Jump to content

FunGuyFromYuggoth

Member
  • Posts

    182
  • Joined

  • Last visited

Posts posted by FunGuyFromYuggoth

  1. Although the dagger vs. poleaxe question is still not perfectly addressed by any system. The "perfect" rule should take into account the attacking weapon momentum and the strength of the parrier, plus the contest of skills. It would be a formula far more complicate than anyone but the fanatics could possibly want to use in a game.

    I agree. In general, we should try to work within the spirit of the BRP ruleset, which is to keep things reasonably simple. As a GM, I'd probably say to the player, "You're insane. He will hit you and all you can do is Dodge unless you can close the distance." Since no mechanism is given for closing the distance, I'd probably ask the player to give up an attack and roll a Special on Dodge to do so, prompting the attacker with the polearm to back up to an optimal range, change weapons, or use the haft of the weapon in a staff like fashion (= quarterstaff).

    Upon reflection, the example perhaps is not the best one. Until my first edition arrives, the typo in Edition Zero for the Parry column permits Knives to parry in Historic weapons, but doesn't permit Large Hunting Knives to parry in Modern. Speaking strictly on realistic terms, knives and daggers weren't used to parry unless they were radically redesigned into something we know of as the sai--a weapon with its own characteristics, history, and application.

  2. Who knows, maybe the alternate table would be worth the effort with Superhero games or whatnot. I personally do not feel BRP scales as well as some other systems to handle super high characteristics.

    Sounds like a great idea. The Keepers Compendium Alternate Resistance Table doesn't really come into play with stats that are scaled for normal human beings. I suppose if you wanted a resistance table result for something fantastically huge and strong versus something of equally terrifying proportions, you could use it, but how often does that come up? :lol:

  3. Looking at the tidbits of info out already, now integrated to support epic characters and with a modular system for abilities, as well as the WoW-like terms, such as "tiers," I think D&D4e will not fall flat by any means.

    That said, BRP will be for the gamers like us. And I think Chaos & Catacombs is for gamers like us... and the switch to 4e will inevitably create more "gamers like us" as many decide that the game has lost the charm it once had when they were young, and they will turn to BRP.

    Like I did.

    I should have been more clear. All of the OGL settings/games spawned by 3.5 will be left in the dust. They won't make the jump to the new gaming license unless a D&D/WoW style Epic experience is somehow shoe-horned in. In this regard, I see this a D&D 4.0 as an effort to go back to the core business of WotC/Hasbro and dump the legacy gamers who aren't playing D&D or find that the new set-up, while fine for D&D/WoW style level grinds and those who don't mind getting game-related subscription models. This won't necessarily please the rest. In this case, D&D 4 will see a few survivors left bobbing in the water--hopefully BRP can extend a life preserver and welcome them aboard. :thumb: Of course, it's anyone's guess now. We won't know for sure, but its incumbent on BRP to at least have a system ready with settings and scenarios ready-to-go in order to capture this slice of the market.

  4. The danger I see is mixing gritty to legendary styles, which may work well in a story, possibly even a movie, but in a game you end up in the same fix that the "Star Wars" roleplaying game (in its various forms) found itself in--while it's nice to be a roguish smuggler, your jedi friends could wipe the floor with you. A bit of a downer.

  5. Doesn't it also depend on what kind of campaign you're running? Think "The Bourne Identity" films versus "Crouching Tiger, Hidden Dragon." What a world of difference!

    After all, if you're running a more gritty, realistic game, your martial arts skill would probably translate to what is given in the book except to say that certain martial arts have limitations (Brazilian jiu-jitsu would not have any strikes, Boxing wouldn't have much in the way of grappling beyond the clinch, etc.). A more cinematic/legendary approach would use super powers. I think a Wuxia campaign setting could flesh that out nicely, but those are powers you wouldn't want to bring into a lower power setting.

  6. If I understand your question correctly, no. If the rolled result is lower/higher than the skill, then the skill works/doesn't work. You roll once. "Always use the Martial Arts skill in combination with another skill: Brawl, Melee Weapons or Grapple, as appropriate."

  7. Hit locations are entirely optional in "Call of Cthulhu" and one would have to hunt for it in a supplement to even see it. Combat in "Call of Cthulhu" is alot more freeform than RQ3, which IIRC RQ3 was criticized by some RQ2 players for making combat (and the system) a little more complicated than it needed to be. It was OOP by the time I came to the game, so I had no reference point.

    I GM'ed RQ3 for several years and found the rules very playable and a huge leap over D&D, but I disliked the strike rank system and the sorcery section. The people who I played with were more passionate about the skill system and the magic system, plus the setting, and were unlikely to wax on about the elegance of strike ranks.

    To me, strike ranks and hit locations are mechanics and don't stand out when there are so many other plusses to RQ3. Plus, in RL, people shoot or stab each other milliseconds apart, and double wounds/kills are more common than movies would have you believe. In my actual campaigns, the hit locations were used, but I preferred using one set and giving a plus or minus on the D20 to achieve a result that made more sense. I'd probably not use strike ranks and in the case of determining who hits first, use distance (missiles first), then skill level, then DEX to determine who gets to attack first. It gets the same thing done and I find it forces the player to think about the situation more tactically than relying on a static number generated weeks and months before based on numerous tables that produce similar results without any awareness of why they attack on Strike Rank 4.

  8. I first want to say that I am very happy with Jason (Durall) and Sam's (Johnson) update of the BRP rules in Edition Zero. I have been playing roleplaying games for going on 25 years now and was thrilled to see that somebody was going to try to bring it together. Excellent work! Thank you for your contribution to gaming!

    I did want to query them on the rules about Hit Locations. I have been using the "Call of Cthulhu" hit location rules (first seen) in "Cthulhu Now." The spread of hit locations from 1-20 are slightly different between the version the new BRP rules and in "Call of Cthulhu." Can you tell me what the thought process was behind this decision? Thank you.

  9. I checked out the Downloads section, but couldn't find the new version of the BRP character sheet (the generic one you find in the book). Will one be made available or does somebody have one that scanned well enough to upload? :)

    Has anybody else developed a satisfactory superhero genre character sheet? If you have one you could share, please. Pretty please. ;)

×
×
  • Create New...