Jump to content

el_octogono

Member
  • Posts

    167
  • Joined

  • Last visited

Everything posted by el_octogono

  1. And yet proof says otherwise. I tried modjourney for Elric of Melnibone images and I got images with Henry Cavil-like faces and some others were there was a clear source image.. (specifically the cover of a book where Elric is standing between two black/brown borders) probably because there are not many Elric images around so the AI doesn't have enough sources of "inspiration"
  2. Maybe you can assign two actions per round, usually one attack and one parry. Any additional action suffers a cumulative -30% (or 20%). So you can attack twice at full value but if you have to defend you do it at -30%. Or you can attack twice, one at full percentage, one at -30%, and defend once at full, and maybe a,second time but at -60.
  3. Hi! I'm a couple of weeks away from starting my second try at running RoH. I made three combat house rules: - Keep the MOV: 15, only when a character runs the whole round. Otherwise, MOV limits to 5. - Automatic mode shoots 3 bullets bursts (1d3), thus reducing the number of dice rolled and lethality. - Remove Fully Automatic mode entirely. EDIT (I forgot to add): - Augment activation rolls are only required if a character wants to do it in the same combat round, otherwise just spend one round activating without needing to roll. One thing I didn't find anything, in fact it's absent from the rulesbook, is what happens with a stunned character... anyone???
  4. I really think Other Worlds (a HQ fork rpg) handles extended conflicts much better and in a way easier manner. You first frame the conflict goal and then start a kind of sub-conflicts but you accumulate acquired consequences (penalties or bonuses) in a similar way you can get flaws or temporary consequences in QW. Sub-conflicts are started in alternating turns, and each opposed side has the option to create a new sub-conflict or bring the final resolution roll and end the whole conflict. There are no resolution points or any other special mechanic I imagine the Death Star scene as a series of this sub-conflicts. Some create penalties (like losing rebel fighters, or Ties and cannon turrets for the Empire side), and ending with a sub-conflict where Luke summons the aid of the Force and makes the lucky shot.
  5. I would leave the full stats because you never know when you might use them. For example, a virus might be introduced to the ship's system and try to disable its defenses. In that case you'll probably roll the virus ability to infiltrate, directly against the ship, or its system stat.
  6. It's not a math issue it's a reading one for me. If I read 14M2 I read fourteen Mastery two which is pretty odd...
  7. I have the same problem as @narsilion I tend to read it in reverse. One alternative I've considered is writing masteries as exponent. Instead of 14M2 just 14², or 7M3 as 7³.
  8. Hi all! I don't know if this topic belongs to this section so please be free to move it. I'm looking to join an online OpenQuest 3 or derived (River of Heaven, etc.) game. I'm not a native english speaker but I understand very well, I'm just a little bit rusty talking. I'm planning on GMing in the future but I'm not confident enough right now. Please reply here or contact me via PM. Thanks! (I'm at GMT-3 hour)
  9. It makes sense to me, otherwise a minor penalty becomes a huge disadvantage for Masters...
  10. I have this map of the Young Kingdoms. It belongs to the fan-made Lobo Blanco RPG (https://patriciogonzalez.itch.io/lobo-blanco). I have an even higher res map but it's in spanish only.
  11. I think the intention behind that rule is to encourage players to use flaws and suboptimal abilities: you may fail but in that case you get an XP, win-win! I'm guessing the missing part is that those contest should be meaningful. I've read some QW actual plays where rolls were constant, and others where just two or three per session did the trick. I think the system is geared towards the later option, and rolls should be kept at minimum, just for really uncertain outcomes or meaningful/climatic scenes.
  12. Hi! I just bought the 3ed of OpenQuest. I like the layout and it feels a polished system. I think it has just become my favorite d100 implementation. I'm just a little weary about how the 100% cap in skills may work in-game. I'm planning to adapt River of Heaven to these new rules. Are there any conflicting rules to watch out? Thanks in advance.
  13. Personaly I don't like the Odd number approach for the Hard Difficulty roll. It makes me change my mindset and pay attention to a different thing. My take (and one I'm using for my ND100 version) is just half percentiles for "hard" success, I think it's pretty easy to eyeball half your skill, and roll under the tens digit (as percentiles) for critical.
  14. I like your intentions. I have a BRPish version of my own in very slow cooking, but with a different approach. There are however some key issues to address IMHO: how to make shields more useful than parrying with anything else, decide if you may make more than one attack per round and based on what (Dex points, total skill, skill splitting), and if you want skills of 100% and more and how will they scale.
  15. I used this rule un Elric! And I think the wording was a bit different. I used those Base Percentages as "passive defense" only against missile attacks, even if you had a lower skill level.
  16. I usually play theatre of the mind. I find I can get immersed more easily and think as if I am in place of my character and make more interesting choices. I find it harder to get into the scene using battlemaps, but maybe that's just me. What I do use is some fast schematics to give some idea of positioning and size of things when it's not so clear.
  17. If it's your first experience with combat in BRP I'd make your players face no more than one enemy each. Superior numbers in BRP is THE best combat advantage you can get. Start with enemy combat skills around 30% for rookie or common enemies and 50% for more experienced, trained, main ones, etc. Long range weapons are quite an advantage too so use them sparingly or give PCs chance to get cover. Which leads me to my last tip... Encourage your players to get tactical and USE the environment. It's one of the best and more engaging aspects of BRP combat IMO. Try using creative and alternate solutions. If an enemy is getting tough try other things: use ranged weapon, try a stealth attack, try to grapple, push or drop down.
  18. I think Constitution should be reserved for living corporeal beings. Undead, spirits, etc, might use another stat in it's place. Undeads, vampires, wraiths, ghosts might use POW instead.
  19. Sorcery in the Conan stories feel very much like Call of Cthulhu spells. If I'd make a faithful adaptation I'd use that magic system.
  20. Oh yes, I agree. It's a psychological thing. That's why the latest BRP games have chosen a blackjack roll approach, because the highest skilled character, if the opposition already rolled low, has still the "illusion" that their difference in skill matter. Otherwise the "feeling" is reduced to just roll lower than the opposition, no matter their skill.
  21. Yes, you're right, even if one character is only 1% better than the other it has the advantage. But it's not an auto success, if you use the higher skill option, you don't have to do any math. Rereading my post, I may have not been clear. The dice flipping option becomes available if both sides succeed (or fail, if needed), and just to determine who wins the tie. You can't change a simple success into a critical by switching the dice.
  22. Some thoughts and options. I don't like RQ hit locations either, I find it's too much mechanical crunch only for combat. However I do like the narrative detail hitting a body part has. I would suggest a critical hit to give the option of doing double damage or doing normal damage but hitting a specific location for a "narrative" reason. I.e. dropping a gun, forcing someone prone, stun, and so on. On opposed rolls, I was giving further thought after reading this thread and maybe an elegant solution would be a roll low wins but giving the character with the higher skill the option to reverse or flop the dice. That way you give the more skilled character the leverage while keeping low roll wins and avoiding an auto success: it may happen that even switching dice doesn't give the more skilled character the lower roll.
  23. How about applying a -30% (or -20%) penalty to each weapon use after the first, wether it's parryng with the same weapon after making an attack or attacking after a parry. Keep this penalty off of shields and you make shields suddenly very useful.
  24. You're right. 2x creates better starting values. I'm also considering doing something in the lines of Revolution d100, with broad skills and specializations. I totally missed this. I'll take a look. Thanks!
  25. That is an interesting idea... like how GURPS handles damage. I'll give it some thought although I don't want to go to much far from the usual BRP style, unless necessary. Not quite. If you look at the possible outcomes, rolling BOTH under your skill and under the difficutly, which might be the case if it is higher than the PC skill, means you succeed but with a complication or something troublesome happens. Already many GMs resolve actions this way. It is similar to PbtA's Success with a Complication, or a Marginal Victory in HeroQuest. Eg: Jerry the thief tries to lockpick an apartment door. He had sneak through the building's security. Jerry has 45% in Lockpicking and the GM states that the security lock has a difficulty of 55%. The lock is pretty complex, above Jerry's normal skills. Jerry rolls and gets a 39. That means a success with a complication. It means Jerry picked the lock but maybe left visible markings around, or made enough sound as to attract the security's or neighbor's attention. Yes, however I forgot to write that the Player may chose NONE makes damage in that case, as with normal opposed rolls. There are some other combat details I've not posted yet, such as number of attacks and Combat Maneuvers (ala Mythras). They all use Energy Points, but you can use them to create some leverage. The goal here is to avoid stale combat rolls and modifying skill with math. Rolling INT different is meant to avoid rolling a super low character and make it unplayable. I know, it may happen with other characteristics. It is a "problem" with the BRP stats and what those values mean. IIRC a 6 or lower on any stat means a huge drawback. On the other hand, rolling all characteristics with eg. 2d6+6 gives pretty high and unmeaningful numbers... Maybe 2d8+4 ? But, again, it draws the system away from the usual BRP versions, which is not my intention unless its necessary. You're right, but it is better than nothing. Plus, remember that skills grow faster until you reach your Statx5%, so a Character with a 10 can rise it's skill fast up to 50% vs. another Character with say 14 that can rise up to 70%.
×
×
  • Create New...