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DreadDomain

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Everything posted by DreadDomain

  1. Actually it is pretty easily done if after creating very competent characters, players and GM stick to the few last rules that Pete listed in his reply. We once played a very Conan like game in GURPS, which is very gritty as well as a system, and the one fatality in the whole campaign was when I chose to fight in a very dificult situation. I should have flew.
  2. Thanks for the equations Evilschemer. Actually my questions were more in the line of "how does BRP do it / does BRP even consider it?" instead of what would be a realistic even if simplified way to find the values. Nonetheless, your equations are helpful. I see that no one tried to answer the original question : Question 1 : In BRP, how does movement translate into damage for a slam or a passing strike for example?
  3. I guess with the multitude of Conan iteration the perception of what a Conan game should be like might be skewed a bit but for me if D&D does a fantasy style well, it is certainly not Conan. I agree with Pete on all account and regarding point 9 and 10 I would add that it is also true for BRP with the caveat that the mechanic for it is different (Techniques) and is found in another supplement (Dragon Lines). Dragon Lines also has great "lesser foes" guidelines to help the GM replicate the feel heroes mowing down masses of nameless/unimportant enemies. I also agree with Mankcam that while BRP gives you more customization power, MRQ2/Legend/RQ6 ia already very well geared toward that specific playstyle.
  4. DreadDomain

    LEGEND

    There are very little difference between MRQ2 and Legend actually. If you have Legend, don't bother buying MRQ2.
  5. Yes, I understand that and your answer makes me realize my question wasn't clear. I was asking if BRP had a "gamist" answer about how long does a jump takes (GURPS and HERO have one) as well as a gamist answer about speed of fall for a "standard" (again from a gamist point of view which means a human falling is Earth's atmosphere) fall. Your answers lead me to believe that it was just left unsaid in the BGB which is fine. Sure, the alternative is to do the work myself. Not a biggie but I was a bit surprised that Smash damage was left out of the BGB.
  6. Hey guys, need your help here. I seem to recall there was somewhere in the BGB rules about converting movement to dice of damage (you know, to simulate a slam). Going through the book, I can't seem to locate such a rule. Question 1 : How does movement translate into damage for a slam or a passing strike for example? Page 159 I have found how to do it for the Leap power (strangely, it is based on level of Power instead of leaping distance) but I find no such mention for the Flight power. In a nutshell, every level (+3m with running start, +2m with standing jump or +1m Vertical jump), add to STR+SIZ on the Damage Bonus table (page 29). So generally 16 levels (+48m with running start) gives +1d6. In the Superworld book the Smash maneuver is better explained and talking the Impact damage table as an example, it would seem that every +30m gives about +1d6 of damage. Because the damage bonus table is slightly different in Superworld (increment every +10 instead of every +16) it is coherent with the suggestion of +1d6 of damage every +48m in the BGB. Question 2 : How long does a jump take and is it depemdent on total distance jumped (does a 300m jump takes longer than a 3m jump or is it assumed that the jump is 10 time as fast)? Page 223 under Falling, it says that each 3m fallen incurs 1d6. Quite a difference with the rate found under Leap! Question 3 : Is there anywhere a rule/chart about how long it takes to fall? Sure I can just calculate it but I would have assumed that such info would have been readily available in the book.
  7. Great news! I am a bit confused though at the books chosen. When I saw Pirates wasn't there I just assumed only books Mongoose didn't intend to update for Legend were part of the deal but then I realised Vikings and Monster Coliseum were there, both on the release schedule for Legend. Any thoughts on why some books are part of the agreement while others are not? Does DM now own the text of these books? Finally, your e-mail mentions Glorantha: the Second Age (MRQ2) but on DTRPG, the one offered is the MRQ1 version.
  8. Dragon Lines can also serve as an inspiration. In DL, there are many Martial Arts schools granting various additional elements : Style attacks : attack mentioned are granted +20% (it could be head-butt or puch or dagger or grapple) Style skills : skills mentioned are granted +20% Techniques : For every 10% in your martial art skill you can take a technique. These usually grant a +10% bonus to succeed with a skill with some extra benefits. Random examples taken from the book : None shall pass (+10% to parry and negation of knocback effects when guarding a door/bridge/passageway); Stunning blow (+10% to club or punch, cause a knockout roll); Sentry dispatch method (+10% to grapple if attacking from ambush. If a success, the sentry cannot make any noise to raise the alarm) Style powers : These "powers" are built/based with the various powers in the BGB I guess what you are looking at is more akin the the techniques as described in DL. One could also build professions/classes/styles/schools of magic using a similar set-up
  9. DreadDomain

    LEGEND

    Well since BRP at its core was always tweaked to the specific game it was serving (CoC, Stormbringer, Superworld, etc.), I think it is deeply entrenched in the community's mind that there is no 'one true basic set of rules' to play with (as there is for GURPS, HERO, Savage World or D&D). Sure all of these other systems are tweakable (some highly tweakable) but none of them have a basic rulebook that is a collection of options. Even though the community is now referring to the different rulesets (BRP, RQ, Legend, Openquest, Renaissance, Aeon) as the d100 system, in my mind they are all BRP variants because their roots can all be traced back to the system that was BRP even before it was called BRP. Heck, for me, KAP is another variant with the premise that all skills are based on 20 instead of 100. Having said that, it is just natural to mix and match different options when comes the time to start a game. Skill categories or dual attributes as skill base? APP or CHA (semantics really)? Resistance table or opposed rolls? Dex/Int ranks with multiple actions allowed or Strike Ranks or Combat actions? Combat maneuvers or not? Specials or not? Personality traits? Passions? It is hard not to find the options that suite our personal playstyle given a specific setting.
  10. The more I read about this the more I want it. Will I be able to wait for the dead tree? Considering I don't know if the Chaosium site is now secure, I guess I will.
  11. Fair enough. I wouldn't know how much repetition there woulb be between the two since I don't own SM.
  12. Mark is an expert on Russia http://inmoscowsshadows.wordpress.com/ as well as the writer of Mythic Russia for HeroQuest http://mythicrussia.wordpress.com/. I am not sure he still has time to write RPG stuff though.
  13. Wow, I didn't even know BRP was supported for Fantasy Ground (i knew about CoC but not BRP). Cool! On the list, the Zone and Mecha look interesting (and maybe some Fantasy ground stuff if I ever make that move) and I'd be highly interested in a Steppe Nomads supplement. Gee, now you need someone (Mark Galeotti) to write a pre mongol invasion Rus (from 882 to the desintegration prior to the invasion in the 13th) and Alephtar would cover a lot of the 11th to 13th ground!
  14. Agreed on all account. I found it strange though that in the optional BRP rules used the Personality Traits are listed but there is no evidence in the book, neither during character creation nor in the NPCs write-ups, that they are actually used. I was a bit disappointed by this because using Personality Traits in a 'Age of Chivalry' supplement would have pleased the KAP lover in me Another comment is about said NPC write-ups. The characteristics listed are generally too high in my opinion. Not really a criticism as it depends on play style (and my view might be tainted by GURPS attributes). All in all, a very good book well worth the cover price (so far this seems to be true for all Alephtar BRP supplements). Speaking of other supplements and the complementarity with 'Crusaders of the Amber Coast', is there any plan to update/expand 'Stupor Mundi' to BRP? The RQ supplement doesn't seem to be available anymore neither in print nor in PDF.
  15. Chris, it looks very good! The setting looks intriguing and the layout looks professional. From the preview, I think this is the kind of setting that needs to reach out there (as a full publication) to show up BRP. The availability of many settings seems to help raise the profile of Savage World so why not for BRP?
  16. No problem with me, Master of the Dread Domain:thumb::eek:
  17. Yeah, I admit I was over reaching a bit :shocked:
  18. Well ok, I'll be more precise in my question. The title seems to indicate a scenario around Jupiter. Am I correct? Anything else to say about it?
  19. Any hint at what it is exactly? By the way, do you happen to have a political world map for CR?
  20. Sure but my guess was about 50$ for a Chaosium BRP B&W hardback compared to a 40$ GURPS full color hardback. I might still be off though since I have no knowledge whatsoever in the matter. I, for one, am happy the paper isn't glossy. That was the most annoying change in terms of readability, especially if your reading locations are varied... the colored background only exacerbated this. SDLeary
  21. I don't know, $50? HERO System 5th Edition Revised, 592 pages, B&W, hardback costs $49.99 while GURPS Basic Set: Characters, 336 pages, full-color, glossy paper, hardcover costs $39.95. Speaking of which, looking at BRP, is it possible that some of the pictures were originally colored (greyscale in the book)? Any chance for a full-color, glossy paper, hardcover? Ok, I am probably dreaming...
  22. Maybe an easy way to do this, and I am thinking out loud here, is to use the Martial Art skill. During the statement of intent the warrior must decide if he will use Martial Art to deliver more effective blows (as is the default use in the rule) or to strike more blows. If he choose to deliver more blows, he attacks normally at is DEX Rank. If the roll is over the weapon skill (a failure), he fails. If the roll is under the weapon skill (a success) but over the Martial Art skill, he delivers a blow but is unable to position himself for a follow up. If he roll under both Weapon and Martial Art skills, he delivers a blow and maneuvered for a follow up that will occur 5 DEX rank later. Five DEX rank later, apply the same logic. He will continue attacking until he fails a Martial Art skill, runs out of opponent or runs out of DEX rank.
  23. Oh! I guess I didn't see it that way but... Arrrgggghhhhhh!!!!! This sale must stop now!!! I command thee Chaosium to stop it NOW, NOW, NOW! I failed abysmally again and bought Sailing on the Seas of Fate, Perils of the Young Kingdoms, Fate of Fools, Corum, Nephilim Roleplaying, Terror, Machine Tractor Station Kharkov-37, Cthulhu Invictus, Basic Roleplaying, Secrets of Japan and Secrets of New York. For Corum, I personally blame you Chaot
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