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Tywyll

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Everything posted by Tywyll

  1. Does Strength figure into encumbrance anywhere? I've looked at the BRP versions I have at hand (BRP, RQ4, and MRQ) and the only one where it has an effect seems to be MRQ (though that is a Binary effect). Does this bother anyone, that the strong guy is as hampered as the weak one? Shouldn't strength offset some of that?
  2. Actually, could you give me a page reference on this? I read the Two Weapon Fighting section in my BRP book last night and it was quite different from the above. For example, trying to attack with two weapons resulted in only 1 attack with each, at difficult, and only if the primary was 100%. am I reading it wrong or missing something?
  3. What would be the point of taking any skill but MA in that set up? The lack of good MA rules is one of the glaring holes I think BRP suffers, even with "Land of the Ninja" (which oddly provided nothing in the way of MA rules).
  4. Having never played MRQ version of RQ, I have some mixed feelings on the action/reaction system they use. Can anyone compare their experiences with it versus standard BRP combat? Does it work? Is it broken? Deadlier, gentler?
  5. Does this mean there is no 'handedness' penalty?
  6. Would love to hear your ideas when you get a chance.
  7. Actually, Martial Arts full stop might be the better way to handle it. Though I think I'm going to end up with a /lot/ of MA based abilities... the Juggernaut one is from Legendary Heroes and works like Skin of the Bear (stacks with it) and then allows a roll to absorb extra damage and even, with a crit, negate it entirely.
  8. I'm trying to convert some legendary abilities from MRQ over to BRP. I'm not using the MRQ Resilience and Resistance Skills. So, I'm at the Legendary Abilities Skin of the Bear and the Juggernaut one. The requirements are 15+ Con and Resilience of 90% or higher. Any suggestion for what to replace with Resilience requirement with? I was considering simply increasing the Con requirement (17?), but I'm not sure.
  9. I'd love to see what you come up with. :thumb:
  10. Also, the 880% allowed for him to attack and parry multiple times extremely easily, something he does seem to do often in the source material. Failing that, a single attack is almost always a crit (and therefor ignores normal parries or dodges). Still, I agree that it's always seemed a bit high. I guess it depends on if you see the system as stopping at 100% or going well beyond, and if it goes beyond, what do those levels of mastery mean?
  11. The character had various martial arts techniques. Some that added damage (which of course works with basic MA skill). He had a technique that allowed him to have 'stone skin' if he knew an attack was coming and wasn't wearing armor. Finally he had this weapon breaker strike. How would a character 'buy' Super powers in a non-super campaign?
  12. I'm converting a campaign over into BRP. One of the things I'm trying to do is bring over the characters and their abilities into BRP. Now, one guy played a Martial Artist who had an attack that allowed him to break weapons (not always, but fairly good chance). So, how could I do this in BRP? That ability is one of the ones he is most interested in keeping.
  13. Hey Mr. Whitaker, I really like your gift system in MRQ. I was wondering how it might work in a system alongside more traditional BRP (RQ) Divine Magic (whereby you sacrifice POW rather than Dedicate it). Would it be inadvisable to allow the POW costs to simply be sacrificed POW?
  14. Tywyll

    SPQR?

    See, I guess my concern, from reading the website is that it's not even active any more (no updates as of 2004). If I have BRP, what updates/additions does it give to make it worth $25? I did notice the advantage/flaw system, which is kinda cool, but contained within the free chapter. What would it add to my BRP game, I guess is my question? How does it deviate from other versions of BRP?
  15. Tywyll

    SPQR?

    Does anyone know anything about SPQR? Is it still available? Is there any reason to get it? Is it available for free?
  16. I thought that the rule wasn't actually in Elric! (though I've read the writer intended it be in there). I definitely agree that's cheesy. I'm wanting to mix the system with other magic systems, like RQ4 Sorcery, Divine Magic, and BRP Sorcery. I wanted a 'dark magic' that would allow for summons and bindings, but I don't think that I can use those as written (I know that some of my players would, if they were going to sacrifice a POW, they'd want as much of a benefit from it as they could get. Humm... I may have to rethink this. Any suggestions on limitations? Maybe I'll have to read the Corum limitations.
  17. I've been thinking of incorporating the Summoning rules from Elric!/SB5. While reading over it, the rules for the bound weapons/armors seems potentially unbalanced. As I understand it: Besides POW and INT, the item demons don't need stats. If this is the case. it seems that all such items would easily have a minimum of 12 POW worth of powers (3d8 in POW and 1d8 in Int, and a 17 POW to start with, so that when you sacrifice the POW your attribute won't be too low to lose Sorcery). Am I understanding this correctly? Would all such items have, at a minimum, 3d10+d2? Or 2d10 if capped at 10 mp? If so, they seem awfully powerful.
  18. I'm making one right now, though mine includes a mixture of extra skills and ideas taken from RQ4, so I don't know how useful it would be for you.
  19. What about losing passions?
  20. Has anyone converted the Passions system to BRP? I'm interested in using it for an upcoming fantasy game, but as written in Pendragon it doesn't quite work.
  21. Which systems? Why do you need more than one? Just curious.
  22. ah, I see. I was hoping you had non magical abilities for non-magical characters who excel at skills. Fair enough.
  23. Cool, thanks! You can't get higher recommendation than from the writer.
  24. I've been consolidating skill lists from RQ4 and BRP and I came across the Acrobatics skill. So I've been thinking of adding the skill to the skill lists. So, if you add acrobatics, is there a use for the agility roll? The problem I have with the agility roll taking the place of a skill in acrobatics is that acrobatics is something one can develop and practice it seems odd to have all dexterous people be good at leaps and spins, but not the other dex skills. Any thoughts?
  25. Hey, that sounds like an interesting concept. Out of curiosity, how does it work mechanically? I mean, I understand the followers of Death gaining Divine Magic, but what about the Monks? What about 'Fighters' or 'Thieves'? Do they get anything other than higher skills? I'd really like to hear more about how you do that, because though there are plenty of options for spell casters, I often feel that vanilla BRP doesn't give much love to the dedicated skill users (since there is nothing stopping the spell casters from getting as good as the non-spell casters).
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