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AikiGhost

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Everything posted by AikiGhost

  1. Since you have other editions and I presume are going to buy the BRP core when it arrives Id say you dont really need it. SB5 is basically Elric with a different layout.
  2. Exactly, if you want a "Heroic" with a capital H game then Hero points are a good option to use. The clue is in the mechanic name
  3. Em, well its not like you have to use fate points. I just think they are a nice option for more heroic genres (High fantasy, Pulp adventure, etc) I agree that BRP is an awsome game system (probably my favourite of all time though I prefer SB5 to RQ) but that doesnt mean that it should never have new options or ideas added to it IMHO. Whereas I think WFRP second edition is vastly superior mechanically to first edition. I just runs more smoothely and "gets out of the way" in much the same way as BRP does in game.
  4. Isn't Gor just a type of BDSM setup nowadays?
  5. For me its mostly WEG d6 stuff, and WFRP 2nd edition.
  6. Even in heroic fantasy? I mean I can see your point in CoC but how about a LoTR inspired game for example?
  7. ok so how this works in reality is. Player one: Rolls to hit and misses. Player One: "I spend a fate point" Player one: Re-rolls and either hits or misses. Gm: narrates result.
  8. So what is "berlin 61" and how does it implement FPs exactly?
  9. Ooh, cool. Can you say any more? In WFRP for example You have FATE points which are single use and basically allow you to survive a lethal encounter or accident (You get knocked unconscious and wake up in the bushes hours later or whatever is appropriate). Usually you have about 2 or 3 of these at character generation and it is very rare to get any more of them. But you also have fortune points which allow you to re roll failed tests etc, fortune points are equal to the number of current FATE points your PC has remaining and they recharge once per adventure.
  10. Just wondering if anyone is using WFRP (2nd edition) style fate points in BRP? It being such a deadly system I feel that fate points can add some much needed survivability to high fantasy and pulp/Space Opera games. Thoughts, additions, abuse?
  11. I consider criticals and specials to be exceptionally lucky and/or powerful blows. With random armour you get a dice code to represent your whole coverage, but often you will get the following two things coming into it. 1. Wearing a helm often gives you a +1 or so to overall armour. EG: Chainmail d6+1, Chainmail with helm d6+2 (not correct figures but you get the idea) 2. Sometimes the severe wounds chart says things like. "If you are wearing a helm X happens, if you are not severe version of X happens" Luck,
  12. One man's "Refined" is another man's "Overly Complicated" Personally Ill be continuing to use the Stormbringer style variable armour and serious wounds system as I have been for years.
  13. The settings or styles of setting I would like to see done for BRP are as follows. 1. Fading Suns style dark ages in space, Space Opera. 2. Mad Max style pulp post apocalypse 3. A/State (Buy this if you dont have it) or something similarly urban and dark. 4. A truly "Gibsonesque" cyberpunk game. EDIT: One more for the pile and I can belive I dint think of it earlier. 5. A game set in China MiƩvilles Bas Lag setting (Perdido Street Station, The Scar, Iron Council)
  14. Sort of like a Pulp "Space 1999" meets Flash Gordon where you have evil robots instead of ming the merciless? Sounds like a lot of fun to me
  15. Personally Id like to see a big book of spacecraft with deck plans and stats, but I have no actual interest in a starship/vehicle construction rules expansion for BRP or any other system. My experience of such systems in the past is that they are without a doubt the most boring dryest reading section in any RPG.
  16. Vehicle design rules should not be in a core book IMHO, they should be in any future Mecha supplement instead. In fact the inclusion of mecha design rules in Silcore but the lack of inclusion of magic was one of the most annoying design decisions ever made for a game system IMHO.
  17. Depends on what you actually mean by "realistic". I for example think they are quite realistic in their outcomes, but they are less "detailed" than say RQ2 or 3 in terms of specific results. All in all variable armour with severe wound thresholds works well and is far quicker to run than hit locations with set armour is, as always YMMV.
  18. The system as used in SB 5th ed runs really smoothly and works very well, also the interaction of the Variable AP rules and the severe wounds rules makes for rather unpredictable outcomes to the ends of fights. All of which is welcome IMHO.
  19. Something evocative and decently realised? Seriously though that cover screams "bargain bin 80s product" and its plain fugly IMHO.
  20. Fading Suns, as I have already been doing for several years. I wonder if any energy shield rules are included? Or if I'll just keep using my homebrewed ones.
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