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Everything posted by Atgxtg

  1. THat's fair enough. Not every RPG is for everyone. Mmmm, it depends. If you try to cover every type of comic book character from every universe, then yes. But that's not how most comic books work. Most concentrate on one or a handful of heroes and present them in a consistent fashion. Crossovers are a bit more loose and open ended, and also where most of the controversial stuff happens. But that is more of a problem with crossovers than with comics. Exactly. No, but then not every SciFi setting can be satisfactorily described by any one set of rules, either. But I do
  2. Yes, that why driver skill and vehicle handle stat should be very important in a chase. It doesn't really matter if your supercar can go 200 mph if you can't control it at that speed. If the driver can only handle a car going 80, then many of the advantages of the supercar are negated. That's why I think the number of range bands moved should be based mostly on the driving roll.
  3. Thanks. I was working on a Vehicle Design System at the time as was trying to come up with a formula that works for all the vehicles listed and this was as close as I could get. In my defense though, some of the listed stats in the BGB don't make a lot of sense. A Battleship is not as fast an an 18-wheeler, for example. It is similar, it's just that Bond gave you more options in a chase other than trying to alter distance. It also could handle different types of vehicles or mixed vehicle chases a bit better. For instance, in a player was driving a Stuz Bearcat and being pursued
  4. But that holds true for any medium used for storytelling, not just comics. Film, TV, books, radio, it is all story driven. Luke is going to blow up the Death Star, Sherlock Holmes will catch the criminal behind the plot, Frodo will destroy the One Ring and defeat Sauron. The problem isn't that comics are any worse in this regard than any other medium. It's that many (most?) RPGs are not designed to be played with a strong narrative approach. Most stories have to unfold a certain way for the story to work, and there is no guarantee that the dice (or the players) will go that way. BRP is pa
  5. Not quite. A weapon had to be capable of inflcting at least a Heavy Wound (HW) result to be able to kill with a single attack, which required a Damage Class of D or greater, and probably a specific show or blow for increased damage. This meant that most people (anyone with a STR below 14) couldn't kill someone with a single knife strike. They could incapacitate (IN) then and then finish them off with a second attack, though.
  6. Indeed, and sometimes a player could spend a HERO point to alter an encounter, or even to alter reality a bit. For instance a PC who just escaped from a castle dungeon might spend a Hero Point to find a sword or mace conveniently placed along a wall. Bond was probably one of the best RPGs in that regard, as skill with the weapon was generally far more important than the caliber of the weapon. A Beretta .25 in Bonds hands was far more lethal than a .44 Magnum in the hands of a novice, or even a AK-47 in the hands of a typical soldier. Not just in terms of hitting, but in terms of shot
  7. Ah. In that case I think it depends upon what a give group considers to be fun. That can vary tremdoubly from group to group. Yes, but that's your house rule, not RAW. So you can't really expect everyone else to handle things thesame way. Yes, somewhat. I disagree with the idea of changing something just because you don't like it. A GM should have some sort of reason as to changing a rule, ususally becuase it doesn't make sense, doesn't work well well, or leads to some other problems. Again I will question the "It is really about having fun" bit. I once played with a g
  8. Sorry. Flashing Blades was a Swashbucking RPG published by FGU in the 80s. It is similar to RQ/BRP in some ways. My point in mentioning It was that in Flashing Blades hits that roll over half the hit chance do the basic weapon damage (usually around 2 points but thatvaries by weapon type and type of attack) but a hit that rolls half the hit chance or less does an extra d6 damage, and that ususally turns a light wound into something serious. I don't think it's all that complicated, We do something similar already with impales, and invoke yet another special damage rule for criti
  9. I toyed with something like that. Inspired partially by Flashing Blades, I considered halving all weapon damaged and then doubling the dice per success level. A sword might do 1D4/2D4/4D4 or 1D6/2D6/4D6. That way a lot of hits would be minor strikes for minimal damage-especially if we added in another success level (marginal, half the success chance or higher).
  10. Glad to chime in. Let me try to clarify them, maybe then they won't look so great. As it stands in the BGB vehciles get a MOV score and a RATED SPEED, the latter of which is used in chases. Now there is no offical method of dertemining a vehicles RATED SPEED (or MOV for that matter) and they are just sort of eyeballed. That's fine if you want to use the vehicles listed (well, not really, as water vehicles seem to be as fast as ground vehicles), but what if you want to add addtional vehicles? My idea was to have RATED SPEED = 1/10th MOV (for vehicles with MOV scores bel
  11. One idea I was toying with was slightly modify RATED SPEED to be the square root of the MOV rate (or 1/10 MOV for values below 100). This is fairly close to the official value for most ground vehicles, scales nicely to give the relative speeds of other vehicles (that is a difference of 30 MOV means a lot at low speeds but not so much at high speeds), and would allow the RATED SPEED figure to be the distance traveled (or number of "zones) moved during a chase (or the difference between the two rated speeds if you just want the relative position). You could then adjust the SPEED travel by +
  12. How heavy do you want to go? A few examples are listed in the rulebooks as has already been mentioned, as has the Investigator Weapons books - both of which are nice addtions to a standard BRP game. There are also stats for some other heavy weapons in related games, such as in the BRP Big Gold Book, and there are quite a few "generic" weapon supplments with stats for CoC. If you got an idea of what you want stats for we can probably tell you where they are, or even cut and paste a weapon or two. Investigator Weapons, Vol 1. has stats for a Browining M1917 (.30-06) and a Lewis
  13. *Phew* Platonic, good thing we didn't go Sorcratic, I hate the taste of Hemlock in the morning. LOL! Batman breaks just about ever Superhero RPG though. Greg Gordon noted that he had to tone down Mayfair's DC Heroes during the design phase to keep guns from turning the Batman into the Batstain. Batman tends to slide between genres more than most superheroes. This is the hero who went from fighting gritty street-level crime to having a inter-dimensional imp with magical powers as a fanboy. Plus Batman does a lot of crossovers, so he has to be able to work in the world of Superman, the
  14. Well, in that case, I'd say you won your argument- assuming that there is anyone to argue against. 😊 But yeah, the very feature that make RQ/BRP what it is mostly work against the typical comic book superhero style. Of course there are really multiple styles of comic books, so BRP might actually work out well for some comic book characters.
  15. Ooh, three for three!😁 Overall I think it comes down to approach. RQ really tried to be gritty and realistic to help contrast it from D&D, but comic books generally aren't gritty and realistic. So in many ways RQ/D100 RPGS are the exact opposite of what you want for Superheroes. It can be done, but there are other games that handle supers better because they were designed to do so from the ground up. Much like how standard D&D/D20 is rather farcical for Old Western campaigns. Sure, it can and has been done, but when all the gunmen have to stop and reload their
  16. Because it was designed for it from the ground up. Even so, CHAMPIONS has some difficulties with some of the higher powered superheros. If I recall the HERO progression system correctly, Pre-Crisis Superman would have a STR score around 250! Which is still lower than it would be in Superworld (around 400).
  17. LOL! Yes we could, but... it would probably be well past 80 stories. THe problem here is with the simple 1d6 per 3m/10ft falling damage. It works fine for the typical fantasy RPG, but not so good for modern day. A normal person typically will max out at around 120mph is spread out for impact, and maybe 180mph if in a dive, with limps held in close to the body. That would be 12d6 or 18d6 using the 1d6 per 10mph method from CoC (and I think BRP). Now Ben Grimm, becing larger and rockier than a typical human would have a higher drag, but he'd also have a higher mass so he'd hit harder too.
  18. As a general rule the "grittiness" and realism that makes BRP stand apart from many other RPGs works against the style of the comics. For instance, in the comics if a character like the Thing falls 80 stories out of the Baxter Building and lands on the sidewalk, the sidewalk breaks, and he stands up and bushes himself off mostly unharmed. In BRP he's probably dead. This get compounded by the fact that most Superheroes tend to have stats and abilities that are well past the ranges where the game system was optimized to work. Going back the the Thing example above, while it could be possibl
  19. Probably HARN. It goes into a bit of detail with smithing. I think the base crafting times are based on, or adjusted by the smith's Skill Index (SI), which is basically the tens digit in their skill score. Thus a smith with Smithing 90 (SI 9) will usually complete a task faster than a smith with Smithing 40 (SI 4) would.
  20. Yes but it wasn't the default. From what I've been told, it seems the whole idea of allocating points for stats was because some people didn't like having to play characters when they rolled poorly. Probably not without some justfication. A 3 CON or DEX in RQ is like having a terminal illness. I might do it, depending on what sort of campaign I was setting up. For instance if I were running a campaign where people could buy replacement bodies that were somehow manufactured, then a point buy, or even an increasing price scale might make sense.
  21. Yeah, unless somebody accidentally resized it or altered the aspect ratio. It's easy enough to make a mistake when formatting, editing or printing. I don't know how many times I've accidentally started to print an entire PDF when I just wanted a table or character sheet for a game session. 😃
  22. Then you haven't looked at Rogue Mistress or Hawkmoon.
  23. 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
  24. 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
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