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Atgxtg last won the day on December 5 2019

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  1. Probably. If a culture used something like wergild to adjudicate damages, then I could see the price of the damaged coming off the ransom. So if someone had a ransom of 2000L, but lost a hand, and that had a wergild of 500L, the final ransom could be reduced to 1500L with the idea than the injury had been settled. I could also see situations where someone might be pressed for money and accept a lower ransom than normal. Maybe someone needs to buy something before the next High Holy Day so they are willing to let a couple of hundred Lunars slip by in order to meet their deadline. A lo
  2. Yes, exactly. Even with the stress of an instructor breathing down their necks it doesn't match up to actual combat condtions. Nah! You already were at the place I was pointing towards. The thing is, in play, people tend to avoid making rolls with skills that are below 50% if they can help it, as they expect to fail most of the time with those skills. Modifiers, if any, aren't something they can factor for, and can even vary from GM to GM. Compare that to a d20 game where a task is assigned a Target Number. A player with a +4 skill knows they have a 25% of making TN 20, 50% of m
  3. But wouldn't your BRP quickstart be considered "legitimate" simply via your being part owner of Chaosium, even if it wasn't originally? 😊 It's like using a forged check to draw money from your own bank account!😁 Honestly, I think the border issue might be down to printer or paper settings. Maybe it was formatted on 8.5"x11" and printed on A4 paper, or vice versa? "Fit to Page" wasn't checked, or some such.
  4. But most people aren't skilled at 50%. The typical soldier in a modern army only spends a few weeks on the rifle range, and probably doesn't have a skill much greater than 30%, yet quite a few will quality for marksman, hitting 75% of the time. No, they are rated for use under stress. That's why most version of BRP don't require rolls for normal use. Characters don't have to make read/write rolls for every letter, drive rolls to get back and forth to work each day, and so on. In real combat people aim. At least they do if they are trying to hit something. They migh
  5. Yes, but that doesn't match up all that well with reality at times. For instance, in real life someone with 50% skill with a firearm can probably hit a target most of the time. Yes, or my idea of using 1D10 or 1D20 for easy rolls instead of 1D100, but doing so limits the character to a normal success. So if a driver exam (a stressful task), might be rolled on 1d20 and someone would only need a skill of 20% to pass.
  6. Sorry 😳, my reponse might have been colored by my experiences with trying to help D&D players to adjust to other RPGs. I find they often come with assumptions and expectations that don't fit the new game. For instance, one D&Der used to say that a fight wasn't a "tough fight" for him unless his character has lost at least half his hit points. That sort of thinking in BRP is suicidal. I always though SB combat and parrying was exciting. At least prior to Elric!, thanks in large part to the riposte rule. With skill cappat at 100%, two skilled combantant's might make two
  7. Plus possibly a roll for hit location. Officially no. Generally speaking the drawback of doing so outweigh the advantages. One key thing about BRP games is that damage and injury tends to be much more severe than in most FRPGs. So the parry and defense mechanic is much more important than something like the Armor Class value in D&D. Perhaps the best work around, as already mentioned is the Pendragon solution. In Pendragon (which uses d20 instead of D100) characters don't alterate attacks and parries and instead both roll at the same time with the results treated as a opposed
  8. Exactly my point. Most other RPGs can accommodate such things by varying the Target Number required to succeed. In D20 a TN of 5 is beatable by anyone with a skill of +4 or better. BRP doesn't quite handle that as smoothly. While latter versions of BRP have an EASY difficulty that doubles skill, it doesn't mean as much. Doubling a 20% skill to 40% skill leaves a skill unreliable. Now some some of tiers for skills that used a D10 or D20 to succeed at, for a normal success could handle that better. For instance, if driving a car was done with a D10 or D20 at low speed instead of D100, most
  9. Somewhat, but not all that much. Master rating has always been 90%+ or 100%+, veteran around 75% (where training drops off in most games), and professional somewhere around 50%. If you look at NPC statbooks for games like Elric! they look remarkably similar to those from RuneQuest or Strombringer. Even similar to CoC, if you ignore for differences in technology. For the most part the dice and mathematics do not change. Someone with a 33% skill is going to fail two-thirds of the time no matter what version of BRP you use. Now versions of BRP that allow skills to go over 100% can poten
  10. I think that has a lot to do with expectations. I find that D&D players find RQ/BRP combat to be "boring" becuase of the parries, as it feels to them like nothing happened. Peopel used to other RPGs though tend to find the close calls and whittling down of weapons to be exciting. Most of my players like the fact that just about anybody can drop a character with a crtical hit. It keeps the element of danger that my players like. For us, if we know that the opposition has no chance of dropping out characters, then the fight becomes boring. I'd might rather run a fight between ex
  11. Ow, yeah, that's what used to happen with us. We were using Shinai (bamboo Kendo swords) with winter gloves and quite a few of our blocks and parries ended up sliding down the blade, over the tsuba, and right across the knuckles. Arms and hands got hit way more often than any other party of the body. We got quite a few head hits too, and we were deliberately avoiding head strikes.
  12. Pendragon halved the value of most armors if not worn with padding. So a suit of mail (10 points in Pendragon) would be worth only 5 points without the padding. The tricky but with adding values is that we want to make sure that we don't leapfrog superior armor. For instance a coat of plates,over mail, over an aketon shouldn't be better than full plate.
  13. Fair enough. THere really isn't enough data from testing yet to show things definitely. Most of the exsisting tests tend to be flawed in some way. Either the armor lacks padding, or the target isn't free standing, or the arrowheads are too high qaulity, etc. Yeah, joints are weak spots, the underarms are a big target especially if in plate. ,Just wondering but did your padding extend to your elbows? Not to mention gambeson over mail over an aketon. The idea is that the padding soaks up most of the impact force and the mail prevents cuts or punctures. Plus most medevial mail te
  14. I agree. The thing is that the armor in RQ/BRP is addidtive, but in real life armor doesn't always work that way. For instance, a weapon that can penetrate plate is almost certainly going to have enough energy left over to penetrate whatever is underneath. It's worth 3 points in RQ. BTW, this whole conversation is very similar to what is in Phalanx Games Medieval Magazine #1. Phalax are the folks behind Orbis Mundi, and the magazine is devoted to armor. In the back section the author revises weapon and armor ratings for several RPGs to better match up with current data. On
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