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Posts posted by el_octogono

  1. 2 hours ago, Lloyd Dupont said:

    What if.. most skill will be used as contest on a Resistance table like mechanic?

    For example, to do power resistance I do POW+Willpower/10% vs POW+Magic/10% on the resistance table (though I don't use the resistance table, I do D20+resist >= 11+attack)

    For you climbing skill it will then be DEX+Climb/10% vs Cliff Difficulty


    Nephilim had a mechanic like this applied to different things (police heat, for example). It used the stat POTency as resistance.

    • Like 2

  2. It is a great game. I played the first edition in the 90s. It had some very nice mechanics like the Rational/Irrational. It also had a d10 hit location based on the 'ones' die that makes the process easier than rolling an additional d20. It also had a skill cap that depends on the characteristic stat. The setting is great but may be too realistic and oppresive, not for casual gaming.

  3. Another possible angle would be to make CHA (not APP) and POW a single characteristic: POW. A high Power could mean someone of charisma who can exert influence and manipulate others if wanted.

    • Like 1

  4. 57 minutes ago, g33k said:

    With enough power, lasers become the snipers' weapon of choice.  No windage, no drag, no overshooting for gravity, no delay between firing and impact...

    They just need power enough to generate a kill (i.e. put a hole through the target).

    Wouldn't fog, clouds, smoke disperse a laser beam?

    • Like 1

  5. In real life, charisma is a super useful stat. A high charisma can make you pass under the police inspection radar. May get you a new job. Might make harder for another person to say No to some request. Someone with low charisma is usually ignored, both in presence and speech, even if he is saying something interesting. 

    I've made this characteristic roll for a BRP homebrew:


    First Impression Roll = CHA x5

    This roll is made every time a character faces another for the first time. A Critical Success means social skills require one less success level. A success means the character is received in a good way. Failure means the character is not taken into account and all social skills require one higher success level. Fumble means the character is frowned upon and taken as hostile, treacherous or any other appropriate interpretation.

    • Like 6

  6. Quote

    I have toyed with, but not really looked at in detail, treating individual spells as skills. That would front-load the investment, i.e it would cost time and money to learn spells and become competent at casting them, but without magic points there's no limit to how often you can cast them.

    You can treat the skill as "MP" and reduce momentarily your skill level until rest. A simple spell may cost 5%, another 10%, 15%....  Now that I think of it you dont even have to do math... as the skills are intended to roll the highest possible under your skill, you can have a Magic Point spendure beside the Magic skill and to cast you have to roll under the skill but over the spent MPs. No math, clear as water...

    • Like 3

  7. Insight works like Intuition. A successful roll shouldn't detect lies, but should bring some doubt to the PC. You may also roll Insight to read someone's intent. Perhaps you see someone in the crowd and a successful Insight roll tell you he seems to be looking for someone and has a violent attitude. 

    • Like 1

  8. I use bolded words for my own game rules  but I usually do it when the term is introduced or really important to the current section. Otherwise I leave it un-bolded. That makes a nice balance and keeps attention to the new stuff you need to point at.

  9. I've only GMed HQ2 twice... but never got it to work properly. Specifically I had much trouble trying to assign a proper difficulty to the challenge. There was a disconnection between the description I made, the difficulty level RAW and how easy it became to the PCs. I don't know if I needed to cut the challenges into smaller challenges and thus increase rolls (and tension), or just go along with the results. I did this last thing but I felt I couldn't transmit the danger to my players. I think a rules revision could include a detailed desrcription not only of the rules but of the whole process and the decisions the GM make.

    • Like 1

  10. Having read some Reynold's novels after playing RoH, I now get some of the "tone" of the game. However that is not quite well expressed in the rules IMO. I recommend everyone to read at least Revelation Space for a hint.

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  11. Yes, if I can name flaw in Elric is that of extremely high percentages, with the book even encouraging starting with combat skills above 100%. Also the rules for allegiance gains is confusing... You're supposed to roll a checked force, as any other skill, but then there are many cases where the GM grants points at will. I just used the latter. The table also has some flaws IMO in dividing too much "evil" actions as Chaotic and "good" as Lawful (or balance). 

  12. If you'd keep Elric! as a base, then maybe I'd allow these options:

    • In case of tied success level, the character with higher characteristic wins
    • Allow each character to deduce its characteristic points to the dice roll

    If not, I would cap skill levels at Characteristic x7 or something like that.

  13. 32 minutes ago, Richard S. said:

    1. A completely resistance table based game. This one is probably a big departure from normal BRP, but still works in the system I think. You can either throw skills out entirely or scale them down to 1-20, like in Pendragon. Either way, everything is resolved with the resistance table rather than regular skill rolls, with 10 as a baseline resistance.

    Nephilim worked that way with many POT rolls and there was a suggestion to roll skills that way if I recall correctly...

  14. My personal tastes would be:
    - Stat bases for skills
    - A more important CHA stat... IRL being charismatic has many, many advantages and RPGs in general don't translate this well. A reaction roll with later bonuses or penalties is needed.
    - Higher hit points like in SB4 where HP are equal to CON + any points above 12 or - any points below 9 in STR. It also allows for normal build and resistant characters.
    - Combat Styles
    - No hit locations. I feel they are in the middle between being detailed and too structured. I prefer no locations and being able to translate the hit point loss into something more vivid. Maybe a way to translate amount of damage into damage descriptions and locations?
    - Tick experiences... It's one of the best things of BRP IMHO and I miss them in almost every new version.
    - Better uses for shields... this is a huge drawback in BRP that hasn't been addressed properly.
    - Clearer and less complicated number of attack and parry rules... I don't like Strike Ranks, Impulses and the like. Dex ranks is the way. It always stuck me as strange that only one attack may be made but you can do multiple parries. I'd like a unified criteria like... -20% for every additional attack to all attacks AND defenses, thus you can make more attacks but risking your defensive capabilities.
    - I like Skill for magic... It seems unmagical that only by spending MPs I can cast a spell... maybe tying MPs to fatigue or make a general Stamina Points that non-magic users may use for special attacks, maneouvers, etc.
    - Lower skill values... I don't like BRP iterations where skills usually go higher than 100%... it seems counter intuitive and usually adds complicated work arounds.

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