Jump to content

SokMunki

Member
  • Posts

    21
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by SokMunki

  1. I'm currently playing in a Mage: The Awakening game which is going quite well. The amount of games I'd like to play or run is fairly extensive. My usual group has poked at various permutations of the FATE system including The Dresden Files and Bulldogs!, which I will use as a template for a Firefly/Serenity game... eventually. I've also got malformed ideas for an Infinite Power game and a Witchcraft game, but Nyarlathotep knows when I'll get the time to run those. I'd love to run a session or two of Paranoia again just for the sheer daffiness of the setting -- and as a palate cleanser for my (rather literally) fatalist CoC game. Things I Will Do When I Win the Lottery #812 - 817....
  2. I don't have the books in front of me, but at a guess I'd say that the Damage Bonus reflects the amount of Force you can apply in the classical sense: F = (m * a) sorta-kinda translating to DB ≈ (SIZ & STR). Basically, the stronger you are the faster you can push something into something else. When you bite down you don't get as much acceleration compared to swinging a mace and so the damage bonus gets halved. The straight-up damage, however, should reflect the typical force of the bite on your typical wolf (or baboon or manatee or whatever). A much stronger-than-average baboon is able to leverage that strength into a powerful backhand but it doesn't affect the force of a bite as much -- but it's still a nasty bite.
  3. Thank you very much, Trifletraxor! I think Skunkape's recently re-uploaded that 2nd file so that link probably should be defunct. All is well.
  4. Having the "cannot find file specified" error when trying to download the following files: http://basicroleplaying.org/files/file/157-savage-brp/ http://basicroleplaying.org/files/file/402-pulp-edges-for-legend/
  5. EDIT: Never mind; looks like the distinctions between the two editions aren't as large as I thought.
  6. Excellent! I've started using your Monster Manual conversion in my fantasy game. I'm looking forward to this one!
  7. Hm. Chrome is telling me "NPC-Creator Win.zip is malicious, and Chrome has blocked it." Any idea what might be annoying Chrome here? EDIT - Besides that little hiccup I've been playing around with the tool (brought to me by the magic of Firefox) and it's a great asset. I'm sure I'll be using it quite a bit.
  8. Given my talents I figure my creature will smash down the door and stagger off into the night, groaning and cursing its creator... The main problem I faced was trying to have distinct flavors of supernatural magic: Wizardry and Divinity. I wound up using the "Magic" rules for Wizardry and the "Sorcery" rules for Divinity, using The Magic Book and a fifth of gin to concoct house rules around them -- mostly about gaining new spells/prayers and limits about how many effects you can have in storage or at your fingertips. I'm sure there are balance issues somewhere, but right now this is intended to be the "kick-in-door, kill-critter, get-phat-lewt" game to balance out my plot-and-angst-heavy Cthulhu game so I'm willing to just schlep along.
  9. Palladium's "The Compendium of Weapons, Armour & Castles" may be useful. http://www.amazon.com/The-Compendium-Weapons-Armour-Castles/dp/091621138X
  10. I've posted a few times now, so I figured perhaps it was high time I said "howdy." So... howdy! I've been playing RPGs for A Long Time, running the gamut of games from the blue box Call of Cthulhu to TOON. Unfortunately my experience with Chaosium games has been limited to CoC and the occasional foray into Stormbringer. (I've been running a Lovecraftian game using EABA for a while but finally switched to CoC because of the Sanity rules and the experience/advancement system.) I'm putting together a high-fantasy game to run as a palate cleanser between CoC sessions, tossing intricate narratives and angst out the window in favor of Grimtooth-style traps and dungeon crawls. Because I'm an idiot I'm cobbling together the BGB, Magic World, the Magic Book, Hârn, Blade's Citybook series, AD&D's Lankhmar, and this thing that I found on the sidewalk that's warm to the touch and makes a slight whirring sound when exposed to light. So: how're you?
  11. Very nice! We'll definitely use this for my upcoming campaign. Thanks for putting this together.
  12. Agreed. Clearly the solution is to declare that the only weapons to survive the zombie apocalypse were grapefruit spoons. Problem: solved.
  13. I keep tripping up on the plurals: "If the long-weapon-user wishes, s/he can keep one or more short weapon-users at bay. This means that in place of an attack, the long-weapon-user can attempt a normal weapon skill roll to prevent the short-weapon-user(s) from closing {...} This roll must be made each combat round, and if successful, the short weapon-user or users do not take any damage, but cannot close during that combat round." If the author means "...can attempt a normal weapon skill roll to prevent a short-weapon user from closing", must split skill to target more than one, etc. then I suggest a bit of editing. Offhand I think my reading seems pretty reasonable. You still make a skill roll and each of your foes has a chance to Dodge or Parry to get past the pointy end of your stick. Once one or more short-weapon-users manage to Close you have to get them to back away before you can try and keep them at bay again. When your foes don't Dodge or Parry, though, it gets a little weird.
  14. Quoting the info from the BGB, page 219 (emphasis mine): Sounds to me like like you can fend off as many as you like as long as you make the roll. Flipping to "Superior Numbers" on page 233 there's not a lot more there, just comments about how many people can attack. However, the long weapon-user still has to roll, opening up the possibility of a failure/fumble. Also, if the zombies do manage to close in, there's some fun penalties for the long weapon user listed under "Closing", page 219. I also like el_octogono's suggestion for a house rule there: for purposes of Closing, creatures that normally do not Dodge get a DEX x1 Dodge roll to reflect the shifting positions that take place during combat.
  15. Still learning the rules myself, but some thoughts: 1) The environment may trump the rule. On a tennis court, sure, you might be a whirling spear-dervish, but when you're in a narrow hallway and they're on both sides, not so much. Can't fend off people behind you. Heck, in a densely wooded area trying to use a long weapon can kind of suck unless you can funnel opponents directly in front of you. 2) Zombies can Grapple. That long pole makes an excellent handle for reeling a character in.... 3) Presume the rules expect the attackers don't want to get hit. If the zombies don't care if they get hit or not -- they're not trying to stay back until they find/create an opening -- then say every zombie over the first will get an attack after your staff-user gets a free attack. Inverting the "Disengaging" rule, if you will. (In short: what they said ^ ) 4) You're not moving very fast if you're just standing there, and if you're trying to hold back, oh, five zombies you're only moving as they herd you. Trying to leave at all would invoke the "Disengage" attack. 5) ...well, they are just zombies. If you're prepared ("naginatas for everyone!") and get the drop on them, maybe they should be a non-issue, more of a pile-of-trash-with-teeth blocking the doorway. It's when you're not ready for them they're a problem. "Oh, did you miss the Spot roll? Whups. Pavement wasn't as sturdy as it looked and you half-slide, half-fall into the sewer. Fortunately you land on something soft... unfortunately there's six of them and they're hungry."
  16. You really hate Barney, don't you? You want to make sure that not only does his supposed ally shoot him but he'll get his knee destroyed in the process. When will poor Barney suffer enough for you? (Sure, tweak as needed -- fumble would do it, or if you roll spot-on the first point of the SIZ for the target it's a special/critical hit or some such -- using the above example that would be a roll of a 41 for a Uber-bad on Barney and a roll of 57 for an Uber-bad hit on the ogre.)
  17. Probably should read the whole thread before shooting my mouth off, but.. My problem here is that better archers will hit their friends more often than worse ones (presuming my math is right -- NOT a safe assumption). EXAMPLE: An archer with 30% skill will roll a normal success 24% of the time while an archer with 80% skill will roll a normal success 64% of the time. Using your example, the better archer will hit poor Barney 21% of the time while the crap archer will only hit him 8% of the time. Granted, the crap archer won't hit anything most of the time, but still... I think you're on the right track, however, and I'd riff off of the BGB's Cover rules based on the SIZ of the things you are trying not to hit. The Cover rules in the BGB have the same problem in that they use the 'Difficult' modifier, halving your skill roll -- thus higher skills still have a better chance of hitting the wrong thing. Off the top of my head: When firing into melee apply a % penalty to the roll based on the combined SIZ of the non-targets. If you succeed with the penalty you succeed. If you miss because of the penalty you hit one of the other targets, roll as per your SIZ-to-die-pips conversion. If you miss regardless of the penalty, you roll the % chance to see if you hit one of the other targets. EXAMPLE 2: Back to Barney and his sociopathic archer 'friend' who has an 80% chance to hit with his bow. Archer fires once into the fray at the goblin but has a penalty of 40% (SIZ 16 + SIZ 24) because of the ogre and Barney mucking about. (Had Archer aimed at the ogre he'd only have a 22% penalty.) Archer rolls 66, which means he hit something besides the goblin -- fortunately it was the ogre. He spits and fires again, but this time rolls an 89 -- a miss, but because he's still shooting at the melee he has a 40% of hitting someone else. He rolls a 12 and... well, let's say Barney won't sit for at least two weeks. I'm sure there's something screwy with that as well... Edit: I realized you could do away with the additional die roll for 'who did you hit'. Just use the penalty %, going from lowest SIZ to highest SIZ (or the other way 'round). For example, Archer had a 40% chance to hit his goblin target. He rolled a 66, which is 26 more than 40 and so Archer shoots the ogre. Had he rolled a 41-56 he would've shot Barney. For the full-on Failure he rolled a 12 on the subsequent missed-but-might-hit-someone-else roll, meaning Barney got hit that time.
  18. Funny -- I was thinking the exact same thing last night. I think there are Post-it-Note-type stickers that you can use which are durable enough to stay in the book but aren't so sticky as to cause permanent damage to the pages. I've got a GM who's done the same thing with his World of Darkness books. I'm going to ask him what he used. I'll post here when I find out.
  19. Thanks for the replies, folks! I actually have MagicWorld but wasn't quite thrilled with the (in my opinion) narrow focus/flavor of Sorcery as presented. (I had bought the BGB and MagicWorld as an alternative to running an Elric! game, not realizing that 1. MagicWorld was a standalone game and 2. that it was really Elric! v2.2.) Probably should've mentioned that from the start: apologies. I'll see about getting Advanced Sorcery and fiddle with that so (as Mankcam mentions) I can get two or three different magical paths even if they roll up into "Sorcery" as far as the system goes. In the meantime I may try banging a few nails into The Magic Book and see if I can get attached to the BGB in a way that's more to my liking. If I have any success I'll post it here. ...and then, knowing me, I'll probably say "hell with it" and just wind up nabbing RQ6. ;-) Much appreciated!
  20. Hi folks! I've played Call of Cthulhu off-and-on for many, many years (I owned the blue box), but apart from a handful of Stormbringer sessions I haven't touched anything else related to BRP. I'm trying to run a (relatively) rules-light high-fantasy game using the BGB and The Magic Book (tMB?), but the RuneQuest remnants in the latter book is making integration tricky. Has anyone written up something that helps mesh the two books together, particularly for starting characters? If not, any suggestions about how to merge the two together? tMB's "Wizardry" seems to mesh well with BGB's "Magic". By occasionally swapping INT for POW it looks like "Divine Magic" might translate over to the "Sorcery" rules. "Spirit Magic"... that I don't know about. Any help is appreciated!
×
×
  • Create New...