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Atgxtg last won the day on December 16 2016

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About Atgxtg

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  1. Neither do I, although I'm not so certain that it never happened. I used the Hulk and Hawkeye as a way to illustrate the point. There are certainly situations in the comics where characters get hit by overpowering attacks and doing much better than would realistically be the case. The problem also exists when two superpower characters such as Hulk and Thor fight each other. In the comics if one of the other gets a good hit on the other, it will send them flying into something and might leave them bruised and stunned. In BRP getting a critical could turn such an occurrence into a lethal event. They do have their own internal physical laws. For instance is a superstrong/tough character falls out of a skyscraper to the concrete sidewalk below, he breaks the concrete and leave a crater, but is usually okay since he is tougher than the concrete. Not really. Characters get hit in the comics all the time.Not everybody lives by dodging. And the super powered ones usually keep on fighting. And from a gaming standpoint if the Hulk can't ever hit Hawkeye then that itself causes a lot of problems. The Hulk still needs to be a threat. Yes, characters such as Haweye and Spiderman do focus on dodging the attacks of superstrong characters rather than trying to soak the blow (good thinking, too), but thats' not something that BRP emulates all that well, either. If a fight goes on for a few round, the superstrong character will eventually score a high success level attack and the dodging character will eventually not make a good enough dodge, and that can get rather nasty in BRP. Iron Man is another problem character. Chances are in an attack is strong enough to get partially through the armor, it's enough to incapacitate the man inside the armor. An no, it doesn't usually work that way in the comics. In comparison, most Supers RPGS tend to not only make the dodging more reliable, but also have mechanics in place to mitigate the effects of being hit Or something that helps ensure the appropriate outcome, yes. But I also thinks there needs to be a bit of softening on attakcs and defenses. In BRP if anew character shows up who uses a power that does a different type of damage (like a laser), then any character who wasn't created with some sort of laser defense in mind can be vulnerable. For example, if you didn't add armor vs. lasers to the Hulk, he can get zapped and killed by a laser pistol (or, if you want an example that could/did happenin the comics, consider the laser/living laser vs. Iron Man if IM's didn't buy enough laser protection. I think there would need to be more of a carry over for armor to prevent this. I think it could be done in RQ3. I used to run some low/no magic campaign using RQ3 and it worked. Add in something like a Hero/Fate point mechanic and I think it would work.
  2. Yes, and the Superworld boxed set has stuff like that, but it's not something that is a natural part of RQ/BRP. This is the RPG where a punch to the head from a normal man (1D3+1D4db) has a pretty good chance of being fatal. There really was very little provision for non-lethal combat. It's not as much of an issue. In a horror setting it's okay for a character, even a manor one to be virtually defenseless and slaughtered by a monster. Now it's generally not okay to do this to the hero is a film or a PC in a RPG, but that's much more a matter of GMing and stroy pacing than one with the rules. To boil it down, if you going to include such monsters you need to include their Achilles heel so the PCs have a good chance of success. Oh, BTW, the whole werewolf's imperviousness, and vulnerability to silver is not a "classic werewolf" trait but a "Hollywood werewolf" trait.
  3. It's not really all that difficult, it just takes awhile. Finding water on Mars would help a lot.
  4. Thanks. Only 6 days to wait!
  5. Is the free RPG Day PDF available one line somewhere? I missed out of Free RPG Day, and would like to get a copy.
  6. Mostly because of BRP's inherent deadliness and it not being all that forgiving. For instance, let's look at the Hulk. According to the comics he is considered to be able to lift over 100 tons (say STR 100) and weights "over 800 pounds" (say SIZ 32) for about a +7D6 damage bonus. Now, if the Hulk manages to hit a character such as Hawkeye with a punch, the odds are Hawkeye just got a body party horribly mauled, and is most likely dead or dying. This is probably fairly realistic as to what should happen to a (nearly) normal human who gut hit by something with so much force, but is isn't how things tend to work out in the comics. Now what you really need for supers to "work" is a way to make the combat less lethal. The boxed Superworld RPG had some stuff to do that, but even so, it wasn't such a great fit. In the end they were trying to recreate the wheel (that is Champions). It is usually much easier to use a less lethal setting that better suits the comics that try to shoehorn a system that doesn't fit so well.
  7. The look more closely. According to the BGB (pages 47-48) you have to select a specialty when picking a broad skill such as firearms, and that skill doesn't necessarily carry over to other, related skills (GM call). And even when it does, it's usually at half rating. So someone who mastered a PPK - that is have Firearms (Pistol) at 90%+, would't necessarily be above the base percentage with a shotgun. Now the "not being able to fire a shotgun" bit is an exaggeration. The character could certainly fire one, just might not have much chance to hit what he was shooting at. It's the same reason why Melee Weapon (Sword) and Melee Weapon (Spear) are separate skills and don't carry over to each other.
  8. I think it also depends on your own preferences, biases, and priories. For example, I could easily see someone completely ditching magic and religious "powers" in a medieval setting, making most of Rosen's required tweaks for the various game systems moot.
  9. I think your "thesis" is correct. I also think it explains why RQ was always tweaked to adapt it to whatever the setting was (Stormbringer, Elfquest, CoC, etc.). It also explains why most d20 doesn't really handle most established settings very well, since it almost always keeps the same rules, regardless of the setting. It's also why RQ/BRP/Superworld really doesn't handle Supers all that well.
  10. That could lead to a hung jury.
  11. I'm envisioning a denouement where the detective has a crypt full on monsters and then names the murderer to be "the chap with the fangs".
  12. Exactly. Plus back then weapons were not standardized. So you might have a 38" broadsword, but some other guy might have a 40" broadsword, and so on. I wouldn't make the blocks too fine. I've found in another RPG that did this that it tends to bog the game down when somebody has to do the math of Handgun 42% + Pistol 17% + Walther PPK 7%, or any other combat skill, all the time. I'd suggest using 10% increments for medium and highly specialized (secondary and tertiary?) skills, but make them a little harder to improve than normal to balance off for the big boost. It will be much easier and faster in play.
  13. I think they do, but only once you reach the point where weapons technology become as specialized as the sciences. For instance something like Handgun/Pistol/Walther PPK. The problem with attemtping this with lower tech weapons is that the distinctions between various weapons on the same "family" are not as clear, and there is a lot more overlap.
  14. You might even want to make things more "normal" the further away from a site inhabited by a ghost, monster,etc. One thing I've found with horror adventures is that familiarity breeds contempt. If the players know they are playing a horror game, then they are forewarned and kinda toughen up and take everything in Strahd, er stride. But if they expect things to be "normal" (normal being somewhat subjective) then a supernatural horror was a much greater impact. It's why the best horror games I've ran were in non-horror RPGs.
  15. Well, I wanted to have a digital copy of Pacesetter's CHILL (it's still hands down my favorite horror RPG, and Cryptworld is about as close as I can find. Besides, I'm also sick as a dog, and didn't want to hunt through all my boxes of RPG stuff to dig out CHILL. It's almost certainly in the bottom box in the back.