Jump to content

KPhan2121

Members
  • Content count

    82
  • Joined

  • Last visited

Community Reputation

14 Good

About KPhan2121

  • Rank
    Advanced Member

Converted

  • 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

Recent Profile Visitors

934 profile views
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. A Fantasy version of COC

    Apparently someone already did the work. There's also a monster manual you could use
  13. 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.
  14. 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.
  15. 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?
×