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KPhan2121

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About KPhan2121

  • Rank
    Senior Member

Converted

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

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  1. BRP has rules for muzzle loaded firearms. You'll have to homebrew some of the fancier weapons.
  2. Ah, I was working under the assumption that most people knew about the changes in CoC7e. So I'll try to explain the mechanics in more detail. The Fighting Back rules gives characters parrying the opportunity to strike back if they rolled a better success then their opponent's attack. In CoC7e, the levels are success are a bit different. Fumbles, Failures, Successes and Extreme Successes(aka Special Successes) are the same as BRP. CoC7e has a new result called a Hard Success, which is rolling equal to or below 1/2 your skill rating. Critical Successes are when you roll a 1 on the die, ins
  3. Having finally read the Call of Cthulhu 7e rulebook, I really like some of the innovations it made to the combat rules. Small stuff like Fighting Back to some of the bigger changes like Automatic Fire. And so I did a little brainstorm of how some of these new rules would fit into the old BRP system. The Fighting Back rules can be easily mapped out to the levels of success that BRP already uses. The main thing I'd probably change would be how ties in that system work, since CoC's levels of success work are calculated differently from BRP. So ties wouldn't lead to the automatic hits for the
  4. Sure, I'll give you a PM.
  5. Head's up guys, I just received a notification from Chaosium that my Fading Suns to BRP document has been taken off the site for having copyright material in it. I'm currently asking the mods if its possible to re-upload that document if I removed all of the copyright materials from it.
  6. I think we should slow down a bit, this is still tooley1chris's work. You need his permission in order to do anything first.
  7. Well damn, I guess I'll have to go figure out where I put them in my computer. I downloaded the MoM 1 and 2 like a few years ago. Have you considered putting out a no art version of the document? Having all of the stats put into one place is still very useful.
  8. I remember way back when, tooley1chris had uploaded two manual of monsters that he created. What happened to them? I tried searching for it on google, but came up with a page that stated that the files were missing. Did something happen to them?
  9. Alrighty. Thanks for your input. Well the scenario that I had in mind was two short weapon users engaging one long weapon user so it's not like the LWU is attacking some rando, but I get your point. Barring the Keeping at Bay action, which can keep any number of shorter weapon users from attacking at the expense of making your own attack. The long weapon would be "out of position" to keep a 2nd SWU from charging into close combat and shanking him with his dagger.
  10. Thanks for the answer, I still have some follow up questions I'd like to ask. Would you still need to make a dodge check to attack him? On page 235 of the BGB, it states that the character with the shorter weapon "cannot attack until Dodging successfully". And this goes into the 2nd part of the question, does it count as a Closing action? On page 219 it states that a character that wants to close on a target needs to make a successful Dodge roll if being "kept at bay". And there's two interpretations of the rule with this. With the Close Combat and Closing Spot Rules, it sounds
  11. I have a few questions about Weapon Length and the Closing Rules. To get this straight, when a short weapon user charges at a long weapon user, the long weapon user gets to strike first regardless of the actual DEX rank. That counts as their Action for the combat round right? So what happens if the long weapon user already attacked (against another target) earlier in the combat round, I'm assuming that the long weapon user doesn't get to make that attack and the short weapon user doesn't need to make a dodge check before attacking. That makes sense to me like if this is a situation where a duo
  12. You know, this has some similarity to the Psychic Powers rules I've made for the Fading Suns to BRP document. The psychic can choose a bunch of psychic paths which are skills that unlock more powerful abilities as you increase your skill rating. Check it out, it might give you some inspiration for some of the disciplines.
  13. Hmm, this makes me think that you could use the Super Powers rules to make the demonic abilities. Like every power point spent towards creation would have the equivalent to the same amount of character points for items. Like if I wanted a demonic sword that had a fire ability, I would use 10 power points to give a sword Heat Projection giving it +1d6 heat damage. It wouldn't be so over powered like in Stormbringer 5e where the equivalent power points would give you a +2d10 bonus to damage and a +100% to hit. And there would be much greater variety in the powers. Imagine a greatsword that could
  14. Thanks! I guess I'll just have to get Advance Sorcery then.
  15. I'm preparing to run a fantasy game using the Sorcery rules from the BGB. One of the things that caught my attention are the rules for Summoning Demons and Elementals and binding them to the flesh or specific objects to gain powers, are there any guidelines to the sort of power they would gain? I looked at the Stormbringer 5e rules and found that they have a system for creating the abilities based on how much PP you spend. But the BGB's version of sorcery doesn't have any of that, is it just meant to be completely freeform?
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