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el_octogono

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Everything posted by el_octogono

  1. I agree Elric! is the best version of the game. The book is compact and full of useful information. I don't know why but it "feels" just right. The only problem I found with the rules is the binding of demons. They are easier to summon and more powerful because a bound demon only needs POW and INT, if I remember well. My house rule is that bound demons need at least 1 die in every characteristic.
  2. After reading 7ed Quick Start Rules, I think it solves none of the alleged "problems" with the game. As someone said here before, adding dice tricks in addition to success levels is a very bad decision. Other long time issues are too many skills and the "missing clue = spoiled adventure" that many indie gamers love to point out. Also the push roll adds a second roll with apparently the same chance of success but with a complication or a "fail forward" result. How I would have done it: - Keep 3-18 characteristics, avoiding large numbers but use meaningful but simple char modifiers, similar to Magic World - Instead of pushed rolls use a re-interpretation of BRP rules: skill levels mean different basic knowledge or expertise. So... instead of using push rolls, if a roll is a failure, use the basic minimum use of the skill. Perhaps a skill threshold could be used, requiring the character to have at least that percentage in the skill to have a minimum success or success with a complication. This rule solves the "missing clues" problem. A vital clue in an adventure should have a very low skill threshold, so a failed Spot Hidden roll will grant a basic clue or info, by the rules. - Use only one success level at 1/2 skill. Resolve combat with oposed rolls as de QSR. - Reduce the number of skills. - Instead of adding dice for advantages or disadvantages roll the same dice but lower is the Tens die, if having advantage, and higher is the Tens die, if having a disadvantage.
  3. ePUBs can have hyperlinks and a master index. If you use format styles for headings some programs generate the index automatically. Readers now have a button to access the index anytime. But you still have the layout issues when using tables, and also big differences between one reader and others with font sizes or some font attributes.
  4. Oh, I have no issue with maths, but some players have, or take more time than I'm confortable with. It is also a good alternative for some anti BRP guys who think it's too grainy and has too many calculations.
  5. I really like your method Questbird, it's really simple and avoids calculations and tables!
  6. I make two steps: 1- Divide Skill by 10 2- Multiply the result by two, for 20% success Level, or round down, divide by two, again, for 5% success level. 20% - If I have 65% then 65/10 = 6.5. 6.5x2 = 13%. 5% - If I have 65% then 65/10 = 6.5. 6 (rounded down) /2 = 3%.
  7. Not a bug but I received new threads in my rss reader on my cellphone. Now I'm getting a rss deactvated error. Will it become available?
  8. I think the Dodge roll, when a long sized weapon is used, is just for sliping inside range, not a "real" dodge so I would roll Dodge or Dex x1 for the zombies. Also, the reason a long weapon can keep distance is because the opponent doesn't want to get wounded while closing (thats what the dodge or parry roll is for). I believe zombies wouldn't care so let them get in close combat anyway, unless they die first!
  9. In Stormbringer 5th horses do 1d10 damage, no db, Wolves 1d8+db... still, average wolves do less damage. I would simply give no db to bite atacks and vary damage according to size and bite quality. So a BGB horse bite would do 1d3 and a wolf bite 1d8.
  10. The thing is... do you really need 7 different degrees of reaction? how can you meassure the difference between a good or very good result? I would make the NPC roll the PCs CHAx5%. A failure means a negative attitude, a success a positive reaction. And, making it a little more interesting, I'd vary the result taking into account the NPCs own attitude towards a stranger. Perhaps the NPC is a closed suspicious guy, or a friendly open buddy. So... CHAx5% Roll NPC is suspicious: Critical: Good reaction. Success: neutral initial reaction. Failure: bad initial reaction Fumble: bad, unchangeable reaction. NPC is neutral or friendly: Critical: Good, unchangeable reaction. Succes: Good, initial reaction Failure: neutral initial reaction. Fumble: bad initial reaction. The NPCs attitude could change with further Fast Talk, Oratory or other social skills, increasing or decreasing his reaction between Good, Neutral and Bad.
  11. For me, the best edition is Elric! It is a compact, full of information and well organized book. Later I bought SB5 but really missed the previous layout. IMO the most evocative cover is the green one from 4th edition (I believe). I chose 'Enough d100' because I got tired of buying and switching between editions, supplements and incomplete info, like the Atlas of de YK. Nowadays I mostly play with a homebrew more "narrative" system that lets me explore the Moorcockian multiverse without the need of much system details. However, I think the Design Mechanism could do a serious and good support for the setting.
  12. I've been developing a south american pre-independence setting for my own system, but can be easily converted to BRP. It focuses on the "Virreinato del Río de la Plata" which covers actual Perú, Bolivia, Paraguay, Chile, Argentina, Uruguay and some parts of southern Brazil. The "Virreinato" starts in 1776 and is a very interesting period with a lot of different cultures (conquered/integrated natives, free natives, african-americans, european and all kinds of mixes), political intrigue (a fading spanish colony, independence plots, smuggling), misteries (mostrly related to native, christian-native and pagan traditions), and option for realistic or magical play. The most important native people groups are playable: Tehuelches, Mapuches, Aimaras, Guaraníes, Comechingón and Inka. It would be possible to play in earlier times when it was the "Virreinato del Perú". Pre Columbus times are more difficult because many native cultures were destroyed by christian-spanish conquest and warring/absorption between natives, there is not enough information for a deep and rich native setting except about the Inkas.
  13. Hello everyone! I've been roleplaying for almost 20 years, with some long pauses. The first game I ever played was Call of Cthulhu. I always thank to have started playing with a BRP game. My first impression about RPGs was of freedom and wild imagination. In all these 20 years I tried many other games and systems but never got the same feeling as with BRP. The first game I GMed was Stormbringer 4th (1st or 2nd in spanish editions) and discovered Elric and Michael Moorcock through it. I've played and/or own this BRP games: - Stormbringer 4th - Elric! - Stormbringer 5th - Call of Cthulhu 5.5 - Nephilim - Aquelarre (a Spanish game) - Avalon Hill RuneQuest I also developed a RPG system with some BRP influence, which I self published, and another "generic2 system with narrative aproach. I've been lurking this forum for around a year or two. I'm very pleased with the general tone and info around. I'll try to contribute as much as I can! It's been a while since y last wrote in english so I apologize for any weird sentence or expression!!
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