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p_clapham

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Everything posted by p_clapham

  1. Incidentally, here is a link to the PDF with all of my collected edges in the downloads section. I'll be adding more periodically, particularly when I can iron out some Mad Science rules.
  2. Thanks! I tried not to make them too powerful. They are all supposed to be the equivalent of a magnitude one or two Common Magic spell. When you take the edge the second time it pushes it up to a magnitude three spell roughly. They are meant to be minor abilities, kind of a cross between Heroic abilities and Common Magic/ Folk Magic. I also made them so they'd be available at character creation.
  3. I was curious if this were the same case with Runequest. The Avalon Hill edition I have has creatures dealing their full damage bonus on all attacks. Same thing with MRQ and Legend. It looks to be the same with Call of Cthulhu too. I guess the 1/2 damage bonus thing is just a BRP thing.
  4. Starting with one positive and one negative of your choice sounds like the right way to go.
  5. I have a feeling we used as many books as we could. The store had a library of games people could use there, and I think their Rolemaster section was pretty sizeable.
  6. The actual game play I don't recall ever having a problem with, it was pretty much all chargen.
  7. I got the recent PDF of Cthulhu by Gaslight, it has a "trait" system. You roll for them randomly, some of them are okay powers, you can pick up a spell or two or a psychic power if you are lucky. Of course you could just as easily get nearsighted or crippled.
  8. How well do you think D&D DC numbers will work with a modified Legend/ Runequest System. Going with the following DC numbers DC 10 - Easy DC 15 - Difficult DC 20 - Hard DC 25 - Very Hard Now assuming a starting character has at least a 50% (5 ranks) in a skill they expect to be competent in they would need the following rolls. DC 10 - five or better DC 15 - ten or better DC 20 - fifteen or better DC 25 - Twenty I'm just wondering if jumping up the difficulty in increments of five is too much for a character within this system. Thoughts?
  9. So aside from Basic Roleplaying and it's derived systems what other games out there do you really like playing or running? I have a deep love of pulp literature, so Hollow Earth Expedition ranks among my favorite games of all time. It is so easy to run and play, and so fun. I've had some ridiculous games from escaping a mummy's tomb, R.E.Howard Sword and Sorcery, to playing velociraptors that had been uplifted with Nazi science. One of the things I've found with HEX is it combines some of the best qualities of the storyteller and D20 systems. The task resolution and skill system is pure storyteller, but the movement rules strongly remind me of D&D. All it is missing is the attacks of opportunity. There has been some discussion about Exile Studios putting together a generic version of their rules system. I'm hoping they come out with a sourcebook on superpowers. I'd really like another system where I can run low to mid level superhero games. Before I settled on Mutants and Masterminds for my 1920's Justice League game, I was strongly considering going through M&M's powers and converting them to HEX.
  10. I think Google had just come out recently when we started that game. It is pretty likely I won't play in another Rolemaster game again, too fiddly. There are much simpler systems out there I prefer.
  11. I've converted a bunch of feats and class features for Legend. Going the classless D&D route should be pretty easy. As much as I like BRP/Legend/Runequest, years of playing other games have ingrained in me the idea that the higher the roll, the better.
  12. Spaceship Zero? As in Darkest of the Hillside Thickets?
  13. Interesting. One of the things I disliked about Hero points was how few of them you got, how slowly you got them back, and how you had to use them to buy Heroic Abilities. It was for those reasons that I came up with the Legend Edges and Stunting rules.
  14. Good to know. It was so long ago I wasn't sure. I think if I were to introduce a roll high variant of BRP/Legend/RQ6 I would go with the Pendragon method and switch from a percentile system to a D20 system. That is practically going with the D&D skill rank system really, except there would be no classes, just Attributes and Skill ranks.
  15. Yes that was the game. It was a painful, awful system for character creation. One of the players put together a spreadsheet character sheet that calculated everything. My character wasn't very effective at the start of the game, but each time he updated the spreadsheet program my character would become more competent.
  16. Does anyone know any systems out there that use a % system, but where you are trying to roll high rather than roll low? I played in a fantasy game back in high school that used such a system, but I can't remember it's name. I think the mechanic had us adding what we rolled to our relevant skill to get the final result. I could be totally misremembering that though.
  17. I'll have to check that out! It has been a while since I picked up a Call of Cthulhu book, that slipped under my radar.
  18. The rules in renaissance/ clockwork and chivalry are as follows: Hit points at minus starting level or below: Make a resilience roll each round to avoid dying Character takes double starting hitpoints in damage: automatic death Major Wounds: Two kinds, Serious and Grave. If the character takes damage over their Major Wound threshold but are still at positive hit points it is Serious. If the blow drops their hit points to 0 or lower it is grave, and they may die. When the character takes a Major wound check the single digit D10 of the attack roll and compare it to a chart to determine what body part was hit, and what nastiness ensues. So if you roll a 53 on the attack roll, the character takes the #3 result. For each result there is both a Serious and Grave section of the table. All in all it is a nice way to include hit location rules into a system like Magic World.
  19. Does Gaslight use a % skill system like BRP? I can't find much on the mechanics aside from the earlier edition being a D20 product.
  20. Are Luck Points easier to come by than Hero Points?
  21. The edge system I made for Legend has rules for Barbarian Rage, and Sneak Attacks. There are a bunch of other converted feats too, along with common magic spells, and heroic abilities. Edges are basically minor powers that are skill based. They are roughly equivalent to a common magic spell with a magnitude of one or two, and can be upgraded to a more powerful version. Here is the Rage and Sneak Attack Edges. Rage A Combat Style incorporating a Melee Weapon or Unarmed 50% Self In combat the character is able to throw himself into a mindless rage, smiting his foes with increased ferocity. While under the effects of this edge the character's Damage Bonus is increased by one step (so a 1D2 becomes a 1D4). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging. This edge may be taken a second time when the character reaches 100% or more in their relevant skill. While under the effects of this edge the character's Damage Bonus is increased by two steps (so a 1D2 becomes a 1D6). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging. This upgrade costs five advancement points. Backstabber Stealth 50% Self, Instant The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage. This edge may be taken a second time when the character reaches 100% in their Stealth Skill. When attacking with surprise the character increases the damage die of the weapon by two increments. So a dagger from behind will deal 1D8+1 damage rather than 1D4+1 damage. This upgrade costs five advancement points.
  22. Evasion or Acrobatics could be used in place of Agility. An idea roll or luck roll are tricker. For the idea roll it would have to be a relevant mental skill. Culture/ own or Lore: regional might be good candidates. For the luck roll this might be giving them the option to spend a hero point, unless you want to have them roll Persistence.
  23. If I'm remembering this correctly. With Gurps you have a hitpoint system similar to Magic world. Armor works pretty much the same subtracting straight from damage. Since Gurps doesn't use hit location hit points, instead certain hit locations deal more damage when struck. Head shots do the most damage, followed by the chest and abdomen.
  24. I agree we need a generic D100 board. Also I don't like randomly rolled stats either and came up with a couple of point buy options for my games. I found a version of the Openquest rules online, here are their point buy rules: 1) All attributes start at 8 2) You have 30 additional points to distribute among those attributes 3) You may also reduce a attribute to gain additional points, but INT and SIZ can not be lower than 7 4) Other characteristics have a minimum value of three 5) The highest you can raise a attribute during character creation is 18 This ends up giving you 86 points among your seven attributes. I use the following for my Legend based games Underling - Rank and file minions. Underlings use the Underling hit point rules from Legend. They have hit points equal to half their CON, and are killed or rendered unconscious when brought to zero hit points, or damaged by a critical hit. Underlings always go last in combat unless they have suprise in which case it is for that round only. 75 points in attributes and skills Henchmen - The lieutenants or "mid-bosses". Henchmen have hitpoints equal to their CON+SIZ divided by two. They are killed or rendered unconscious when brought to zero hit points. 80 points in attributes, 100 points in skills Character - These are the minor villains or antagonists. This is usually the point total I use for player characters. Characters use the hit location rules. 100 points in attributes, 150 points in skills Experienced character - At this level you have a major villain or very important npc. Experienced characters use the hit location rules. 120 points in attributes, 200 points in skills
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