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Moonowl67

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Posts posted by Moonowl67

  1. Congrats Ben!   i"m happy for you and a little jealous.  I'm English Lit major working essentially as a data-guy for an old, large insurance company who makes a few bucks once in a while with artwork, but it would be awesome to make a living at my hobby!  That's great!  Please just don't forget the monographs - do whatever you can do from your position to help those along.  This comes not from just a personal preference standpoint, but as practical advice; It was Classic Fantasy that allowed me to move my DnD group to the D100 system.

     

    Anyway, I wish you well, and good luck in your endeavors! 

    • Like 1
  2. This is a very brave project, and I'd love to see the results.  I'd focus on trying to capture the differences in cultures; the professions and skills available, and something about the type of technology that can be found.  To evoke a nice Old Testament feel, magic of course, will be very important.  To keep the story (the game) interesting, be cautious about making one form of magic more powerful than the others.  You may have a personal stake in one faith or the other, but that doesn't matter here (I'm not inferring that you do, but some of the comments seem to want you to).  If I were running this campaign, I'd be strongly attracted to the Enlightened Magic rules, or something similar to that system, but that would only be my own take on the subject.  The important thing to remember is that you are the narrator and, to keep the story strong, you shouldn't come down on one side or the other.  Remember the Rifts RPG?  As messy as it was for a system the setting had some real nuggets, mostly because Siembieda followed his own advice - (to paraphrase) always try to make the villain in right in some way.  I find that it makes the story juicy.

     

    Wouldn't it be interesting to see this setting from the pagan point of view, and that there God of the Israelites as the powerful force who's minions seem to be dangerous to face, where you have very little chance succeeding against some of them, and when their God acts, it brings certain doom.  Hmm, another setting like that Calls to mind - one which is well-known to those who Love this Craft; the RPG . . .    ;-)

  3. Xulke - Note that these use a lot of custom rules (most of which I've published on BRP Central)

    The Xulke are a race of cybernetic beings originating in forgotten history from a small planet whose star died in a dark corner of the universe eons ago.  They are curious beings, with a strong urge to explore, but they tend to treat other races with a cold arrogance.

     

    A party is likely to encounter a Xulke probe unit ahead of an exploration team.  These are sometimes precursors to invasion, but are more often simply exploratory missions.  They will occasionally replace units in a team by stealing brains from ‘locals’, and these brains are then transformed into Xulke, a process which can take several weeks. An Explorer unit mayl craft bodies for these units, but usually slain units have their bodies repaired and then replenished with fresh brains.

     

    Xulke are not born, but rather they are grown or created in small vats as little more than brains in an alchemical protein solution.  Multiple brains can be combined into run a single consciousness with multiple abilities. It is likely that they were once humanoids, but a Xulke has not been born in millenia and it is uncertain what their ‘natural’ forms once may have been.

     

    Most Xulke are grown to have psychic abilities, and each will have Telekinesis and Telepathy.  All can use Telepathy to send and receive surface thoughts with each other for a 0 MP cost (but abilities beyond this communication cost the standard MP), out to a visual range (even via scrying).  The Telekinesis ability is perhaps how their strange, metallic bodies are animated.

     

    This race are masters of all known forms of magic, as well as an alien form of technology that combines magical principles with technology.  Magical Artifacts and magical beings fascinate them.  Probe units are often sent ahead of battles involving Angels or Demons to record the events and then report them back to leader unit with Eidetic Memory.  Xulke are not known to practice worship in any form, but they have often worked the cults and forces of Hecate and Nyarlathotep.

     

    Using both Alien technology and the ability to travel via the Ether, Xulke have conquered half their native galaxy, taking several races as slave races and wiping out several others to harvest their brains.  Xulke have mapped the ether thoroughly are able to navigate (using Planar Knowledge) through it to return home and to explore other worlds. Woe to the world that becomes the target of a Xulke magical gate.

     

    DIDX31415;

    Deep Inter-Dimensional Explorer, Unit 31415

    Tri-Brain Xulke

    Cyber-magical Construct

     

    These appear to be large vats with a a barrel filled with opaque liquid in which can be seen the skull, spine, pelvis and shoulder bones of an elongated humanoid being.  it is held aloft on three legs and appear to be armed with pairs of arms. Large, translucent spheres mount the top of it like a pair of bug-eyes, and these are surmounted by rune-covered pylons on above the arms. 

     

    STR: 24

    CON: --

    SIZ: 42

    INT: 28

    POW: 30

    DEX: 16

    APP: --

    MOV: 8

    Hit Points:  33, AP 15

    Dmg Bonus: +3D6

    Attacks:

    Large Claw attack: 65% D6+1+db

    Note: -5 to MP costs of spells.  The three brains are interconnected, and this grants the DID 3 standard actions per round!  Also, it receives three dodges per round before receiving a dodge penalty.

    Left and right Shoulder pylons each store 20 extra MP and both regenerate 2 MP per hour.  DIDX31415 is able to regenerate 2 MP per hour.

    Knowledge (Arcane) 100%, Knowledge (Planar) 65%, Cast Casual Magic 75%, Dodge 75%, Ritual (Enchanting) 85%, Ritual (Summoning) 85%. Spot 65%, Listen 65%, Sense 65%, Xulke Alchemy 65%, Craft (Metals) 65%.

    Enlightened Sorcery, Magical Modifier; 7

    Psychic Abilities:

    Clairvoyance  65%

    Precognition 75%

    Energy Control  75%

    Eidetic Memory  65%

    Telepathy   75%

    Telekinesis  75%

     

    Deep Magic Glyphs and Runes:

    Mind & Spirt, Direction, Positive Energy, Inhibition

     

    Favorite Deep Magic Spells:

     

    Enhance Armor:

    Earth/Enhancement

    Base Cost 5 + 1 per 8 additional Points of Armor

    With a thought, enhances the Armor value of the DID by 40 Points for POW in rounds.

    Chance of Success: 115%

     

    Transfer Magicka

    Mind & Spirit/Direction

    Base Cost:  3 + 1 per 8 points transferred

    Range: POW X 2 meters

    Duration: POW rounds if Vampiric

    Transfers MP from one target to another,

    Both targets must be within range.

     

    Lightning Burst                 Cost 2 + 1 per 8 additional hit points.

    (Positive Energy/Creation)

    With but a thought, Target takes 8 lightning damage, requires Evade or Dodge if changed to AoE, Or POW vs POW if single target, Instant Duration, Range POW X 4 in meters

    Cost +1 to extend 5' diameter

    Chance of Success: 110%.

     

    Spirit Amor         Cost 2 + 1 per additional points

    (Mind/Spirit/Diminution)

    Reduces the effects of magical attacks upon the target by 8 points.

    Cost +1 to extend 5'radius

     

    Repair Item        Cost 2 + 1 per additional 8 hit points or SIZ

    (Earth/Creation)

    With but a thought, Repairs and item of wood, metal, crystal; any non-organic material Restores mundane object of SIZ 5 Max to full hit points, or instantly repairs 8 hit points to objects where Hit Points are tracked.

    Chance of Success: 130% or lower (minus 5% per MP required).

     

    Identify                Cost 3 + 1 per additional property wished to be learned.

    (Mind & Spirit/Summoning)

    Caster summons knowledge of one magical property possessed by target touched object.

    Chance of Success: 125% or lower (minus 5% per MP required).

     

    Charm Being      Cost 5

    (Mind & Spirit/Transmutation)

    With but a thought, Charms the target into treating the caster as a trusted friend. Being is favorably disposed to the caster for POW in minutes. POW vs POW

    Cost +1 per 5' radius of targets.

    Chance of Success: 115% or lower (minus 5% per MP required).

     

    Short-Range Scry             Cost 5

    (Mind-Spirit/Enhancement)

    Caster is able to view and listen to an area that is out view or blocked from him. Range is POW is X 100 Meters.

    Chance of Success: 115% or lower (minus 5% per MP required).

     

    Undo Magic       Cost 4 + 1 per 8 levels.

    (mind-spirit/dismissal)

    With but a Thought, may cancel ongoing magical effects. Roll POW vs POW of caster, subtract 8 from the target’s effective POW.

    Cost +1 to extend 5' radius

    Range is POW X 2 meters

    Chance of Success: 120% or lower (minus 5% per MP required).

     

    Invisibility          Cost 7

    (Positive Energy/Diminution)

    Turns target of SIZ 48 Max invisible until they attack, up to the duration. Target may spend an attack action to return to invisibility.

    Cost +1 per 8 max SIZ of target

    Cost +1 per 5' radius of targets.

    Chance of Success: 105% or lower (minus 5% per MP required).

     

    Etherealness     Cost 2 + 1 per SIZ 8 of target

    Ethereal Plane/Direction

    Target is moved into the ethereal plane (POW vs POW), Range is POW in Meters, for 1 Round Per POW. The ethereal individual is able to function on the Ethereal Plane, appears ghostly, can move through objects, attack such creatures as wraiths, spirits, and ghosts with ‘normal’ weapons, and is vulnerable to ethereal encounters. He or she can likewise alter his or her own bodily vibrations to materialize in the various planes touched by the Ethereal, or he may go deeper into the Ethereal Plane.

     

    Lightning weapon(s) Cost 4 +1 per 8 additional hit points

    (Positive Energy /Creation)

    Thought only, Sheaths a weapon in Lightning (damages wooden weapons) to inflict 8 extra fire dmg per hit.

    POW vs POW if wielder is unwilling

    Range is POW X 4 meters

    Cost +1 to extend 5' diameter

    Chance of Success: 120%

     

    Preserve Flesh   Cost 11

    Flesh/Enhancement

    Used to collect brains, a brain is typically cut out of the body of a sentient being, and this spell is used to keep it fresh for POW days while a growing vat and body are prepared for it. 

    Chance of Success: 85%

     

    Dual Brain Probe, Unit 314 DBP314

    Dual-Brain Xulke

    Cyber-magical Construct

     

    These resemble large, round spheres held up by a tripod of metallic legs.  Stout, wand-sized anteanae seem to protrude from between the legs. 

    STR: 14

    CON: --

    SIZ: 14

    INT: 19

    POW: 18

    DEX: 14

    APP: --

    MOV: 16

    Hit Points:  14, AP 10

    Dmg Bonus: +D4

    Attacks:

    Brawling (Foot) 45%, Dmg D6+db

    Both brains are interconnected, and this grants the probe 2 standard actions per round!  Also, it receives 2 dodges per round before receiving a dodge penalty.

    Three Wand Projections pylons each store 10 extra MP and both regenerate 1 MP per hour. 

    Knowledge (Planar) 55%, Cast Casual Magic 65%, Dodge 65%, %. Spot 55%, Listen 55%, Sense 55%. Navigation 65%, Climb 65%, Tracking 65%, Stealth 55%.

    Enlightened Sorcery, Magical Modifier; 4

    Psychic Abilities:

    Etherealness 65%

    Invisibility 55%

    Eidetic Memory 65%

    Telepathy   65%

    Telekinesis 55%

    Body Weaponry 55%

     

     

     

    DIDX31415’s Drones,

    Xulke

    Cyber-magical Construct

     

    These can be mistaken for clock-work constructs, until they are cracked open and the brain is revealed . . . 

    STR: 20

    CON: --

    SIZ: 18

    INT: 12

    POW: 14

    DEX: 16

    APP: --

    MOV: 12

    Hit Points:  16, AP 10

    Dmg Bonus: +D6

    Attacks:

    Brawl 45%, Dmg D4+db

    Alloy Axe 55%, Dmg D8+2+db

    Or

    Sword-Arm 55% Dmg D8+ 1 + db

    Or

    TK Pulse Pistol 55% Dmg 3D6 (Can be set to Stun, which causes living targets to resist the Damage vs their CON, but this does no actual hit point damage), Range 20, carries a Payload of 16 MP, 1 MP per shot. Regenerates 1 MP per hour.  Self-Destructs if any MP are left D4 rounds after the death of the owner, for D6 per MP, in MP/5’ radius.

    Dodge 55%, %. Spot 45%, Listen 45%, Climb 65%, Stealth 45%, Wrestle 55%.Throw 40$

    Psychic Abilities:

    Etherealness 65%

    Telepathy   65%

    Telekinesis 45%

    Body Weaponry 45%

  4. Make the Knight cursed to guard succubi, as penance for falling to their charms.  However, give the succubi the power to cast the illusion, or even can gain brief control/domination of him, so that he attacks the party (appearing to be a demon) at least once.  Two of the demons distract the party with their pleas for help while the third casts the spells.  Then, give the party a chance at parley . . . Do Not trap them into killing a holy man - that path leads to resentment.  It might be fun to have him gasp out an "I'm Sorry!" as a sword rips through his armor and he changes back. Okay, now you have three chained up demons  . . . or ARE they chained up?  Was this one big demonic mind-game?

     

    To answer your question - I count willful murder of innocents as granting dark points but somebody slain because of a nefarious trick earns the trickster dark points, not the slayer, unless the slayer is willingly complicit (in this case, the party would not be).

     

    Gaining Light or Dark points can only be done with willful acts of valor or selflessnes/Cruelty or extreme forms of greed. A ruse, or momentary madness, or even demonic possession all turn off the will, so no points are gained.  Darkness spreads by seduction - it thrives when somebody willingly slakes a thirst for blood, or sheds blood in pursuit of power.  Followers of the Dark may appear mad, they may even be insane, but they know the evil that they do. Shadow grants them powers (expressed as allegiance points) because they can be counted upon to spread more Dark.

     

    The Succubi would gain Dark points for having their guardian slain, and will no doubt taunt the PCs, or try to convince one of them to stay and replace their former guardian as penance.  They would offer 'benefits' to their brave new guardian. Darkness weaves lies and illusions.  How many knights have they killed in this way?  Perhaps there's a stash of loot from all the former victims, in a secret room nearby . . . This is not a prison, but a lair! 

    • Like 3
  5. I've introduced a "Two Weapon Attack" skill into my campaign;  it's rating limits the attack rating when both weapons are used simultaneously (similar to the ride skill), and grants an extra attack with the off-hand weapon, or an extra free parry for the turn.  This provides a mechanic for the option that is balanced against the fact that you have to develop a second or third skill for the tactic. I've also allowed a "weapon plus shield" version of the Two Weapon Attack.  Note that my players and I have adopted an adapted 4E round structure, but I'm sure the Two Weapon Attack skill is easily adaptable to the standard BRP Dex-rank round.   

     

    As for the example above, without getting too analytical:  Taking into account the fact that he was jumping down on a foe who is unaware (assume attacker made his stealth roll). . . the main hand dagger is an easy attack (roll to avoid the fumble), the off-hand weapon (I would rule) is a standard attack - easy because the foe is surprised/unaware but difficult because it's an attack with an off-hand weapon (unless he's ambidextrous, apparently).  Oh Yeah, don't forget the Jump roll afterwards, to avoid damage or falling on his butt . . . 

     

    I believe the off-hand weapon attacks are always difficult, unless the character is ambidextrous (BGB 234).

  6. My Own campaign provides room for each of the alternative magic systems. and my players all came off a long stint of 4E DnD.   I've found that Deep Magic has a lot of ambiguity that a min/maxer can simply go to town with (So I had to thoroughly re-engineer it).  The next problem with was with Magic World Sorcery in that, as somebody else noted on the forums elsewhere, it was both too powerful and too weak in many respects. I then discovered Enlightened Sorcery, which works very nicely with some minor tweaks in a high-magic world.  But my players like blasty mages, and much of my campaign involves converted/tweaked DnD modules, so most of the spellcasters use an ES inspired reiteration of the Classic Fantasy magic system; this breaks down spells from each class into Common, Uncommon, and Rare.  I house-ruled that a spellcaster must reach 75% in Common spells before being able to cast Uncommon Spells, and then 75% in Uncommon Spell Casting skill (I forget what I called it) before learning how to Cast Rare spells.   It's a middle-way between single-skill spellcasting and having to learn each spell as it's own skill.  Oh yeah, clerics and such get to add their favored allegiance to their spellcasting skill (fumbles are always possible, though).  When I'm feeling lazy, I'll just give an NPC Magic World spells to throw around . . . lol

    • Like 1
  7. I actually rarely encounter the combat ping-pong; circumstances usually prevent the dueling type of environment that would entail.  Usually, somebody tries to help one of the combatants or the other, or somebody turns to under-handed tactics.  Like, why not risk grappling the opponent to slip a dagger up his plate-mail?  With my current mechanics, it would need a successful grapple (entailing a dodge of that attack that the opponent would no doubt attempt), which would need a held until the next round, when the attacker can reach for the dagger in his belt or boot (May need a luck roll depending on the mood of the gm. . .ehem, circumstances).  The dagger attack would then be converted to an Easy attack.  In my campaign, some characters can add their allegiance to an attack roll (which would also improve the range of specials and critical). it's a hell of a gamble, but it might work . . . at least, it would speed things up!

  8. The point-buy system suggested in Classic Fantasy makes elves very expensive on character-point expenditure, which results in more-than-usual sub-par stats.  I've balanced this with my own alternative experience point system that allows for a more-even progression where players can opt to increase stats-over skills or some combination there-of.  It seems to work pretty well; the players are happy with it, and nobody has gotten crazy stats (the regular players are now qualifying as 'advanced').

     

    The only balance issues I've found in BRP have had to do with Magic World sorcery spells, and the Deep Magic system presented in Advanced Sorcery.  Hopefully, players choose races more for the character-concept than to min-max stats, but I echo the sentiment that BRP in general is not for the game-balance obsessed.  The best cure for that, I've found, is creativity at the table; play to the PC's strengths, and try to be conscious of giving each player a meaningful turn.

  9. Don't forget to employ the best quality of BRP; it's modular-ity.  If a rule doesn't fit your concept or group, ditch it!  However, something as basic as the combat system shouldn't be tinkered with too much . . . I'm finding that it works pretty well.  There's another However;  That being said, may own group did away with BRP dex ranks.  I guess the archer got tired of going first most of the time.  So, we instead adopted the D10 + 1/2 DEX or INT optional rule, along with making attacks go simultaneously with powers (I felt that it gave an unfair advantage to spell casters).  Also, after playing DnD 4E for years, they were used to thinking of things in terms of Move, Actions, Minor Actions, so we came up with a way that puts the BRP mechanics into the DnD 4E combat round structure.   It actually works pretty well. I combined that with index-card tracking method and we now have a great, quick system for running conflicts.  

     

    Welcome to the game!  it's the one system that runs smoothly with most genre, and really shines when you blend the genres (my players are about to quest for a legendary suit of magical mecha forged during the Dragon Wars to rid the town of a small horde of demons and take out a ship-carrying demon dirigible commanded by the infamous ogre-mage Capt. von Falkenheyn)!

  10. I like the Social Conflict rules presented above, but I'm partial to the old-school principle that you cannot influence a PC's attitude/action with a die roll - I may be miss-interpreting the mechanic, but that's what it seems to intimate to me.  This would be a one-sided 'conflict' in the way that I'd run it;

     I'd assign a principle NPC negotiator and a difficulty rating to the goal of the PCs. . . Failure, Very Difficult, Difficult, Standard, or Easy, Success. Apply the 'social skill' attack vs the 'defense' and reduce the resolve accordingly.  However, we all know that persistence can be annoying, so, each 'round that the Social Conflict occurs automatically slide the difficulty rating to one worse at the beginning of the next round.

     I'd allow a second PC, or this could be played as a second form of attack, (let's call it a 'supporting negotiator') to apply a similar skill to to move the difficulty rating back to it's previous level.  A special success would allow it to move two levels back to where it was before, if two levels had been lost since the beginning of the negotiation.  A critical success would allow it to recover up to three levels, and actually advance to one level easier than it started.  Note this could potentially allow a 'success' to occur in the negotiations. 

    Note that nefarious allies of the principle NPC negotiator might wish to see the PCs fail in their goal.  In this case, they would be granted a roll identical the 'supporting negotiator' but thier rolls would slide the difficulty one, two or three degrees worse.  Use player's social skills as opposing defenses vs these roles. 

    if the PCs can reduce the principle NPC's resolve to 0, or achieve 'Success' before 'Failure' is reached, then they succeed.  Failure could result in the loss of a trade agreement, war, or out-right combat between the negotiators and the PCs . . . 

    It's a simple yet complex mechanic, like the rest of BRP . . . ;-)

  11. If a player wanted to stop the sweep from affecting his comrades, I'd allow him a parry (with a shield) or he can throw himself in front of the attack . . ouch) and success would lead to pitting his STR + SIZ vs the STR +SIZ of the giant.  Most wouldn't even try it, except the truly heroic.  

     

    Otherwise, I'd not make it an easy attack, but roll vs each defender and defenders can dodge or parry.  I'd consider halving the damage, as suggested, to avoid TPK.  I save moments where the PC might actually die for those extra-special plot-driven encounters (or if somebody is being really stubborn or dumb). - although, I did recently kill off an NPC ally with a "random encounter" - his head was eaten by a gug. Now the players have to figure out how to identify enchanted items on their own (awww ...lol). 

  12. 'love the game - I'm a fairly recent convert.   Last spring, I picked up BRP as an alternative set of adventures along-side a 4E game that I'd been running for a while. After that main campaign reached a logical pause point, we just started running BRP as the 'main campaign' partly because I was developing Rel'Pek, and party because the players were enjoying the system.  Through the alternative rules that the group helped me to develop (they are very patient with changes), many of which are available on BRP Central, we managed to make it our own game. . . As one specific example - the last post I started - about initiative - resulted in our running the BRP combat rules with a 4E style round structure - which proved to be a great balance of simplicity and complexity that allows for a decent pace.  So, the modular nature of the BRP rules-set has been its greatest advantage for us.   That, and the fact that there no piles of Hit Points to slog through. As a GM, I'm still taken aback when a villain does down quickly, but then, in retrospect, i see that each time that it happened was the 'perfect' time for that bad guy to go. . . a round or two less, and they would have been too weak, and a round or three more and the fight might have settled into an uneasy attrition.  Also, the players like the grittiness that the relatively low hit points provides. . .and that's without using hit locations!

     

    BRP is an intuitive, versatile system that allows for many different styles of play.  Combat takes just long enough so that the players can get to clue chasing, problem solving, and other forms of role playing.  It's much less about exploiting rules than other systems seem to encourage, and more about lively story telling mixed with gripping tactical play.  I'll end by quoting one of my players from an email trail that I started on a similar topic, "Personally I like the current mix of roleplaying, strategy & combat."

    • Like 2
  13. On a last-second change . . . I've decided to go with Initiative = D10 plus the highest of Half INT or DEX.  That way, spellcasters can decide on their urn whether to go with a spell, or use some other tactic. Also, I have white-board initiative board that goes up to 26 . . . using half higher of INT or DEX allows us to keep using the initiative board.   I use a small magnet stack to mark the current turn, and end of round effects (bleeding, etc) are marked at the bottom of the board... nice and simple.

     

    So, the final system will look like this:

     

    Initiative:

     

    Roll D10 + ½ the highest of INT or DEX .  Higher Characteristic wins ties in Initiative Ranks.

     

     

    Turns: 

     

    Combatants chose one the following on their turn, in addition to a Minor Action on their turn.

     

    1)            Full Attack (Multi Attack). 

    2)            ½ Mov and a single Action (use a power or attack).  ½ MOVs can be sacrificed to pick-up an additional minor action (for a round in which they get an Attack Action and two minor actions)

    3)            Full MOV.  Impaling melee weapons and Brawling/Grappling may attack, but the attacker’s movement ends with the attack (usually… ).

     

    All combatants also have a Minor Action on their turn; examples of which are:

    1)            Draw a weapon

    2)            Retrieve a potion (assuming it’s in an easy to reach location).

    3)            Drink a potion

    4)            Open an unlocked, unbarred door or window

    5)            Retrieving the correct runed-stone from your pouch to throw through the window (ahem . . .)

    6)            Aim a ranged weapon to gain +10% to attack (can be used twice if you don’t move).

     

    Engaging/Disengaging rules still apply and occur on the attackers/aggressor’s.   Riposte’s are still allowed. 

  14. So, a little history here:  my BRP campaign started as a side games running alongside a paragon-level DnD 4E campaign and when that campaign wrapped up and I decided to try BRP as the main Campaign.  While 4e had it's much discussed flaws, one of the things I (and my group as well) found that 4e did very well was to create a fairly simple an action system.  We found the Action, Move-Action, and Minor Action to trio to be almost as intuitive as the D100 Skill system.  

     

    So, after much email discussion (which led to an enlightening tangent email-chain on game design, but that is another story), my group and I have decided to take the best of the DnD action system and incorporate it into BRP, using the Index-Card method noted above.  Here's what the final system looks like:

     

    Turns: 

     

    Combatants chose one the following on their turn, in addition to a Minor Action on their turn.

     

    1)            Full Attack (Multi Attack). 

    2)            ½ Mov and a single Action (use a power or attack).  ½ MOVs can be sacrificed to pick-up an additional minor action (for a round in which they get an Attack Action and two minor actions)

    3)            Full MOV.  Impaling melee weapons and Brawling/Grappling may attack, but the attacker’s movement ends with the attack (usually… ).

     

    All combatants also a have Minor Action on their turn; examples of which are:

    1)            Draw a weapon

    2)            Retrieve a potion (assuming it’s in an easy to reach location).

    3)            Drink a potion

    4)            Open an unlocked, unbarred door or window

    5)            Retrieving the correct runed-stone from your pouch to throw through the window (ahem . . .)

    6)            Aim a ranged weapon to gain +10% to attack (can be used twice if you don’t move).

     

    Engaging/Disengaging rules still apply and occur on the attackers/aggressor’s.   Riposte’s are still allowed.

     

     

    Initiative:

     

    Roll D10 + either INT or DEX (according to the nature of the action).  Higher Characteristic wins ties in Initiative Ranks.

     

    (Mark Cards with rank, arrange in descending order)

     

    Each combatant takes their turn:  Engage/Disengage; up to half MOV and attack, or full (no attack action).   If attackers use multiple attacks, then they sacrifice the MOV for a full attack action.

     

    Those that hold action/cast long spells are put aside until they act. . . When they act, note the new Initiative Rank on the card.

     

    Those that act are flipped over

     

    End of round:  apply any effects noted on the end of round card.  Re-order cards by Initiative rank.

     

    Our first test of the system is on this coming Wednesday (8/27/2014) - I'll let you know how it works out!

  15. It's a simple question;  I'm just curious to see how different people have employed initiative/combat order in their BRP-related games.  I have a magnetic white-board (black, actually) with vertical slots labeled 0 to 26, some magnetic strips attached to hanging file-label holders.  I jot down a combatant's name or description and their INT and DEX on a strip and insert the strip into the label holder.  Intentions are declared, I jot down a quick note and move the combatants accordingly on the white-board.  I then use a small stack of magnets down, from the highest actor, to the next, and so on so show who's turn it is to act.

     

    In my game, I decided to make Powers and Actions happen in the same segment, to bring some heat on the spell casters.  

     

    i should mention that we also use minis, mostly from our 4E game, and have a fun time converting meters to the 5' grid.

     

    Overall, it's a system that works pretty well - last week, we had a gun-fight on a train; a fairly major combat that still took a couple of hours to run (including orcs tossing rune covered stones through windows like grenades - the discovered it was an assassination attempt disguised as a robbery).  I'm afraid that, in the interest of 'running rules correctly and consistently' we may be unnecessarily slowing the action down.  I blame coming off of years of running the very rules-layered 4E. Nobody complained, and they seemed to have fun with it.  

     

    What do you do to keep things moving, and how does your initiative system support that end?

  16. One of my players also suggested this:

     

    Add a check-mark for EACH success in a skill check, and that shows how many rolls you get to make at the end of the night. BUT there's only one success allowed per night (two on a Saturday). So at least you get more rolls if you make multiple successes.

     

    To Which I've added:

    To increase a characteristic, sacrifice a number of check-marks (chances to increase) equal to the value of the characteristic being increased.  These check-marks must be sacrificed before you check to see if a skill advances. You must use check-marks from skills that fall under the characteristic being increased, except POW.  With POW, you can use check-marks from any skill (represents personal power).

     

    Under this system, you'd have to be able to save up the check-marks.

     

    We haven't tested this system yet . . . or my elaborate (just over a page) write up posted on this site.

  17. Basic Gamemaster contains rules for hiring spellcasters to cast a spell on your behalf.   A single source for relative prices would be handy, though . . . I have a player who wanted his PC to craft his own high-quality musket, and had to ab-lib on the cost of materials.

  18. I'm thinking that if you really want that army of undead, you can ab-lib that with some form of magical focus like an artifact gifted by or dedicated to an evil power, or perhaps the location of a singularly evil historic event, then the POW sacrifice that transforms corpses to create zombies or skeletons in POWX10 feet or meters.  Or you could change the rule to an area-of-effect.   

    To preserve game balance, and avoid a TPK, make sure the good guys have a small army available to them, as well!

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