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kaddawang

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Everything posted by kaddawang

  1. I was a bit surprised to see the damage-bonus mechanic in the new BRP-book unaltered. It was one of the things I expected would change, as it is a bit wonky. That being said, I use the standard dice-mechanic, because -it says so in the BB(big book) -it works -and, since it works, I don't think much about it. And dice are always fun:)
  2. After having finally gotten my grubby ..er..laptop on the monograph, I have to say; I really like Triff's style:D But kudos to everyone.
  3. No, I don't get the download either. It has happened to me before, though. Just wait it out, it will come around. Hopefully;)
  4. And they're even running a sale!!:thumb: Of course, right after I placed my order...:mad:
  5. Well, I bought the PDF. Money well spent! You managed to pack a lot of good things in a small package. When can we expect the Companion?
  6. Hot diggety! It's a ninja-cowboy monograph:D
  7. Are you kidding? I'd say they're pretty darn presentable:thumb: Looking forward to seeing the final product.
  8. Figured this one would be in someone's possession:)
  9. Found this while perusing the interwebs: http://www.tekumel.com/downloads/RQtekumel.pdf Conversion notes for RQ3 / Tekumel. Can't remember seeing this posted on this site.
  10. Another issue might be that while BRP is high in functionality, it is low in Oomph!. And by Oomph!, I mean all the goodiness of HP, feats, levels, orderly character development, balance, godlike magical power, a multitude of setting books with nice pictures in them, neat dice mechanics(the last point doesn't apply to D&D, but to many other systems) etc. When I sat down to create my first(and regretfully, only) RQ-character, I thought "what kind of stupid game is this?". Yes, I know, bring on the hurt. But I was young and stupid:o
  11. I think.. 1. one wouldn't be able to to it unless the target was mucho big(like a bear - in which case it would be rather silly to try to close in if one could avoid it)- make it a normal point-blank shot. 2. one could do it if the target was restricted(like in a grapple-match) - in which case I'd make it a hard point-blank shot, i.e normal skillroll 3. one could do it if target was unaware - in which case I'd say it would be an easy roll, -20 for firing into chaotic melee. 4. if one could be bothered to grapple to get a hold and the gun in a good position, I'd allow a point-blank shot(s) next round(this could backfire in a nasty way, if the opponent decides to wrestle back and get lucky) I wouldn't let the attack get any special damage, unless one counts the shock of having a gun suddenly go off in your face. If hit-locations were important, I don't think it would be unreasonable to limit the locations to upper body, left side etc without any extra penalties. If target is intelligent, one shouldn't forget the intimidation-value of a gun up close.
  12. Howdy. For those that haven't seen it yet, here is a nifty little thingy for generating beasties: CoCCG - Call of Cthulhu Creature Generator It's made for CoC, but "one game to rule them all.."
  13. Yikes, that's ...big! And I like it. Good work:-)
  14. Err..no. It would force the one weapon guy to go on the defensive and hold off his attack until the next Strike/DEX-rank. Something that could be painful if it was a grand melee with several attackers.
  15. After some contemplation and grinding of teeth, here is my immediate(non-playtested) fix: 1) You cannot attack and defend(this also would include dodging) on the same SR with the same weapon. 2) Attempts at parrying without the use of a shield, suitable parrying weapon, or a longer reach weapon are Difficult (and no parrying rhinos...) 3) Shields are able to take more abuse than a melee weapon. No.1 can be integrated with no fuss at all. You'll have to use Strike Ranks for it to make perfect sense, but if your game raises the issues of this post, you probably use them already. No.2 is a bit more hardcore, specially if there are more than one opponent. No.3 is also quick to slot into the game, although you'll have to to some extra work with the AR/HP in the weapontables. This doesn't require me to break apart the game and cobble together my own personal rules. The all-or-nothing parry is still in effect(which I don't mind-if a hit doesn't kill or incapacitate you, it really doesn't matter). And it makes a shield a useful thing to carry around, even if people isn't just throwing rocks at you. Would this work, or should I go and put on my hat? The red, pointy one that says "DUNCE"?
  16. Bear in mind that I don't know RQ. I only played it ages ago. I rely primarily upon the wisdom of oracles on this forum(and this post). Shields would add APs to the shieldarm,as well as 1-3 other locations(depending on the shield), as well as enabling you to attack and parry on the same Strike Rank. I also vaguely remember that shields had a better base Parrying% than most weapons..?
  17. I agree with this. The skill-list in the book is about right, I think. It is after all a generic rules-set, and have to cover a lot of ground. But every single skill doesn't need to be printed on the sheet. And some new character sheets wouldn't necessarily be a bad thing. It might just be me, but the BRP-sheet is butt-ugly. It really is. Sorry. Don't mean to offend anyone:o
  18. Well, the knights of old didn't use shields much either. That heavy armor protcted them good enough to free their left hand, so they could wield those big weapons. The not so heavily armored footmen, however, often used shields. Small buckler-type shields are often encountered in medieval combat manuals. But that still doesn't change the fact that shields, as they are represented today in BRP, doesn't do much. Add the rules from old RQ, and they become more worthwhile. But only if you use hit-locations. How was shields handled in Stormbringer?
  19. Now that's just brilliant. A handful of words, and the world makes sense again:happy:
  20. Fun Guy has the right attitude:) But again, apart from the slight chance of avoiding missiles and area-attacks, the shield doesn't do much. Your sword parries just as well. I'm actually inclined to houserule that, unless you have a shield, parrying weapon or longer reach weapon(a longsword vs a dagger), melee-parries are made at hard difficulty. Also, dodging an attack means moving out of the way. Most of the time you don't really have to move very much to make an attack miss. Throw in hand weapons and bodyarmor, and defending yourself becomes less parrying and dodging, and more positioning yourself to make an attack hit in an awkward angle or distance, and thus deflect it.
  21. Hi all. My first post, please be gentle:) I have but one question - one that have been bugging me since i got the book: Can someone explain to me the advantage of carrying shields into combat? As i read the rules, that is essentially what you're doing with a shield - carry it. It doesn't grant you any bonuses whatsoever, it doesn't really do anything? Except for weighting you down? Granted, it is capable of absorbing a good deal of damage compared to a meleeweapon, but weapon breakage is something that would occur once in a blue moon. And those opponents capable of inflicting damage massive enough to break a weapon, can be dodged. And if you use the optional rules for separate attack and parry-skills, the shield still doesn't give you anything? I must have missed something here, but I can't for the life of me figure out what.
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