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Atgxtg last won the day on December 5 2019

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  1. Fair enough, I'll point the finger higher up on the educational food chain. Still, somebody somewhere decided upon this method.
  2. Yes. You can use one for critcals and the other for specials. The idea is to eliminate the tables. Another possibility would be to have crticals end on 1's specials on 2's &3's and so forth. That way you could get up to ten different success (and failure) levels without any sort of table. -In fact, I think I might just write up a game that uses that.
  3. You could go with the 0's and 5's like HARN does.
  4. Probably. To strike with the second weapon weapons the rider would have to twist and lean over more than normal, not to mention exposing more of hisemlf to attack in order to get within reach. I could see negating some or part of the mounted bonus. Maybe +2/-2 instead of +5/-5? I'm not sure if it's worth the trouble though. There are a lot of reasons for a mounted knight to carry a shield, or even to dismount.
  5. The solution there would be to shift 00 into he success range, but then 99 would always have to be a fumble. Yeah, pretty much. Unless the characters are ultra skilled, I know I don't have to bother looking at any roll over 25, and that's most of them.
  6. Wow! I really am starting to think modern teachers are deliberately trying to sabotage the education system. Couldn't they have picked another method? I'd have done a partial subtraction method. That is I's subtract 25 from both values to get 13 and 300, then take the 13 off of the 300 to get 287.
  7. Yeah, I've noticed an anti-math trend among gamers these days. Don't get me wrong, I think gaming math should generally be easy for the players at the table, but I've seen people be so obsessed with keeping the math simple that they are willing to accept rules that don't make sense and/or don't work very well.
  8. I can do the math in my head, it's pretty easy. Critical Chance in standard RQ/BRP is 1/20th skill, so 1 know that it's 1% in skill is below 30, 2% at 30, 3% at 50, 4% at 70, and so on. Special Chance in Standard BRP/RQ is 1/5th skill, so I know that 1% is skill is below 8%, 2% 8%, 3% is 13% etc. Basically is't twice the tens die +1% if the 1s die is a 3-7 and 2% if it is an 8-9. Fumble Chance is the reverse of the critical chance, and the two will add up to 6% as long as skill is below 100% So I can tell right away that a chance with a 73% skill has a 4% chance of
  9. Yup, it is. It depends. Most two weapon styles are actually defensive in nature. For you variant, I'd suggest letting them swtich between the extra d6 damage or an extra d6 protection on a partial success. That way it's not quite as good as a shield on defense. Not really. Keep in mind that the splitting of attack also keep the character open to getting hit more. In Pendragon two attacks at 10 aren't as good as one attack at 20. Or raise his DEX. Imagine what a knight with a 22 DEX could do. Two attacks at 22 is going to devastate most opponents. Mechanically,
  10. THat's a perfectly fine take, except that two weapons aren't the same as a two-handed weapon. The idea behind the bonus for two handed weapons is that you'll get more force behind a heavier weapon used two handed, something that wouldn't happen with two lighter weapons. Two swords just don't hit like one greatsword.
  11. I came up with the following hoserule as I didn't have Tales of Mystic Tournaments at the time : The character's might have skill in each weapon. The character uses the lower of his DEX score or the weapon skills for his skill score with both weapons. Each attack is treated separately (like with animals that get two claws) and opponents must split their skill. A character can opt to give up one of his attacks to get 5 points of protection on a partial success with the other weapon. For instance, let's say that a Young Knight had DEX 12, Sword 18, Mace 15. If he fou
  12. If you wanted too, you could reduce it down further by just using characteristic rolls. Skills, if you want them, could just apply a modifier or multiplier to the attribute rolls. It all comes down to just how much you want to abstract things.
  13. The danger of course is that of making something exotic become mundane. Stuff like magic, epic quests, and even high stats are good in large part because of their rarity. Once they become commonplace they loose their impact. As I used to tell my players, "if everybody has an 18 Strength, then nobody does."
  14. I had a player who wanted to try this, but it was slightly more practical in their case. Early on the original PKs had to get a griffon egg in order to complete a quest (one PK wanted to marry a faerie and her father set some conditions, including the grffon egg, and a golden bridle that tamed any beast it was placed upon-that I subconsciously plagiarized from the Myth of Bellophon), and fought a pair of griffons to do so. After the adventure the PK decided to form the knightly Order of the Griffon, and made retrieving a griffon or griffon egg a requirement for membership. So, some y
  15. I think so. Going back to the old Bond RPG, it is, in many ways a D100 game. I've considered adding in another success level at 1/2 ability and making a few other adjustments to BRP to mimic the Bond system. It wouldn't take all that much. Mostly... Adding in another success level to give the 4 Quality ratings Use Hero Points to shift Quality Ratings Adjust weapon damage to be more dependent of success level/skill than weapon caliber. Probably along the lines of halving the base damage die but adding a another die per Success level. So something like a 9mm pistol that did 1d1
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