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Tywyll

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Posts posted by Tywyll

  1. Im leaning toward body building being some special skill that is used when the character attempts to increase his STR, CON or DEX.

    As for the Hand to Hand variants, Im thinking of just adjusting the variety of what they can do. For example, Basic is just brawl (ie punch/kick), that does 1D3 damage and can not crit. Expert is brawl that does 1D4 damage and can be used to parry melee attacks. Martial Arts works like expert but does 2D3 damage on a crit.

    As for MDC armor, Im thinking of them having really high armor values with penetrating damage being halved.

    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).

  2. Fighting with two weapons is explained in the BRP rulebook.

    In summary

    a human can do 2 "things" in a round

    he can attack with a wepon and parry with the other

    he can attack once with each weapon

    he can parry once with each weapon

    he can replace one of those action by a dodge (or another action such as jumping,

    tumbling, throwing something to a friend ....)

    Splitting attack (ie attacking 2 foes with the same weapon) is a more complex sequence of moves (and thus a difficult action) but is still only one attack.

    So with enough DEX and a high enough skill, a character can split his two attacks,by doing this he can attack up to 4 foes (remember split attacks aims 2 distinct foes), but

    in the round when he does this he cannot parry nor dodge.

    Splitting parries (or dodges) allows to parry attacks from 2 distinct sources, but is still only

    one parry. Like splitting attack, it is a difficult action.

    There is the option of substracting 30% from each parry after the first. I think that it applies only to all the attacks from a single source, and that to parry two foes one needs

    to split his parries.

    If you are using the SR options, there must be 3 SR between each attack, if not there must be 5 DEX ranks between each attack.

    You cannot attack and parry with the same weapon in the same SR (or DEX rank), but you can dodge and attack in the same SR.

    I hope this helps

    Jean

    [

    Does this mean there is no 'handedness' penalty?

  3. Thanks all for your responses. I've been and still am, too busy working late nights to respond properly right now, I'm an animator and the show I'm working on is fast approaching deadline, but wanted to show my appreciation. Probably be able to post again in a week or so.

    Thanks,

    Dalmuti

    Would love to hear your ideas when you get a chance.

  4. Grapple seems to fit pretty well, but I'd say Martial Arts (Grapple).

    These abilities should be very rare and special, so perhaps base them all on Martial Arts (X). Allow 'Martial Arts' for non-combat skills too (call it 'Expertise'?) - but that creates the problem of inventing special effects for them...

    PS: What is 'the Juggernaut one'?

    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.

  5. 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.

  6. 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?

  7. Either with a super power, or by detailing the martial arts style he is using. Is he also using Martial Arts to increase damage? This character could know more than one Martial Art technique.

    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?

  8. 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.

  9. Same is true of the Allegiance system. I've never used it in my Stormbringer games - it was just more bean counting that didn't, for me, reflect the saga. So for the MRQ Elric I went for the Pact system where you choose a god and mortgage your soul to it. You can get lots of kewl powerz (reflecting the kinds of powers you see similar damned souls, like Gaynor, exhibiting in the saga), but your god takes a hefty price from you.

    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?

  10. 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?

  11. Know what's even crazier than the Demon Summoning rules? Allegiance. According to the rules, every time you cast a spell you gain a point of Chaos.

    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.

  12. 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.

  13. I'm working on a priest for a game and find that every sheet I've found lists Perform as only one skill. My charismatic priest has a load of Perform skills (Oratory, Ritual, Dance) and possibly a few more. Same goes for Etiquette and probably a few more.

    Has anyone found a sheet that has a few extra lines for these skills?

    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. :(

  14. This has almost certainly been addressed here before, but I haven't seen any thread on it. The question is: I need conversion from other systems to BRP, for example from AD&D to BRP, is there any such help given anywhere, where I could get it?

    Thankful for any answer.

    Erik B.

    Which systems?

    Why do you need more than one? Just curious.

  15. THe Death Cult I've been wingind, 'cause no characters have become initiates (and they've acquired a major enemy there, so there's little future for them).

    To be clear, there are no classes in my game. So the only difference between a spellcaster and a thief is the thief has focused on adding stealth skills and the spellcaster has worked at acquiring spells. No reason that the spellcaster couldn't build his stealth skills, and the thief could easily add a spell or two to his bag of tricks.

    The control of Undead I've done as a skill. I've added a couple of levels of RUnePriest that represent further penetration to the mystery of the religion. At the second level, Priests acquire a "Control Undead" ability. Priest's APP as opposed roll against Undead's POW, with the Control Undead skill adding to the Priest's attempt. Failure = Undead are unmoved, Success = Undead are Positively inclined (e.g. will listen to offers, take them if they make sense), Special Success = Undead are friends (will act favorably for Priest even if it is inconvenient for the undead), Critical = Undead are fanatically in favor of Priest. Fumble = munch, munch.

    The Cheating Death ability I have as a single-use Divine spell that, once acquired, is automatically triggered at the body death of the priest. The Priest's soul remains on earth until a suitable vessel is found (which could be reanimation of the old body). The church has been experimenting with alternate forms, and keeps lots of mummies around with odd body parts incorporated.

    I don't know if any of that makes sense. My GM style is rule-based but fudged to make the story & situation 'work'. I find BRP just right for me -- enough rules to give structured choices for stuff like this, but not so many that I have to worry about what else I'm breaking.

    Steve

    ah, I see. I was hoping you had non magical abilities for non-magical characters who excel at skills. Fair enough.

  16. Absolutely.

    Look at some Olympic gymnastic events and figure out what these athletes do - from things like balance beams, swings, cartwheels, flips, tumbles, walking on hands, tightrope-type walking, etc. Make those use the Acrobatics skill. If you were doing anything gymnastic like that, use that skill.

    Then use the DEX roll for less basic stuff that anyone without training but high reflexes could do, like catching things, landing on your feet if you're pushed over, etc.

    Anyone using the Acrobatics skill successfully will look like someone who's trained and is highly skilled. Using the DEX roll successfully will look like you managed to do it, but it looked like it was raw reflexes rather than any sort of training.

    Cool, thanks! You can't get higher recommendation than from the writer. :)

  17. 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?

  18. Classes: I want these to arise from the game world, not from the rule book. So, for instance, the worshippers of the God of the Undead gain abilities to speak to undead, control undead, and ultimately cheat Death as they sacrifice POW and take higher oaths. Similarly, those who have studied with the monks at Mountains Meet have learned certain bare handed attack techniques, and the ability to pass without trace. All without formal character classes. This may be a little bit of semantics, but to me it's important that there is an in-game source or authority for character abilities.

    Steve

    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).

  19. In the description of the Wizardry spell Blast, it says at first that mundane armor and the 'Armor' spell can block the damage.

    In the last paragraph it says that the spell cannot be blocked by the 'Protection' spell.

    I imagine that the Armor spell reference is a holdover and actually refers to Protection. So the question is, does Blast get stopped by Protection or not?

    As written, Blast seems to be the weakest attack spell (unless it can ignore magical armor in which case it goes up a bit).

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