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sladethesniper

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Everything posted by sladethesniper

  1. The biggest issue with DC Adventures is the scaling mechanic they used. I like linear system mechanics, and if there has to be a scale change, then make an actual scale change and not just try to sneak it in there in the normal scale. I pretty much used all the optional rules in the Masterminds Manual, then used that as by baseline. The second biggest issue is that BRP is so deadly (compared to the normal comic books that are attempting to be emulated) and a punch from the average super-strong PC would be a killing blow. I incorporated a "pulling your punch" mechanic so that normals were not just splattered, but trying to incorporate anything beyond street level supers in a gritty campaign is, at least for me, difficult. -STS
  2. This should be amended to my previous post, but is sufficiently different... When converting to BRP, what was the reason you did so? For me, I just like the system better. It makes it easier to have one rules system with a LOT of different settings and options so that when I have to run games based on popular settings (Supernatural, BSG, Naruto, Star Wars, Shadowhunters, etc.) I can just grab what I can find, convert it and go as opposed to teaching the group a whole new system for each setting. Plus, there are some types of systems that my players just hate...anything with dice pools, or that use a d6 mechanic...they just don't like them and I am not fond of them either. Plus, the d100 system is just more intuitive. -STS
  3. I would love to see what you have for Paranoia. It was a great game and other than TPKs ending every campaign a bit early, all the players and the GMs always had fun. With regard to D&D and hit points...allow me to expound. I am aware that Hit Points in D&D are a gestalt of luck, stamina, glancing blows, actual physical damage, parries, etc. The problem is that while D&D hit points are supposed to be a narrativist tool, they are now the singular narrativist combat tool in a very tactical, granular system where every other aspect of combat is codified, enumerated and ranked in real, concrete terms. The simple way around this narrativist hit points/simulationist combat system conundrum is to use the vitality/wound point alternate system where "vitality" simulates all the luck, parry, glancing blows, desperate saves, exhaustion, etc. and the "wound points" simulate actual physical damage...so a gunshot that does 17 vitality damage is really just a near miss that ricochets some dirt on you and the fragments nick your cheek...a gunshot that does 17 wound point damage will be leaving the PC a critically injured victim going into shock that will die in a minute or two without immediate, outside, professional (or magical) assistance. Therefore, when I look at D&D and realize that yes, there are massive bonuses to hit and all sorts of damage modifiers...when you look at the narrativist measure of standard "hit points," a hit in D&D is NOT the same as a hit in BRP. In D&D, a hit can be a near miss, a glancing blow, an impact stopped by armor, a wild swing that made the target back away rapidly and lose their momentum, or it might actually be a bone breaking blow. In BRP, a hit is a hit and it does physical damage, and if it is not actively dodged, parried or stopped by the armor...then every hit does damage to the character and thus the action/damage economy in BRP is much more equal than that in D20 where actions may or may not be "real damage". So, in conclusion, a successful hit in D&D does not translate into a successful hit in BRP, whereas a successful hit in BRP always translates into a successful hit in D20 (unless using the vitality/wound point mechanic). It is for this reason that, in my opinion, BRP characters are actually more competent than they would initially appear in combat than D20 characters . I am not disagreeing with you, just pointing out why I am agreeing with you and to illustrate how and why that 100 D&D hit points is =/= 100 BRP Hit Points. -STS
  4. When converting from d20 to BRP, something becomes funnily apparent. In d20, it is assumed that a 10th level character is absolutely heroic, a 20th level is superhuman and a 30th level character is near godlike...but when you convert to BRP, a lot of the stuff in d20 ceases to be relevant. Armor Class becomes dodge and parry, BAB and multiple attacks get parsed into specific weapon skills not huge swathes of weapon types, and multiple attacks, while possible are not nearly as common nor as reliable in D20. Skills in d20 vary wildly in utility in game, whereas in BRP, skills can almost be considered more important that powers/magic/equipment because they are so versatile. The greatest reduction in power from a d20 PC to becoming a BRP PC is the loss of the "hit points". This singular reduction from a pool of hundreds of hit points to usually less than 20 hit points remakes D20 characters from powerhouses into merely competent. While it can be argued from a mechanics standpoint that every character in D20 would have the equivalent of 30% in every skill automatically (using DC 10, a d20 roll -4 for being untrained gives 6/20 chance of success...which is 30%) I simply cannot abide by that...and besides the 1 rank/bonus = 5% is more elegant than the mathematical contortions of D20. tl;dr: what is ridiculously OP in d20, when translated to BRP is not. -STS
  5. Simlasa... now that you mention it...it is odd that there isn't a GURPS book for it. I usually buy a lot of GURPS books as background data for my games (but never play it, ever...over a dozen GURPS books and no desire to ever play that system, but the source books are great!) -STS
  6. jaysun, There are the notes I jotted down for conversion...first for Supernatural (also works for BSG and Serenity...) using the Codex system I don't really like the Codex system. Nothing in it really helps set the tone. You would be much better just using CoC to run a Supernatural game, but here you go: Codex stat =BRP/D20 stat Agility =Dexterity Strength =Strength Vitality =Constitution Alertness =Wisdom Intelligence =Intelligence Willpower =Wisdom (D20) or Power (BRP) Dice= BRP Skill %=BRP attribute D2 =20%= 6-7 D4 =30%= 8-9 D6 =50%= 10-11 D8 =60%= 12-13 D10 =70%= 14-15 D12 =80%= 16-17 D12+D2 =90%= 18-19 D12+D4 =95%= 20-21 D12+D6 =99%= 22-23 All of the Traits in Codex can be used as "skills" in BRP, or give a bonus to some skill or situation. The book gives three levels to make characters which translate to BRP as follows: 42 attribute points = d8 each = 12 per attribute 62 skill points = 10 skills at 25% and one at 10% 48 attribute points = 3 attributes at 15, 3 at 12 68 skill points = 10 skills at 25% and one at 40% 4 trait points = 4 traits converted to BRP 54 attribute points = 4 attributes at 15, 2 at 12 74 skill points = 11 skills at 25% and one at 40% 8 trait points = 8 traits converted to BRP For LUGTrek, I do love the game...but for easier conversion, you might want to find an old copy of FASATrek...that is almost a straight conversion. LUG to BRP Fitness =Constitution (highest) Vitality =Constitution (highest) Strength =Strength Coordination=Dexterity (highest) Dexterity =Dexterity (highest) Intellect =Intelligence Perception =Wisdom Logic =Education Presence =Charisma (highest) Empathy =Charisma (highest) Psi =Power LUG to BRP Stats 1 =6 + 1d4 2 =9 + 1d4 3 =10 + 1d4 4 =14 + 1d4 5 =18 + 1d4 6 =22 + 1d4 7 =26 + 1d4 8 =30 + 1d4 LUG to BRP Skills 1 =25% 2 =50% 3 =60% 4 =80% 5 =90% 6 =95% To convert weapons, using BRP weapons makes it a lot easier, but if you want to have the full on feel of damage settings, this is what I use: setting to BRP damage Phaser 1 =Uncon for 2d6-CON minutes Phaser 2 =Uncon for 2d10-CON minutes Phaser 3 =Uncon 5d10-CON minutes Phaser 4 =1 point Phaser 5 =1d3 Phaser 6 =1d6 Phaser 7 =2d10 Phaser 8 =6d8 Phaser 9 =2d6x10 Phaser 10 =3d6x10 Phaser 11 =4d6x10 Phaser 12 =6d6x10 Phaser 13 =4d10x10 Phaser 14 =1d6x100 Phaser 15 =1d8x100 Phaser 16 =1d10x100 Please note that the above damage ratings scale linearly, as I dislike weird scaling mechanics (my first RPG was Robotech, so big damage numbers never bothered me...) so you may have to change those numbers to something more useful to book standard BRP. Same thing for ship conversions...I converted them using Mega Damage and other nonsense from Palladium Books. If you can deal with that, then Kitsune's website is an absolute treasure trove. I hope that is of some use. -STS
  7. Nephilim was a good game, but it doesn't really handle vampires all that well...lemme check...nope, no vampire themed stuff. It could be used to simulate the nWoD mage pretty well (all re-incarnated Atlanteans, secret societies, magic), but lacks the "gothic-punk" feel of oWoD Vampire. You could redo the magic system well enough, but it would be clunky and would get in the way of supernaturally-buffed combat. Just my .02 cents. -STS
  8. If want to do Scion, here is how I handle the mega-attributes (also used in Trinity/Aberrant): Mega Attributes/Epic Attributes Each dot in the Mega/Epic Attribute category allows a single automatic success with that attribute, which would normally be excellent in the Storyteller system, but with BRP it is fairly useless, HOWEVER the following would make it not utterly useless… Each dot of Epic Attributes adds 10% to EVERY skill that can use that attribute. Each dot of Mega Attributes does the same along with some extra effects such as multiple attacks, more skill points for the character creation pool, etc. These are Knacks or Enhancements -STS
  9. This is what I use: Stats to BRP Strength =Strength Dexterity =Dexterity Endurance =Constitution Charisma =Charisma (whichever is higher CHA, MAN or APP) Manipulation =Charisma (whichever is higher CHA, MAN or APP) Appearance =Charisma (whichever is higher CHA, MAN or APP) Perception =Wisdom (whichever is higher PER or WITS) Intelligence =Intelligence and Education Wits =Wisdom (whichever is higher PER or WITS) Willpower x 2 = Power (mages can add in Dots to BRP/D20 1 8 (-1) 2 10 (0) 3 12 (+1) 4 16 (+3) 5 20 (+5) 6 24 (+7) 7 30 (+9) 8 36 (+11) 9 36 (+13) 10 40 (+15) Knowledge/Skills/Abilities dots to BRP Skills 1 20% 2 50% 3 60% 4 80% 5 95% 6 120% 7 140% 8 160% 9 180% 10 195% A “specialization” gives a bonus of one dot thus 5 dots of security and a specialization in lockpicking gives a total of 6 dots for lockpicking = 120% Abilities/Powers/Gifts work as described and as a skill (see K/S/A’s) All of them act as skills. The dots x 20% = the skill rating…the dot = the PWR cost. Those types of powers that increase stats act as multiples +1…thus potence 4 means you can boost your strength by a factor of 5! FOR Disciplines, powers, etc…the ASSUMPTION is that they always work. When they are opposed, THAT is when you make a roll… For Mage, you can either convert from WoD as spheres as above, or use the following to use D20 spell lists: Spheres/Numina: 1 access to 0, 1 and 2 level spells 2 3 and 4 spells 3 5 and 6 spells 4 7 and 8 spells 5 9th level spells Sorcerer Paths: 1 access to 0 level spells 2 1 and 2 spells 3 3 and 4 spells 4 5 and 6 spells 5 7 and 8 spells 6 9th level spells Alternately you can use Monte Cooks World of Darkness (d20 style) which uses a different magic system and can either add up all the spheres to get the level of caster which then gives you spell components, or you can take the highest sphere and multiply by 2 to get the level and then get components. Alternately, each dot can give you one one BRP spell with POW costs being the standard cost. Hope that helps. -STS
  10. The base combat for D20 is not long and sluggish...but when you get past 10th level, it gets pretty sluggish, especially with min-max rules lawyers that loooove magic solutions for EVERYTHING. If you have any tips, I'd be glad to hear them. -STS
  11. Lord Sephleon, I had never thought to use allegiances as a way to track progression through a level based system. Wow, I LIKE that idea a lot. Nakana, Normally I just have some quick notes, but this is what I have written up: Logic = INT Intuition = WIS Charisma = CHA Willpower = POW Strength = STR Body = CON Agility/Reflexes = highest or average becomes DEX EDU is not converted (use background to determine) Stats conversion from Shadowrun to BRP: 1 = 8 2 = 10 3 = 12 4 = 14 5 = 16 6 = 18 7 = 20 8 = 22 9 = 24 10 = 26 Skill rating conversion from Shadowrun to BRP: 1 = 10% 2 = 20% 3 = 30% 4 = 40% 5 = 50% 6 = 60% 7 = 70% 8 = 80% 9 = 90% 10 = 100% 11 = 110% 12 = 120% For weapons and gear, I use BRP equivalents For magic, I use the Shadowrun flavor text with the Magic rules from the big gold book, the spell name remains the same as Shadowrun General ideas I follow when converting: When converting from one system to another system there is a certain “conceptual” plan that has to be followed. First, when planning to create a multi-genre game, the decision for what rules set to be used has to be made early. This will let players know the left and right limits (if any) for that game. Second, when using a character generation system that is not in base rules set (such as using LUGTrek to make a character for a D&D 3.5 game) you must make the COMPLETE character in the first rules set BEFORE using any imported things into the character creation rules set (such as using Cyberpunk Lifepath in addition to the one in LUGTrek) then when the character is completely created (including weapons and equipment and all skill mods) THEN you convert the character in the game system. Otherwise, two problems rise. One is the min-maxing issue where players will mix and match non-organic systems to get the best possible benefit which will detract from the game. Two, when computing skill bonuses from one system to another in mid creation leads to entirely too many inconsistencies between the two. That is why it IS possible (and even recommended in some cases) to make characters in one system for use in another. Another area of HUGE debate is equipment use from one setting to another. Very rarely will damage ratings be consistent from one setting to another, especially when dealing with Star Trek games and Palladium settings. In this instance you should buy the equipment in the character creation system and then, wherever possible replace with like items in the game setting. If like items do not exist, then convert from one to the other, although when going from Palladium to D20, be aware that there will be MASSIVE inconsistencies, which means that you may have to either “translate” the equipment into the new system OR make that equipment (in an opposite process of character creation) in the game system… -STS
  12. What settings/rule sets have you ported into BRP? Just curious how any experiments with other settings operate using BRP rules. Settings/Rule sets I have experimented with: D20...BRP makes combat so much faster, but has a tendency to reduce the overall power level of characters. Marvel Super Heroes...with some issues, pretty much makes it unplayable as I have it right now I would just use Superworld, but a lot of the high end stuff does not model well into BRP without making the game ridiculously lethal BattleTech Battlestar Galactica Supernatural Serenity CthulhuTech Cyberpunk Fuzion/Champions...a good mid power superpower campaign can be built from this Dark Conspiracy DC Adventures...with some issues FASATrek LUGTrek... I am not happy with it after years of working with it. LUGTrek is so self contained, it is hard to unravel parts of it for BRP and still have the same flavor of game. GURPS...but very clunky Traveller, although I pretty much just use T20 and then translate from D20 to BRP Palladium...almost no difference in game play experience Recon...no difference in game play Shadowrun...the game plays almost the same, but it is slightly more lethal D6 Star Wars...translated to D20, then to BRP Star Wars D20...plays very well, but it makes Force Users a bit overpowered Terran Trade Authority Twilight 2000 Warhammer 40K...still a work in progress, after like 8 years, I an just not happy with it Dark Heresy/Rogue Trader/Only War/Deathwatch/Dark Crusade...pretty easy conversion, but a lot more lethal in BRP World of Darkness...takes a lot of work to translate characters, but plays well enough. -STS
  13. I loved that movie. Vincent was my favorite robot for years, and Maximilian was a horrendous villain equal to the Terminator in my youth. I liked the write up, and the examination of the show... Thank you. -STS
  14. That is not an acceptable excuse for not doing it -STS
  15. To expand a bit on my previous comments... BRP does an OK job of character creation: simple, quick and easy to understand if somewhat vanilla characters. BRP does excellent an job of making the game flow fast with the quick task resolution, simple opposed rolls, easy to use modifiers for combat and equipment. It is simple and elegant. I agree with Chaot about how BRP is there when you need it as a GM or player, and hides itself when you don't need it when running a good story. What I have recently found myself doing is making characters in other systems (Traveller, Star Trek, Star Wars, various D20 games, D&D, Rifts, Robotech, Heroes Unlimited, old Marvel Super Heroes, and old World of Darkness) to make sure the flavor of the setting is present, converting the characters to BRP and running it that way. It works remarkably well so far. The changes I have made are a scaling mechanic for attributes and damage since I like my scales to run linearly, even if I do get really big numbers. -STS
  16. BRP is perfect for me, with the addition of a scaling mechanic for damage. Once I added that, I can play seamlessly any setting from Redwall to Robotech. -STS
  17. Sorry. Combatives is the hand to hand combat style currently taught to the US Army. The US Marine Corps Martial Arts Program (MCMAP) is the hand to hand combat style taught to the US Marine Corps. Other state military forces have their own such as Sambo (Soviet Union), Krav Maga (Israel). The main purpose of these is to 1) open space between the combatants so that firearms may be used, 2) subdue an opponent and rarely, 3)engage with melee weapons (knives, batons, etc.) -STS
  18. Narrativist for the monsters...for the PC's not so much. They CAN have large effects on the story, but the GM has to tweak the expectations of the genre to do so. For a pure story, it works, but the costs can be very high for the PC's. -STS
  19. Don't shoot into melee. Combatives and/or MCMAP are there to prevent that sort of thing. The purpose of these forms of combat is to either subdue the opponent or open range between the combatants and then engage with weapons. -STS
  20. Excellent ideas. I like baseline stats that people are suggesting. Off-topic...how did that Only War 40K with BRP go? -STS
  21. You could always just make up a skill such as "Lying"...ever since I read the King of Chicago adventure with skills such as Frenzied Flailing, Flirt, Pose as Priest, and Fake Latin...my group and I decided that pretty much anything can be made a skill...base chance = 1d20% -STS
  22. I totally did, like two posts before you... j/k... -STS
  23. I am going to toss my vote into the: gritty combat, low magic, normal human-level games. It is easy to learn, easy to modify, easy to import/export to other systems and genres. It rewards storytelling and it plays quickly. It is also very difficult to have players min/max in BRP. They can be very, very good at something, but not so ridiculous as other games allow (or reward). Here is an older, very similar thread: The-Strengths-of-BRP One of the things that I have done is to take other games (primarily Palladium and D20) and convert from those games to BRP (taking characters, background, setting, etc. and just importing directly into BRP) and running them that way. I have done specifically to reduce the min/maxing that those other games reward and have found that it makes the crunchy part of gaming much, much simpler while still keeping the feel of the original setting intact. -STS
  24. This is some quick conversion stuff I put together to use Shadowrun setting stuff...it is basic and mostly guidelines for the GM to do fine-tuning with, but it may be of some use. Also there is a very good Shadowrun to D20 conversion here and I found that a lot of the stuff translates easier from d20 (damage, stats, skill % = skill x 5) than from Shadowrun directly. Shadowrun to BRP Logic INT Intuition WIS Charisma CHA Willpower POW Strength STR Body CON Agility/Reflexes highest or average becomes DEX SPD is not converted (use 11) EDU is not converted (use background to determine) Starting characters are 6th level in D&D, or 3rd level in Palladium. Stat range is 1 to 6 for humans Skill range is 1 to 10 for humans Stats conversion 1 8 2 10 3 12 4 14 5 16 6 18 7 20 8 22 9 23 10 24 Hermetic Magic and Shamanic Magic are separate skill sets. Each spell is a different skill, can use either Sorcery or Magic rules, but it must be same for both Skill rating conversion 1 25% 2 50% 3 60% 4 70% 5 75% 6 80% 7 85% 8 90% 9 95% 10 99% Damage ratings Number x type = damage Light = x 1 Medium = x 1.5 Serious = x 2 Deadly = x 2.5 Armor Ratings Ballistic x 5 = SP Impact x 5 = SP Hope it is of some use. -STS
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