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KPhan2121

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Everything posted by KPhan2121

  1. Cool! I'd totally run a Revolution d100 game on Fantasy Grounds. Is there a sign-up required to get into the beta?
  2. Will there be an officially supported Roll20 character sheet?
  3. Welp, I'm bringing back this topic. I recently did a move from Maptools to Roll20 and went ahead to test out some of the functions of your character sheet. I've found that the ranged weapons don't work like the melee weapons. After the first row for the ranged weapons, the roll button doesn't roll for weapon damage or automatically determine the roll's success/failure. It's the same for the Magic/Powers portion of the sheet. I've also noticed that the damage bonus dice only goes up to 4d6. Otherwise, it's a great sheet and was part of my reason to move to Roll20.
  4. Should I use the laser rifle and pistol stats as written in the book? I think these stats are a little weak compared to what they do in the book. Maybe increase magazine size and give the option to burst fire?
  5. Ah, that makes much more sense. I should also add that a shield-trained person(without a working shield) fighting an unsheilded person would be at a disadvatage as well. Maybe make a hard idea check to not use shield fighting techniques. If the idea check fails, parries and dodges against their attacks are considered easy. If they pass, they don't need to roll an idea check until another fight. Shield fighting is fast on the defense, but slow on the attack.
  6. I'm not sure I understand, so you're not saying to make Shield Fighting a martial art? Can you elaborate on how this new skill would work in the game?
  7. So Shield Fighting should be a martial art? But instead of giving bonus damage, it bypasses the shield? I'm not sure if I like that, it makes the use a Holtzman Shield too passive. I got the impression armor is still a thing, but it's more for defense against maula pistols and other weapons that can bypass the shield. Found mention of Armor in the Dune Wikipedia. http://dune.wikia.com/wiki/House_Trooper Ok. On a side note, were spears and other bladed polearms used in battle? Cool, I'll check it out if I can find the pdf for cheap.
  8. I may start a Dune campaign for my players in the near future. I would like your advice on what I would need to have it feel like Dune. It will be set right after the end of the first Dune novel during Paul's conquest of the Imperium. For Holtzman Shields, I would treat them like the energy shields in the book with some changes. First, the base chance of a Holtzman Shield is going to be 5x a character's Dex and this base chance is added to the character's parry skill when blocking with the shield. Second, the percent of chance it would block missile weapons is 100% even if it is a firearm. Thrown weapons and other low velocity projectiles would decrease this chance to 60%. For melee weapons, should I use Vibro-swords and knives but rename them? Or simply use Historic Melee weapons and have them penetrate armor? Or only penetrate half armor value? Or do something else entirely? For the abilities of the characters I am thinking of using superpowers (Using Unified Powers Houserule) but limiting it to things that would make sense in the setting. For example, a Bene Gesserit Adapt would have The Voice and it would be a Limited Form of Mind control. A swordmaster or assassin would simply have a bunch of extra skill points to signify their mastery in stealth or swords. Is there anything I'm missing?
  9. I use electronic dice that automatically calculates the result. But if you don't want to do that just take the 10s digit from your skill, divide that in half for critical success and multiply by two for special successes.
  10. Yo, I transited from D&D to BRP. The first problem that I faced was that combat was way more lethal. My players really liked killing enemies in a few hits, but learned that they can go down just as quickly. I solved that problem by nearly killing a player in one hit. He had fullplate and a gambeson and that barely saved him from being one-shot by a 4d6 damage monster. BRP is much easier if your players are novices with no preconceptions on what an RPG should "feel" like. The good thing about BRP is that it's just simulating the setting so you don't have to worry about some mechanics-simulation dissonance if they're newer players. The second problem I've seen was that there was some initial difficulty when explaining the power mechanics into the game's setting as everything is "generic". In my games I give everyone access to superpowers and magic since we play in a D&Desque setting and they want to replicate some of their old abilities. For example, the monk has ki strike and so has access to the strike superpower which gives him +1d6 damage per level while a mage using shocking grasp is using the strike spell(Using the Unified Powers Houserule). I had to get use to the fact that I was using similar mechanics for completely different abilities. So be prepared to rename and refluff alot of different things that are essentially the same thing mechanically. It's a little difficult at first, but it does wonders to lessen mental fatigue from having to remember and look up spells/class/racial abilities in D&D games.
  11. Yes to the -80 penalty, but in that time they were at 150ish skill ratings and trying to cleave through a group of mooks without letting them have a chance to parry/dodge. I'm not sure what you're asking on the 2nd part of the question. Are you asking if they did it on a defense roll in order to negate an opponent's ability to even hit them? Then no. You can only take the penalty if you are attacking. You cannot impose a penalty when you are defending, since its a reaction. Edit. There's also this rule someone else on the forums made for riposte if you want another fast way to deal with high-skill combat.
  12. I talked about this on a previous thread. BRP works well enough as it is written, but you can get into the attack-parry/dodge ping-pong situation. What I've done is allowed for players to take a penalty in their attack and the opponent take's an equivalent penalty to their defense. I usually frame it as feinting, clever footwork, binding weapons together, etc. For example, PC A has a sword skill of 95 and NPC B has a parry skill of 85. PC A gets to make an attack against NPC B. He knows that NPC B has a good defense so he takes a -30 penalty to his attack while the NPC gets a -30 penalty to his defense on top of other penalties. So PC A has a sword skill of 65 and NPC B has a parry skill of 55. It helps make the combat go a lot faster.
  13. I think BRP is much simplier and easier to teach to newer players, as well as being able to play well enough in any setting. RQ 6 works better in historical/fantasy settings where hand to hand combat is more prevalent, the current special effects should be expanded for ranged combat as well as ranged-melee interaction effects. Because of that, I put my vote towards Basic Roleplaying System. It just works the way it currently is.
  14. This is a god send, thank you very much!!
  15. Well, the players preferred that humans start with basic mechs. One of the players is playing a cocky spiky haired ace pilot and the high school girl is the only one who can pilot an experimental mech that her dad worked on. I think another player is thinking about being an cat-person/alien refugee that warns Earth of the upcoming attack. I was wondering if there were supplements that provided stats for mechs, weapons and gear I could use beyond BRP Mecha.
  16. Awesome, is there a way to buy it in pdf form?
  17. So my players and I decided that our next campaign to do would be a mecha campaign. One of my players want it to feel like an anime (she's even going as a high school student) and another wants it to be like xcom (with researching, stealing and improving technology). I feel this is an interesting combination and something BRP should excel at. The problem is where the hell do I even start? I planned to buy the BRP Mecha book, but it's not being sold anymore. Are there any other supplements/sourcebooks/tips so I can get started.
  18. Some of the downloads don't work for me, can anyone else check if they work for them? Here are some of the links.
  19. A while ago, I made this post about low damage and high armor predicament and posted some ideas about houserules and for the most part they were rejected. Now I've been researching historically accurate methods that man at arms used to combat knights in full plate and came up with some rules that could help people deal with them. The first one is Undefended Attacks, attacks for which there is no defense to oppose them simply ignore armor. Think of a situation where an armored man is somehow unaware of an attack and/or are simply unable to actively defend themselves (or they ran out of dodge and parry skill). The attacker would be able to get his weapon to attack areas where the armor does not protect or is less effective (Visor, neck, armpits, etc). The second one is Stunning Blow, an attack that a character must declare doing before rolling to hit. If the attack hits and is not parried or dodged, there is a resistance check between the rolled damage and the health of the enemy + the armor value of his helmet. If the enemy fails the check, he is stunned for 1d3 turns. He cannot attack or defend for those turns. If the player rolls a special success, he gets a +5 to his damage roll. If the player rolls a critical success, he gets a +10 to his damage roll. I got the idea from reading this historical sword technique called half-swording where the wielder a sword would grasp the blade of the weapon and strike with the pommel or guard like a mace or warhammer. This technique is used to stun heavily armored opponents since it's almost impossible to penetrate plate. I also thought that the basic principle of stunning opponents before killing them can work with nearly every melee weapon. Anyways what are your thoughts on the matter?
  20. Have you considered trying out roll20.net? It's a website where people can come together to play online games, its quite good if you can't play locally as often as you'd like.
  21. Yeah, each attack attempt would occur at every 5 dex. I think it should take up less time and less turns as you only get the penalties if you succeed on the attack, like a parry or dodge roll. So you can make an attack every 5 dex ranks as long as you still have a positive skill rating on the attack. I did a test combat with one of my players, his character has 153 on swords and has a dex of 16. I pitted the character against 3 60 swords/parry/dodge enemies. In the first round he rolled a 10 and had dex of 26, which gave him 5 attacks in that turn. He can make a max of 6 successful attacks before he simply cannot make another one. The enemies can only make 2 successful attacks/defense rolls before they simply cannot do another one. By the end of the first turn, all three of the enemies were defeated. The idea was to help curtail some of the attack-parry ping pong in the game while allowing my players to take on multiple opponents. Better for that heroic sword and sorcery feeling.
  22. I've recently read the old thread post of Ripostes by Jason and thinking about implementing it into my game It got me thinking about multiple attacks in a turn. How about every successful attack now incurs a cumulative -30 penalty and you could keep making attacks until that penalty puts your attack at 0% or less or you run out of initiative(Been using the roll d10 to initiative rule). This penalty also stacks with the riposte penalties. Of course this means that the martial arts skill rule needs to be modified a bit, perhaps it also suffers from the -30 penalty from successful attacks as well. I'm liking this idea as a house rule since combat goes faster as characters will very high skills can do a lot of damage, characters with low skills will have multiple chances to land an attack. I may explore this house rule as an alternative combat system as a faster, if somewhat more detailed approach to combat.
  23. You could get the kids into RPGs, now its not a waste of money but a tool for family bonding. Besides that aren't pdfs much cheaper than softback books and more useful since you could bookmark pages of the pdf you need to reference a lot.
  24. Wow, this thread is overwhelmingly FTF w/o electronic assistance. It's a little strange for me to see that, since nearly everyone around me uses some form of digital sheet and electronic dice. Must be some generational gap since most of the people I know who RPG are under 25 years of age.
  25. Yeah, I had to run a game where one of the players was out of state. It worked in the end, but that player could not follow what was going on a third of the time in the game. You either go full FTF or online voice chat and don't mix the two.
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