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el_octogono

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Posts posted by el_octogono

  1. On 8/11/2019 at 10:25 PM, Lloyd Dupont said:

    APP (Aka Appearance) is the least useful of all characteristics.

    Anyone thought of some way to make it more useful?

     

    You can use it as an Initial Reaction guide. Even with a succesful Fast Talk or Persuade roll, the NPC attitude and willingess may vary.

    APP

    3-5           Distrusted, fearful.
    6-8           Doubtful, suspicious.
    9-12        Neutral
    13-15      Agreeable, nice
    16-18     Attractive, trustful

     

    • Like 1
  2. 13 hours ago, Lloyd Dupont said:

    Cover doesn't work so well without localisation..

     

    Elric! had a percent chance a shield blocks a ranged attack:

    Small shields 15%

    Medium Shields 30%

    Large Shields 60%

     

    Add +30% if the character is ducked behiund

     

    • Like 4
  3. Thanks for answering.

    I don't mind having a balanced selection of subspecies but I'd appreciate a brief but concrete explanation of what are the downsides of having a Tweak. Maybe it is something that shows up in play, but it'd be nice to explain to a player why it would be a good idea to choose some other subspecies.

    Meanwhile I'll wait the PDF version of "To the Stars"

     

     

  4. Hi!! I have the RoH Refreshed Edition. I'm going to run a mini campaign starting in a couple of weeks. Yesterday the group made characters, but I have some questions that I hadn't found the answer in the book.

     

    1) Pilot skill: the skill is listed both under Practical and Knowledge categories. The RoH sheet puts it under Knowledge, but I think it should be under Practical...

    2) I can't find how long a human lives... Bioroids seem to have unlimited age given that they can repair themselves... Genies should live loinger than Basline Humans I guess... same thing with Tweaks?

    3) Tweaks seem to be massively overpowered. In RAW, in addition to the 6 augment points they get one Tweak Package worth 10 aug points!!!

     

    Thanks!

     

  5. Hi! I find OpenQuest to be the only "simple" iteration of the BRP rules nowadays, except perhaps the defunct Magic World. I find the other BRP incarnations too crunchy in the Combat side, something I'm less interested as the years pass. A link to detailed progress, and examples, of the new OpenQuest would be really nice. Just wanted to say this, and that I'm looking forward to the 3rd Edition!

    • Like 2
  6. Thanks for your replies. I'll read the Star Wars conversion and check "Men of the Sea"!

    Also, if a PC gets enough credits to improve a spaceship or other important equipment, would it require a hero point investment? If not, I suspect a Credit roll or a Technical skill roll would do the trick... but is there anything in the HQ2 rules for that situations?

  7. 12 hours ago, jrutila said:

    The beauty of HQ is that you can play without different setting rulings and modifications. On the other hand you can add them but I would start with vanilla. Do you have the HQ2 core rules (instead of HQ Glorantha)?

    Hi! Yes, I have HQ2! 

     

    10 hours ago, Iskallor said:

    I played in a Firefly HQ2 game a long while back and there were no changes made.

    Did you stat any spaceship? I don't know how I'll manage a combat between two spaceships, for example. If one of the two is clearly better equiped for combat how do you handle this? Add a bonus to the apropriate ability? Stat the spaceship with a Keyword and use it as augment? or perhaps the other way around, using the ship's keyword and make an augment with the PC's ability?

    I can think of multiple ways of doing it, but maybe some are better at the table. What  do you suggest?

  8. Hi everyone!
    I'm planning on running my first HeroQuest game set in a Sci-Fi world similar to Aliens, the Expanse, etc.
    Has anyone done some adaptation or rulings on using HQ for this setting? Any advice from the more experienced HQ narrators? Thx.

     

     

     

  9. 5 hours ago, Atgxtg said:

    That's what I figured. In Stormbringer, once the PKs can world hop the only way to keep them in one plane is to place some sort of restriction, otherwise, they can always bug out if they don't like how things are going (btw, it's the same reason why the ability to operate the transporter remotely with the communicator was removed in the original Star Trek). Of course as the GM you are always free to add an out should you later desire to let them leave the plane.  

    I believe the events occurring in the novels bring the whole Cycle of the Multiverse to an end... so jumping to another plane is no escape for the PCs...

     

  10. I think the real issue here is that Hide and Move Quietly are two separate skills... I've always found both skills redundant, and often a matter of discussion... The purpose of both skills is to go unnoticed which in real life is a single action. You won't hide behind a rock but steping over a heap of crunchy leaves... it makes no sense.

    I would make augments last a scene or the same situation, for example an entire combat, or maybe a long trip overseas. Just a period of time that is narratively apropriate.

  11. I don't know, I've never experienced tick hunting. Maybe sometimes a player tried to use a secondary weapon to train it, but also putting his PCs life at risk... So it balances out. I allow ticks if a skill is rolled no matter the result, but I don't if it is obviously out of place, just for the rolls sake.

     

    • Like 1
  12. It's an old BRP dillema. In case of a tie in the success level, I used to give the side with the highest skill the win. But, I also took consideration on the fiction. For example: a PC trying to actively sneak a guard will usually win in case of tie, unless the guard was previously alerted and actively searching for trouble.

    • Like 2
  13. To me, 7th edition is a step forward. It has a some more rules, but they are easy to grasp and memorize, and above all, covers many holes previous editions had. It's easier to handle opposed rolls, combat is swifter... the only thing that makes me itch are the percentile charateristics, but is mainly because of familiarity with the 3-18 range.

     

  14. 4 hours ago, RosenMcStern said:

    Only non-routine, significant tasks require a skill roll. In all other case, you should simply check with your GM that the task is routine for you, and move on with the interesting parts of the story.

     

    This is a ruling that should be emphasized in BRP books... it is the main misunderstanding of the rules. Many gamers know BRP as "the game where you roll for everything..."

    • Like 2
  15. That is an issue of BRP for some players. But the fact is that a skill roll is only needed in a stressful situation or a challenge of some sort. You don't need to roll Driving to go shopping, or in this case, Pilot to take off an airplane. There is a grey area that needs to be addressed... if a plane hits a turbulence zone... is a roll needed or not?

  16. The difference is that conflict resolutions is about what you seek to obtain with your action (or "the prize"), and not the action itself. So if you fail your roll, that means you didn't get the prize, but not necessarily fail the action...

    The action (or task) is "I swing my sword to behead the orc."

    What do you want to get from the action may be different things depending on the narrative context:

    1- I want to kill the orc. The prize is killing the orc. If you fail the roll you don't kill the orc.

    2- I want to kill the orc to intimidate all the other orcs. The prize is intimidating the orcs. If you fail the roll you may fail killing the orc and intimidating the others OR you may still kill the orc but fail to intimidate the others. You may or may not complete your action but you surely don't get the prize, that which is at stake.

     

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