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About KPhan2121

  • Rank
    Advanced Member


  • RPG Biography
    D&D 3.5e, 4e, 5e, Dark Heresy, BRP
  • Current games
    D&D 5e
  • Blurb
    Juat a dude who wants to have some fun

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  1. Character Creation - Figuring Skill Caps

    On page 21 and 24 of the Big Gold Book, they list out the skill caps based on the campaign's power level. For a normal game where most of the characters mostly normal people, players have 250 points in professional skills, with a skill cap of 75. Form heroic games, 325 points with 90 cap. For epic games, 400 points with 101 cap. For Superhuman games, 500 points with no limit.
  2. Alternative Ways for Autofire.

    Actually that sounds like a great idea. I may be remembering the rule wrong, you would spend a sanity point in order to remain calm under fire, otherwise you have to dive for cover.
  3. Alternative Ways for Autofire.

    I'll probably do like 3 shots for automatic weapons, 2 for semiauto and 1 for everything else before recoil sets in. Wanna talk about suppression? I can't find a rule for it, but I'm thinking of a resistance roll with POW vs Number of Bullets fired. But that might be a bit unwieldy during the game.
  4. Alternative Ways for Autofire.

    It's alot of prep work for little reward. I'm not sure you understand that having to use specific guns would mean having to stat out all of the guns that would be avaliable in a given setting. For example if I were to run a game set in ww2 Africa I would have to do alot of research for one small aspect of the game. Would most players really care about the differences in recoil between two otherwise similar guns? I think the most I'd do is look up magazine size. On the other note, how would it work for science fiction guns? I guess we could pull wikia information in an established setting. For example, the E-11 blaster rifle weighs 2.6 kg that would weigh about 5-6 lbs. The recoil score is max damagen so 19, but with folding stock it's 10. Now I gotta do the A280, then the DL-44, then all of other guns that I want in the game. Then you have to keep track of the recoil comp for every NPC since they have a different number of shots they can fire before recoil sets in. The easiest solution would be to just pick out an arbitrary but reasonable number of shots a gun could fire without recoil penalty.
  5. A Fantasy version of COC

    Apparently someone already did the work. There's also a monster manual you could use
  6. Alternative Ways for Autofire.

    Well the problem is that you'd have to look it up during play, it's much better to use generic versions of the guns which just have the stats there for you.
  7. Alternative Ways for Autofire.

    Hmm, it seems a bit complicated since it requires a good knowledge of firearms and you'd have to calculate it out. Also i think it would break down when you get to Advanced Firearms. Like a laser rifle with recoil. I personally think that giving different weapons an arbitrary but reasonable number of rounds a weapon can fire before recoil imposes accuracy penalties is a simplier solution. Like a medium pistol fires 2 rounds before recoil sets in and an SMG can do 6 rounds. On another topic, these alternative autofire rules could also work for semi-auto guns. It would certainly be easier than having to roll for each seperate shot.
  8. Alternative Ways for Autofire.

    I kinda like it. I think if we try to adapt it to the rules to the BRP system, we'd have to make any +/- 1 be +/- 5 in BRP. So 3 round would be +5 5 round +10 10 round +20 Every 10 below the chance to hit nets an extra hit. As for the the handheld weapons being less accurate with autofire, maybe have like a recoil rating for them? Where if you fire more rounds than the recoil rating, the accuracy bonus turns to a penalty?
  9. I've never liked the way the Autofire rules functioned. I think it makes autofire weapons overpowered, the accuracy bonus to hit makes it too powerful. I thought automatic fire makes you less accurate. Right now I'm using my own houserule where you don't get an accuracy bonus from autofire and your skill is halved if you fire more than 3 rounds (This can be different for different weapons). Do you guys have any alternative houserules for autofire?
  10. Chaosium Discord Server

    Yo! I'd be interested in joining the Discord Server, but the link's expired.
  11. How compatible is M-Space to BRP?

    So I took the plunge and bought the book. It looks very good!
  12. How compatible is M-Space to BRP? I'm planning to run a space-opera type of game and I'll mostly be looking at Starship, Vehicle and Alien Design rules and perhaps the equipment lists. This is the link to the book http://www.drivethrurpg.com/product/194064/Mspace
  13. Autofire and Special/Critical Successes

    Ah, thanks. That makes way more sense.
  14. When you use autofire with a weapon and score a special or critical success, do all of the attacks benefit from it?
  15. BRP - How good for "newbies"?

    I ran BRP with a bunch D&D Players and they had a hard time of it adapting to the conventions of the game. One of the first things they got really confused by about was rolling for defense "Wait, I need to roll to parry every attack?" That sort of thing. Character creation is more involved, even if it's not necessarily more complex. I've seen my players agonize where to put the last 5 skill points into during character creation. My players also had misconceptions on what a good skill rating was (Basically anything under 90% was considered shit), one of the things that I stressed was that difficulty was done differently in BRP compared to D&D. In D&D an easy test just had a low DC (Which the players don't get to see). An easy test is double your base skill rating. One of the players was obsessed with being tanky and was confused that he had slightly less HP than other characters. He didn't realize how many attacks he could soak up with his armor and high parry/dodge skill. I had to explain it to him. Once you get the ball rolling, it becomes pretty easy and intuitive for both the GM and players. I had the first session be like a tutorial for the players. Had a pretty easy combat encounter. Had them do some skill rolls and got them to do a resistance check to open a stone door. One of the things I found that works great for every game I've ran was to have a "Fiction First" Policy. Have the players describe what their characters are doing, what they hope to accomplish first. We determined what mechanics are used and the consequences of failure afterwards. For the most part, BRP is easy if your players have no preconception of how an RPG is supposed to "feel" like. Players used to other RPGs may have some difficulties adjusting to BRP.