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AikiGhost

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Posts posted by AikiGhost

  1. I can send you the playtest version of BRP Mecha. It is currently only tested for 6m tall, non-flying mechas, but it should be able to do battletech-sized mechas efficiently. The only two things that the rules lack atm are flight and rules for superobots. Just don't expect rules for overheating and autocannon/20.

    Rosen, If you are willing Id be more than happy to have a look at em and perhaps make my own overheating rules :)

  2. Hi Ottomancer, I read your setting blog at http://www.riverofheavenrpg.com yesterday and made a few comments (Really liked the timeline, the alien consciousnesses awakening and all that entailed and the Machine Civilisation). I have to say Im really stoked for this.

    At last BRP gets a decent mid hardness sci fi RPG to rival Traveller, Heavy Gear and Jovian Chronicles. How many pages is the final book going to be? And if this sells will you be doing more setting/scenario books?

    Anyway thanks again for taking the reins in your teeth and making something us sci fi oriented BRP fans have been waiting decades for.

  3. Depending on the era, the reverse might be more difficult! Parrying with the sword was generally frowned upon in cultures that used shields. For one thing, it risked damaging the blade (and not all blades were made of the same quality; for another thing, using the shield gavea better chance of drawing the attacker's blade out of line, and making an opeing that you could exploit with your own sword.

    Fair enough I'm not really interested in "realism" or historical accuracy though, I personally don't use separate A% and P% percentages as it creates another unnecessary bunch of skills on ones sheet and succeeds in making warriors less competent when they start. BRP is deadly enough without nerfing a warriors starting skills.

  4. Actually, BRP gives the option of having individual Weapon skills combining Attack & Parry, which I suspect is quite popular. At least I use it.

    I always thought of the separate A% & P% in RQ3 as rather odd, as it would be incredibly difficult to become a master swordsman with 100% attack if you didn't have a similar level of parrying skill :)

    Personally when a simpler option is presented in BRP I always use it. As simplicity in play but remaining gritty BRPs main selling point to me.

  5. They work just fine in my game...better than any other game rules I've tried. For several decades now.

    If you have 'semi-eternal deadlocks' ?!? you are not doing something right.

    Probably not implementing the "feinting" houserule.

  6. To my mind it would make more sense to remove the parry skill from BRP altogether and simply grant a +20% or 30% to parry rolls on your main weapon skill when you have a shield. Perhaps saying that any parry roll below 20 or 30 (as appropriate) impacted on the shield thus using the shields HPs instead of the main weapon.

  7. You might get some ideas from Advanced Fighting Fantasy 2, just published at Cubicle 7, which uses skill, stamina, and luck. Characters are given flavor and individuality with 'special skills' (skills, to me and you) and talents (stronger, faster, smarter, better at this or that). Just convert to percentiles.

    So say define a character with 3 or 4 Keywords (like FATES aspects) and each keyword gives you +30% or similar on related skill rolls? Interesting idea but I'm not really sure its BRP based any more at that stage.

  8. As time goes on I'm getting more and more into rules light gaming so I though Id have a go at hacking BRP to a rules light version or BBRP.

    I've pruned the stats and skills quite a bit and was wondering if I was missing anything vital that people could spot?

    Basic BRP - A simplified version of BRP for use in rules lighter gaming.

    Stats

    Mind (2d6 +6)

    Dexterity (3d6)

    Body (2d6+6)

    Charisma (3d6)

    Hit Points: 9 + ½ Body

    Serious wound: 1 + ½ Body rounded down

    Damage bonus: 1 / 5th body rounded down

    Stress Points (Used like a combo of SAN & fatigue): 1+ ½ Mind rounded down

    Skills List

    Skill / Base Percentage

    Athletics Body + Dex

    Brawl Body x 3

    Convince/Lie Mind + Charisma

    Dodge Dex x 2

    Driving Dexterity

    Education / Gen Know Mind x 3

    Languages Mind (+1 language per 20%)

    Larceny Dex

    Leadership Charisma

    Magic 0%

    Medicine Mind

    Melee Body + Dex

    Perception Mind x 3

    Perform Charisma

    Piloting 0%

    Ranged Combat Dex x 2

    Repair Mind + Dex

    Research Mind

    Resilience Body x 3

    Science Mind

    Socialise Charisma x 3

    Social Status 0%

    Specialist Knowledge 0% (Choose Field)

    Stealth Dex x 3

    Streetwise Mind + Charisma

    Technology Mind x2 or 0%

    Tracking 0%

  9. I like it a lot, I think if I ever use one in my games this (San loss: 1/1D8) will become the most important stat line. I just see people failing san checks and loosing it all over the place :)

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