    1-8 = 1d4

    9-14 = 1d6

    15-20 = 1d8

    21+ = 1d10

    (this table can be expanded upwards as needed)

    For weapon skill, I would take a page from RQ6 and have the PC write down their 'fighting styles.' Fumble, Failure, Success, Critical, Special work as in BGB.

    Exceptions

    • The damage above is listed for martial weapons. Impromptu weapons bump down a die type.
    • A skill of 90% or above in a 'fighting style' bumps damage up a die type.
    • 'Certain Kill' situations (point blank shot) bump damage up a die type. That is, of course, if you want to roll for it. Some 'Certain Kill' situations just result in a kill.
    • Special Weapons (magic, amazing quality, special abilities, etc.) provide a +1, 2, 3 or 4 to a roll.

    Thoughts?

     

    It's interesting.  I'd rather have the weapon damage be based on the character's skill with the Brawn or Finesse acting as a damage bonus to the weapon.

  4. Well the conversion would be very simple.  Each place of power has between 1-5 points of POW that can be harvested once per week/ day hour.  You need a specific sorcery spell that allows you to tap into the place of power and transfer the POW.

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  5. Necromatic Arts from MRQ2 had rules for places of power.  A sorcerer skilled in the right spells could tap into these places, drawing off points of POW for their enchantments.  It was one of the ways necromancers in the book got around the POW limitation on undead creation.  With unlimited access to a place of power a sorcerer could easily raise a army of the dead.

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  6. I think I might not have been clear enough in my initial summary. I don't feel that role playing gives everyone an adequate chance of success in a Social combat situation. Simply relying on the 'talky' player doing all the work prevents another character who may have been built as socially powerful from taking their place in the spotlight.

     

    I'll give an example from ASoIaF. Each character has a resistance to being influenced and the degree of success of the influencer allows for this resistance to be eroded and when it reaches zero the character agrees to do the required task. This mechanical system is the same for combat in that a defence pool is reduced to zero by an amount depending upon the degrees of success of the attack and this amount can be reduced by taking a wound or injury which takes time to heal.

     

    So I'm looking for some a bit more than what is outlined on p427/8. The mechanical effect of 25% per level of success and aiming for a total of 100% doesn't really give any of the flavour I'm looking for in a Social Conflict even with a bit of role play to back up the die rolls. I think I'm going to have to kludge the ASoIaF mechanics into a formal/better formulated system.

     

    This will involve setting up an Objective for the Social combat e.g. - Friendship, Information, Service, Deceit

    Setting the opposing Dispositions e.g. - Affectionate, Friendly, Amiable, Indifferent, Dislike, Unfriendly, Malicious

    Differing Techniques e.g. - Bargain, Charm, Convince, Incite, Intimidate, Seduce, Taunt

    Then using some sort of table to adjust Objectives by which Technique is used and thereby setting the amount that the opponents Disposition is moved to a more or less favourable position.

     

    If the Objective is Friendship then Intimidate and Incite are unlikely to be effective whereas Charm and Seduce would likely work.

     

    The Techniques don't have to map exactly to skills as Customs, Insight, Influence, Passions and Persuade are the 'normal' base social skills in RQ6 while Dance and Sing may be useful in a Friendship situation. The Professional skills of Acting, Bureaucracy, Commerce, Courtesy, Disguise, Musicianship, Oratory, Seduction and Streetwise might all be useful in various situations for any of the Techniques but the limit of a small number of such skills prevents their use in regular situations but might be the best solution when they are available by delivering a more focussed effect.

     

    If I were to build a social conflict system for BRP, I'd try to model it on the combat system for ease of use.  Resolve Points could replace Hit Points, with each side trying to reduce the other side to a certain value in order to force a concession.  

  7. This was the first thing I peaked at but you are limited to about 10 sq.ft. per POW of the caster. A caster with 20 POW could effect 200 sq ft.

    If I wanted a city wall, say 5000' Long x 10' high to hold an enchantment it would be 50,000 sq ft it would require 250 castings, and 250 point sacrifice of permanent POW to make it permanent?

    Ouch.

    Does the MW spell Chain of Being work with 1 sorcerer and 50 non-sorcerors? Ah, but even then they only share Magic Points, not POW...

    Thanks for taking the time to look this up, Clapham!

    Well you could come up with a different Chain of Being spell that allows non-casters, and POW expenditures. The crossing the Hawkmoon and Corum rules might be interesting. If I am recalling correctly the Corum rules don't have POW expenditures, you need special crystals to power the artifact. The bigger the artifact, the more crystals you need.

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