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KPhan2121

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About KPhan2121

  • Rank
    Advanced Member

Converted

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

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  1. KPhan2121

    BRP Fading Suns Hack?

    I'm writing up a Fading Suns for BRP document very slowly. I can give you what I have, but its mostly a gear list at this point and the rules havent been solidified yet.
  2. KPhan2121

    What price for Dune?

    I have an even simplier system. Your energy shield provides two armor values, one high and one low. Most attacks target the high armor value, some attacks target the low armor value.
  3. KPhan2121

    What price for Dune?

    I've been working on the rules and came up with alot of ways to do shields in Dune. The Fading Suns Method The first way was based on how Fading Suns does the shields, with a minimum damage to activate. In this case it was 5 damage. One of the issues I've found was alot ranged weapons were less likely to activate the shields compared to most melee weapons. One of the solution I did was reduced the ranged damage minimum to 3 and had it so that only the weapon's original damage dice was counted. Any extra damage from specials, martial arts, damage bonus, etc. was not counted towards the damage minimum and added after the shield gets bypassed. This accounts for smaller weapons being more likely to bypass the shield, but it doesn't account for the skill element of shield fighting. My solution for this was be to have a Shield Fighting Martial Art Skill, basically every 10-20 points in the martial art raises the damage minimum of melee and thrown ranged weapons by 1. This is probably one of the more accurate ways to handle shields in Dune (and Fading Suns), but its kinda finicky. When my friends playtested it, they complained that it slowed down the combat a bit. The Attack Sinister Method Another method I though about was using Dex. You can take a -5 to your Initiative to make an "Attack Sinister" that bypasses the shield. But I ran into the problem where the everyone was doing that and it negated the the initiative penalty and made it pointless. It also did not have a skill element and it made it a neccesity to have a high dex character. Combining the two I took the damage minimum fron the Fading Suns Method and made it so every -1 or -2 penalty to initiative increases the damage minimum of melee attacks by 1. This method turned initiative tracking into a nightmare since everyone was taking a different penalty to their initiatives. The Activation Rating Method In this method, the Energy Shields still provided Armor Value, but it had an adjustable activation rating as well. So a shield on low power mode had an activation rating of 50%, you can increase this in 10% increments up to 100% with increased power consumption as well as tiring out your character. The problem was the lack of skill element, constantly remembering to apply a penalty to all actions when increasing the activation rating, etc. The Two AV Method This method is probably the simpliest method to use. The energy shield provides two Armor Values, one high and one low. All attacks are resisted with the high AV. You can target the low AV by using a one-handed melee weapon in conjunction to a Shield Fighting Skill that works like Martial Arts. There are a bunch more ways to handle energy shields that I've come up with but these are the ones that I remember. So far the Fading Suns and Two AV method seem to be the best. The problem is that BRP is a generic system and shouldn't try too hard to emulate every little nuance. It just adds in a lot of fiddly rules like in The Fading Suns method I described. It will lead to madness. You could just shield fighting act as a limiter and the first three points don't need to have rules for them. The penalty on the attack roll is enough to represent them. The fourth point doesn't really need a houserule, it could be treated like a shield bash attack. Give it 1d4+db with Knockback. There's a problem with this method as it makes the shield too weak. A shield should be able to withstand firearms and artillery strikes, 6d6 halved is still too lethal for a shielded character. Having a bonus to Parry is similar to one of the ideas I came up for energy shields. However, I ultimately decided not to use them since you'd have to have this constant modifier in place for all of the characters that use shields. Its an unnecessary complication to the game that doesn't add much to the game or narrative. Having energy shields provide a substantial armor value should be enough to show how powerful they are.
  4. KPhan2121

    Charge Attacks, Multiple Attacks, Grappling

    The ways for someone to escape a grapple. If the grappler fails his grapple check at the start of his turn The grappler making a maneuver that forces a resistance check and failing it If the grappler isn't grappling the arms and allows the grappled person to grapple back. I personally just have the characters make opposed grapple checks with whoever rolls lowest or the best level of success It's actually harder to initiate a grapple then you think. Even if the guy initiating succeeds on his grapple check, the defender still has the ability to parry his own grapple skill or dodge. If the defender wins over the attacker, then the grapple fails. If the attacker wins over the defender, then two things can happen: if the defender dodges then the attacker can roll (or choose in my case) where he grapples or if the defender parries then the attacker can only grapple the arms. If the defender is wielding a gun I would grant them the point blank bonus, but I would also allow the attacker to parry using his grapple skill. Remember that they can't use their gun if the arm that's holding the gun is being grappled.
  5. KPhan2121

    Fading Suns Energy Shield

    Well that is my original idea that I posted. I had the shield's activation threshold be set at 5, but it only counts the weapon's damage dice without any modifiers to it. So the extra damage from martial arts and the damage bonus as well as specials doesn't count towards the shield's activation. So lets say a dagger rolls 4 for damage, and the character also deals an extra 3 damage from martial arts and another 2 from his damage bonus. The weapon's damage dice are only counted in a shield's activation threshold and it doesn't activate due to the dagger only rolling a 4 for damage, but once he bypass the shield he uses his full damage, 9.
  6. KPhan2121

    Fading Suns Energy Shield

    This sounds a lot like the shields and missile fire spot rule, just that it applies to melee attacks too. It could work, but it would require an extra dice roll. Maybe have something like a reverse martial arts skill? Like the attack roll must roll underneath the activation threshold to bypass the shield. The reason why the damage threshold was used was due to a inherent property of the energy shields in the setting. Basically, a dagger could slip pass the shield more easily than a great sword would. The great sword has to overcome the shield through brute force. There would have to be some sort of modifier to the shield's activation check based on how damaging the weapon is. One of the things I can do would have the activation check be how much damage was dealt times 5. I prefer to stay away from the resistance table if I can, it would be very sluggish to have to use the resistance table after every hit.
  7. KPhan2121

    Fading Suns Energy Shield

    I trying to make some rules for a Fading Suns game and I'm a bit stumped on the energy shields. I'm thinking of using a modified version of the rule from Fading Suns D20 since it's easier to translate mechanics. In the d20 game, the damage dealt to the shield is used as a modifier to roll against an activation check. The DC for ranged weapons is 15 and 17 for melee weapons. So a guy fires a gun and deals 5 damage. He rolls a d20 and adds the damage, if he rolls 15 and above, the shield activates and grants 15 damage resistance. Weapons that "leak through shields" basically reduce the DR by half. My own take for BRP is to have the Energy Shield give an armor of 15. The shield has a damage threshold of 5 and it only counts the weapon's unmodified damage. So it excludes the damage bonus, extra damage from martial arts, special successes, etc. The extra damage can be added after the hit lands. So a character with a dagger rolls 4 for damage, this goes underneath the shield's damage dice. Once the shield has been bypassed, he can add his damage bonus (d4) as well as the martial arts damage (d4+2). You wouldn't be able to do this with ranged weapons, so a bow's full damage is used to see if it exceeds the damage threshold. Otherwise I'm thinking about a Shield Fighting Martial Art similar to Dune but I think that would be making energy shields too weak since having a high enough shield fighting skill will effectively render them useless, but it'll be simpler to do. They both have their pros and cons so I'm not sure which to use. What do you guys think?
  8. KPhan2121

    How do you create NPC's

    I do a stat block and don't have a detailed skill list. I just have Primary skills that they are expected to have in their profession and secondary for anything else. If they have really high skills, then I add a Tertiary Skills. Here's an example from a game I was running. Imperial Templar STR 15 CON 14 SIZ 15 INT 13 POW 11DEX 13 APP 13 EDU 14Move: 10Hit Points: 15Damage Bonus: +1d4Armor: 10-Point Templar Armor Attacks: E-11 Rifle 45%, 2D8+3 (Impaling) Vibro-Dagger 45%, 2D4+2+1D4 (Impaling) Grenade (Explosive) 45%, 3D8 (Knockback) Skills: Primary Skills 45%, Secondary Skills 30%Powers: None
  9. KPhan2121

    Super Power Questions

    In this case, it would only allow you to carry more while flying. Like if you're flying while lifting a car to drop or throw. The Sprint power can double your ground speed or be applied to your Super Movement, Flying etc. As for the Core Rulebook, I can't find anything about it. It just says that the Flight can be conbined with Superspeed which is not what you're looking for. Yeah... I think you'd like Unified Powers. It seems to be closer to what you're looking her.
  10. KPhan2121

    Super Power Questions

    Which "travel" powers are you talking about? You can always take many levels of a power in order to increase it's effects. As for porting something else. I recommend looking at the Unified Powers homebrew, I personally think it makes super powers more interesting while simplifying them. Now, if you are going to port M&M. I'm not too familiar with the system, but I understand that it doesn't have an HP system and it makes it harder for characters to one shot eachother. You'd have to tweak with the dmg and hp model of the game in order to lessen the lethality of the game since you characters could be throwing 10d6 worth of dmg per attack. Or you could just play it straight and have the setting place restrictions on supers killing eachother. Thats what I did and it worked alright for my game. I just tweaked the rules a little. The BRP system is not designed for overly powerful characters and works better for lower powered games.
  11. KPhan2121

    Under-Half Successes

    That sounds like an interesting idea. I think the adjusted damage should be based on the difference of quality rating between the attacking roll and the defending roll. Awesome! I'll take a look at the quick-start rules as soon as I can.
  12. KPhan2121

    Under-Half Successes

    Well, I've noticed with my players is that they don't think about the decision until after they make the roll. Which means they pause the game to look up what the different effects do and how to do them. For them, the tactical choice is made before their turn when the intent is announced first and they don't do that when the intent is announced after. They opt to wait for the results before making any tactical considerations, which slows the game down. They want a "Does this work? Yes or no." instead of a "You have a list of choices you can make after the roll." I think it comes down which person has the responsibility for the rules. The announce intent before approach has them thinking solely on the combat situation with me handling the rules of how it works while the choosing from a list after approach has them being responsible for the rules. I have a player whose pretty mechanically minded and likes dissecting the ruleset, so he's pretty much fine with anything. The other two aren't and don't like it when the rules intrude into the narrative.
  13. KPhan2121

    Under-Half Successes

    Well, it counts as a normal success in the attack-parry matrix. The whole point was that it beats a normal success. Also Critical Success does max damage and goes through armor. In other skills it will offer a minor benefit. I quite like the name "Solid Success". I didn't know that was a thing if CoC 7E. I tried that and some of my players didn't like it as much. Part of the idea of Half-under success was to speed up combat while keeping the book-keeping minimal. BRP has rules for some special maneuvers like disarming which requires the player to announce their intent and roll under 1/2 their skill already. I'll probably expand on that to include more effects. I'm not sure what to do with the Under-Half success other than it beating the normal success. The main point was to add another quality rating that would reduce rounds of players trading blows with not much happening. I also might make a system revamp that requires the characters to generate a minimum quality rating to succeed in place of a modifiers. Like a difficult action requires a under 1/2 skill success or a special success.
  14. KPhan2121

    Under-Half Successes

    So I had a conversation with my friends about BRP a while back. They criticized that the combat could get bogged down easily with characters just trading blows for rounds. One of the solutions I used was adopting the riposte rules from an old discussion I've found on the matter. While glossing over the discussion, one post caught my attention. When I first introduced this houserule into the game, my players seemed to enjoy it, and sure enough the game's combat was faster. We've used it in a variety of different campaigns. My players have become less enamored with that houserule, the combat was ending in fewer turns but the time spent fighting and number dice rolls made to reach to the conclusion had only decreased a little. I've thought of a houserule to include an "Under Half Success", basically if you roll a success that is under half the current skill rating it would count as a Under Half Success. It expands the type of successes a character can achieve. I haven't presented the idea to them yet, but what do you guys think of the houserule? Also do you guys have a better name for this? Like Good Success or something that sounds between Normal and Special?
  15. KPhan2121

    Alternative Ways for Autofire.

    I've thought about it but decided against it. I think DG's rule is cool, but it works for DG because: 1) You don't have semi-auto rof for guns, you only fire one shot. So full-auto always does more damage then semi-auto 2) It's only modern weapons and doesn't inclide sci-fi weapons which can do more damage then 2d10. Now there would have to be some changes to BRP to make it work. First, I would compress the damage values of all the weapons so that it stays kinda in the same range and rule that sci-fi guns penetrate more primitive body armor easily. Like rifle weapons all just do 2d6+2 even if it's a projectile or laser rifle. Second, set all weapon's ROF to 1. That should make the DG Lethality Rating work, for the most part.
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