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KPhan2121

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Posts posted by KPhan2121

  1. On 11/15/2017 at 1:17 PM, SDLeary said:

    Yes.

    Also, auto fire has a "lethality rating". If you hit, roll under the lethality rating and the target dies, otherwise roll damage as normal. No figuring out how many round hit, separate damage, etc. 3-round bursts are at a single target. Longer bursts give an area effect. And so on. 

    And not firearms related, but the integration of UA style mental effects while still using a SAN based system is excellent as well.

    SDLeary

    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.

  2. 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.

  3. 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. On 11/8/2017 at 2:22 PM, Toadmaster said:

    I just figured you do it once and write it down on the character sheet.

    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. 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.

  6. 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?

  7. 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?

    • Like 1
  8. 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.

    • Like 2
  9. 1. The grapple check occurs before your grapple maneuver. The roll is to successfully maintain the grapple on them. If that roll fails, then the grapple is broken.

    2. Yes, when you grapple you can choose what body part you are grappling against. If you grapple on one of their arms, they can't grapple back. If both their hands are free, then they can grapple back. When that happens, the initiator can block the grapple with his own grapple skill. However, if the block fails then the grapple is reversed against the initiator. The guy who reversed the grapple had to maintain the hold the next turn to do any grapple effects. The way to escape the grapple is if the hold is broken, by a failed grapple maintain check or some of the grapple effects giving the grappled dude a chance to escape.

    3. There is no rule for this. However, I allow parrying but not dodging. My ruling is that if you can attack, you can also parry. (This is from the perspective of the guy being grappled.) For the guy who is doing the grapple, I allow dodging but not parrying. Since grappling requires both of their hands, he can't parry any outside attacks. However, he can dodge on the condition that the grab is immediately broken. One thing I did allow once was using the grappled dude as a shield from outside attacks. the player made difficult grapple check followed by a Str/Dex vs Str/Dex Resistance Check to push/pull the grappled guy in the way of an attack.

    In the end, BRP is a very open-ended game. Once you familiarized yourself with the mechanics, you can just make a GM judgement call on the spot if something arises.

  10. I was under the impression that a weapon's special only goes off after consulting the Attack and Defense Matrix. Like if an attacker got a critical success and a defender only had a normal success. The normal success of the defense would modify the attacking critical success to a special success and the weapon's special effect goes off.

    However, I came across a bit of text in the Crushing Special section that seemed to indicate otherwise. On page 196 of the Big Gold Book, it states "If the target successfully parries an attack scoring a crushing special success, he or she risks his or her weapon or shield breaking". How is that possible? There are only two ways I can think of to get a special success for your weapon. If you rolled a special success, the defender must roll a failure or worse on his parry/dodge. The other way is that if you rolled a critical success, the defender must roll a success or worse on his parry/dodge. Both of these results said would have the defender failing his parry check and getting hit directly. The only thing I can think of is that both attacker and defender rolled special or critical successes, allowing for the crushing weapon's special to activate and also having the defender successfully defend against the attack.

    Does this mean that if you just rolled a special success on your attack roll, the weapon's special goes off regardless of the final result after consulting the Attack and Defense Matrix? For example, a swordman rolled a special success to attack with his sword and his opponent only rolled a normal success to parry. Would the sword's bleed effect go off even though the Attack and Defense Matrix says it's a normal success?

  11. Grappling has always been an essential part of armed fighting. From the techniques used with polearms to the half-sword grip, one thing is very clear: a melee weapon can act as a lever device to facilitate specific grappling techniques. 

    Unarmed grappling can still be initiated while holding a weapon; it just has to be dropped as part of the maneuver. The weapon simply lands on a point between the grappler and defender. Resolve as stated in the rules. When attempting to initiate a grapple with a weapon, you simply roll your grapple skill as written. There are a few changes. If the target is unarmed, he may attempt to parry using the grapple skill. It will be resolved normally.

    While grappling with a weapon, the grappler only has access to: Change Hold, Immobilize Limb, Knockdown Target, Disarm Target and Injure Target. When resolving the maneuvers, you can add your weapon’s SIZ rating (rounded up) to your resistance check.

    The rules state that: Once held, a defender can attack your character if he or she has any free limbs, using Brawl (punches or head butts only) or any small weapon (knives or handguns). If two hands are free, the target can attempt to Grapple back. 

    The line “If two hands are free, the target can attempt to Grapple back” would be amended to “If both hands are not under the ‘Immobilize Limb’ effect, the target can attempt to Grapple back.” This amendment is done to accommodate grappling with weapons.

    What are your guys’ thoughts?

  12. I personally use fixed armor values and general HP. I allow my players to make a difficult attack to target unarmored areas (if the opponent isn't wearing a helmet) to totally negate the AV or areas where the armor is weaker (if the opponent is fully armored) to reduce the AV by half. 

  13. I made some useful Macros for my BRP Roll20 Game.

    The first one is a roll 1D100 vs Skill.

    Input Skill.pngInput Skill Multiplier.pngInput Modifier.pngRoll Results.png

    The macro code is:

    &{template:default} {{name=Roll D100}} {{Rolled=[[d100]]}} {{Skill Rating = [[?{Skill Rating|0}]]}} {{Total Modifier = [[ceil((?{Skill Rating|0}*?{Multiplier|1})+?{Modifier|0})-?{Skill Rating|0}]]}} {{Success! = [[ceil((?{Skill Rating|0}*?{Multiplier|1})+?{Modifier|0})]] }} {{Special Success! = [[ceil(((?{Skill Rating|0}*?{Multiplier|1})+?{Modifier|0})*1/5)]]}} {{Critical Success! = [[ceil(((?{Skill Rating|0}*?{Multiplier|1})+?{Modifier|0})*1/20)]]}}

     

    The second one is the Resistance Roll

    Input Active Attribute.pngInput Passive Attribute.pngResistance Roll Results.png

    The macro code is:

    &{template:default} {{name=Resistance Roll}} {{Active Attribute [[?{Active Attribute|0}]] = Passive Attribute [[?{Passive Attribute|0}]]}} {{Rolled=[[1d100]]}} {{Success!=[[5*(10+?{Active Attribute|0}-?{Passive Attribute|0})]]}}

    The third one is a Damage Macro

    Input Damage.pngInput Damage Bonus.pngDamage Bonus Multiplier.pngDamage Result.png

    The macro code is:

    &{template:default} {{name=Damage Roll}} {{Rolling = ?{Damage Dice|1d3}+?{Damage Bonus|1d4}*?{Damage Bonus Multiplier|1}}} {{Rolled = [[?{Damage Dice|1d3}+ceil(?{Damage Bonus|1d4}*?{Damage Bonus Multiplier|1})]]}} 

    The last one I have is an initiative macro, it uses the token's DEX to determine the initiative.

    The macro code is:

    /me @{selected|token_name} [[@{selected|DEX} &{tracker}]]

    I'm going to make a modify initiative sometime later. Hopefully this is useful for some people here.

    • Like 2
  14. 8 hours ago, RosenMcStern said:

    Probably not, or at least not in the near future. Any fan-made material for Roll20 will be linked on the Alephtar site and advertised on social media, though.

    On the other hand, support for Fantasy Grounds is on the way. I hope we will have a playable beta ruleset available within the end of the month.

    Cool! I'd totally run a Revolution d100 game on Fantasy Grounds. Is there a sign-up required to get into the beta?

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