Jump to content

Mugen

Member
  • Posts

    1,595
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Mugen

  1. On 3/26/2024 at 10:58 AM, Ravenheart87 said:

    You can dodge and parry multiple multiple times, it is just gated behind a Heroic Ability and costs WP. It doesn't bother me that actions are limited (it does a quite good job at reducing the whiff factor), though I too prefer multiple parries and dodges with cumulative penalties.

    Well, if parrying was not a complete waste of action if you failed your roll, I wouldn't mind.

    Just like in Pendragon, where you're almost guaranteed to have your Shield bonus if you defend but the attacker has a better roll nonetheless.

  2. 44 minutes ago, Sheelba said:

    I looked at this some time ago and again it isn't what I want. I'm just going to be using RQ3 rules and deal with anything which doesn't smoothly fit into current BRP, I suppose.

    My intent was not to tell you to use this system as a whole, but as an inspiration. It's just too complex, and uses too many skills.

    But I don't understand which parts of Sandy Petersen's rules could be less in phase with "current BRP" than the original RuneQuest 3 rules, to be honest.

    Most of the rules in the BRUGE come from games published between 1981 and 1992, and the system is essentially the same as it was in the 80s, with options to make it as simple as CoC or as complex as RQ3.

     

  3. The Sandy Petersen rules for RQ3 Sorcery are worth reading.

    They add Presence, which is a limit on the total number of effect levels of spells one can maintain.

    They also diminish the impact of Free Int, using skill/10 as the maximum level for each effect.

    They also get rid of Duration. If you have enough Presence to cast a spell, it lasts forever.

    It also adds new Arts and spells, which are all optional.

    If you want simplified versions of Sorcery, Mythras and OpenQuest are also interesting.

    • Like 2
  4. On 3/6/2024 at 9:14 AM, Ravenheart87 said:

    Make no mistake, I love Dragonbane and I know the rules by heart at this point. But it could have been a cleaner and tighter game if they resisted introducing their Year Zero Engine-isms into the system and leaned closer to the original BRP design principles. But enough ranting, I have a Duck Tower to convert from RuneQuest to Dragonbane...

    And yet my biggest problem with the system is not linked to these YZEisms, as it's completely possible to defend and attack in the same round in Forbidden Lands.

    It's like playing in Pendragon, but you're forced to chose between reckless attack and defensive stance, and the the latter doesn't give you a Shield bonus if you're hit.

  5. On 3/21/2024 at 8:44 AM, Simulacrum said:

    Also really important to remember when people make comparisons that Mythras basic percentages are all the sum of two Characteristics, which gives an average basic of 21% and in reality, bearing in mind INT and SIZ being 2d6+6 and that straight rolling is rarely used, more like 25%. Perhaps more important than the average is the fact these give you a floor. BRP basics are often as low as 5%, so you may need a lot more skill points to reach equivalent levels of competence.  

    But, on the other hand you can't put more than a total of 45 points at character creation into a skill, providing you put 15 points on each of the 3 steps mentioned above. Unless you're playing a character that is older than usual, of course.

    Which means skills with a maximum between 65 and 75. Huge when compared to RQ2 or RQ3, but not when compared to Elric, MW ot Call of Cthulhu.

  6. On 9/22/2018 at 2:52 PM, David Scott said:

    This has been a theme in the industry for a long time. Forty years ago the first few issues of White Dwarf wasted (IMO) many pages on the Monstermark system. The last big game I played that had a section on this was Exalted 2ed which had a "Hazard" Level for encounters, this was dropped in third edition (phew). I don't know anyone who ever used any system designed to do what you ask. I'm interested if anyone ever has.

    D&D 4th edition encounter building system worked well in that regard, but the game was built around it, and the stats of a level X monster were very tightly defined.

  7. On 3/17/2024 at 9:33 AM, PauliusTheMad said:

    For reference, closest I got I guess is playing a reasonable amount of warhammer fantasy and I am somewhat aware that that system is somewhat related to BRP via runequest being starting point for WHRPG as a system, but also I am guessing it is quite different. 

    The only similarities between both games I can think of are the use of a d100 roll under core mechanism, and localized armor.

    RuneQuest 3 had stats for Orcs, Halflings and Dwarves in its Gateway bestiary. There's also an Elf, but it's a short and agile one, not the tall and noble Tolkienish elf from Warhammer.

    Their stats were reprinted in Mongoose RuneQuest bestiary, and also in Mythras.

    I guess they're also in Magic World.

    You can also use the stats for mostali, ducks and tusk riders from RuneQuest Glorantha...

  8. Oh, I missed the fact two handed weapons deal +2d6 damage in 6e. Brutal...

    Question is : how do the 6e reckless attack compares to previous editions ? A +10 to skill represented a huge increase in crit chances, but also a guaranteed hit.

    Without that +10, there's a 25% chance a knight with a skill of 15 takes a risk for 0 damage.

  9. Mythras gives 100 points for culture, 100 for profession, and 150 bonus points for "adult" characters (between 17 and 27).

    Skills get a maximum +15 per step, so a skill present in all 3 steps can reach +45 in total.

    Older characters have more bonus points, and can put more of those points into each skill. Up to 300 points and +30/skill.

    • Like 1
    • Helpful 1
  10. @Atgxtgthank you. It turns out my guess, based on a simple table, was not that bad. 🙂

    Mythras Sorcery uses Magic Points, but it could be possible to get rid of it, as the costs are very low and has no impact on the spell's power. Casting could be done by opposing the caster's skill with the spell's total levels, multiplied by 5.

  11. 9 hours ago, Nozbat said:

    It was posted earlier today here

     

    My understanding is that this challenge is meant to help publishing games, and not supplements. Even though, of course, games contain material that can be used in other games.

  12. Hârn was published a few years before HârnMaster, and I'm sure quite a good number of players used RuneQuest, StormBringer or Magic World (WoW version) in Hârn before that.

    Concerning your "Convocations", I know nothing of Hârn magic, but the table reminds me of Mythras Sorcery. In this game, each sorcerer belongs to a tradition, which teaches a specific Invoke skill, and a listt of spells that can be learned and cast with that Invoke skill. In BRUGE, you could use the Magic rules as a basis, but reduce the number of skills to 6, one per convocation.

  13. 10 hours ago, GothmogIV said:

    (...) Call of Cthulhu (not 7e because...someone decided that attributes would be 1-100 instead of 3-18, which is how GOD ORDAINED IT!) 

    See, this in fact a complex issue for me...

    On one hand, I think the use of percentile characteristics in CoC7 was a bad design decision, and not just a matter of taste.

    I think using a d20 for everything like in DB is a far better idea in general (even though the way defense and skill oppositions work in DB are a problem for me), but doing so you lose an easy and efficient way to have crit chances that change with your skill level instead of a flat 5%.

  14. On 2/29/2024 at 6:00 PM, smiorgan said:

    The first objective will be to solo my way out of Hwamgaarl using Stormbringer scenario "See Hwamgaarl and die" and Dragonbane's solo rules. 

    Solo play is where the rule that prevents you from attacking and defending in the same round will hurt you the most compared to SB.

    Having a way to gain initiative is crucial.

    • Like 1
  15. On 3/1/2024 at 12:55 AM, g33k said:

    There's no reason you couldn't or shouldn't take CoC's %Stat over to RQ, or RoL, or your own FrankenBRP game.

    There's one reason : it's a terrible idea, which makes other characteristics rolls more difficult to use, and complexifies other aspects of the game (such as having to divide POW by 5 to get MP maximum).

    • Like 2
  16. 11 hours ago, Renfield said:

    Does BRP really need those base attributes at all?

    Yes, because skills don't cover everything needed in a game, which is not only about rolling to succeed at a task.

    Hit points, Magic Points, Damage, Initiative, etc.

    11 hours ago, Renfield said:

    Am I missing something here?

    Not necessarily. That's not a new topic, and to be honest BRP shows its D&D origins here.

    In the 80s, Pendragon handled the issue with DEX in removing all athletics skills (but retained social ones, making APP useless), and James Bond 007 (not BRP but d100 roll under) based all skill chances of success on a multiplication of a characteristic and a skill level m.

    • Helpful 1
  17. On 2/24/2024 at 11:47 PM, smiorgan said:

    Generally speaking, he's a bit more competent than a regular Stormbringer 1-4 character. But not much! His best skill is 12 (60%).

    The bonuses are far above those in StormBringer, and all his skills are either 10 or 12.

    He's a better fighter than a newly created fighter from StormBringer 1st french edition, who had 50%, 40% and 30% + bonus in his best 3 weapons.

    • Like 1
  18. 9 hours ago, smiorgan said:

    Yes, it's in the corebook. I've never played the French version of Hawkmoon 1st edition  - I have only seen the supplements - but my impression is that the science system of 2nd edition is very similar to the 1st. Minus the skills originally brought from the English edition.

    I've looked at it again, and I can say the differences go beyond the fact 1st edition uses multiple skills.

    The lists of powers are different, and the way they work is different too. I wanted to make a simple example of how to make the same object in both systems, but it's harder than I thought...

    • Like 1
  19. 5 hours ago, Joerg said:

    Not quite correct. Dividing RQG skills by 5 produces a much lower power level in Questworlds as skills above one mastery aren't that rare, and required to have a somewhat similar success rate with opposed rolls.

    Yes. The default starting chance is HW is 6, and people with 1 Mastery are not close to being Rune Level.

    I see HW as a natural evolution of Pendragon, but an evolution that consider 20 is a good professionnal level, and not 10 or 15.

×
×
  • Create New...