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Atgxtg

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Everything posted by Atgxtg

  1. Yeah, but it also dropped some attributes for NPCs.
  2. Me too. There are lots of different ways to do things in an RPG. That's one of the reason why there can be so many different RPGs.
  3. Yeah,, but if you are replacing that with a D20 roll then you could just go with D20+modifiers for both sides and use an opposed roll. That might be a nice option to have. I was thinking of doing something along those lines for a game where only the players roll and the NPCs just get 10+their modifiers. Yeah, BRP wasn't really designed for opposed rolls. That's why I'd avoid them if possible. Just that there are several ways to apply it. I though you were just using for initiative, not for the success chance. If so I suggest just putting skill on a 1-20 scale instead
  4. Ah, in that case the idea of shifting the die type might work out better for you. For instance, let';s say DEX 10 is 1d6 (10/2, =5 round to the d6) and you shift it up a die for skill above 50% to 1d8. That would be easier to do beforehand and die dshift on the fly are fairly easy. But then, I'm just brainstorming. Okay, still a bit confused, as there have been multiple ways to handle opposed rolls. . For iFor instance is is DEX 10 vs. DEX 15 on the resistance table (so 25/75%) with 1/10th the skill thrown in i.e so 90% vs 20% would be (10+9) =19 vs (15+2) =17 on the resist
  5. That kinda depends on how important you want each factor to be. DEX+d10 makes DEX about twice as important as the random factor, since the average DEX is twice what the average roll in a 1D10. DEX+Skill./10+1d10 puts skill somewhere in the middle, as while it is lower than DEX will be, it is still a constant. But there are a gazllion (technical term) ways to handle it. You might be a bit concerned with ultra high skills though Bladesharp/Sharpen 6 would mean +3 to Initiative, and true sword would double the skill component. But that might not bother you. I could see using the DEX as a wa
  6. How adjacent do you want to go? Perhaps the simplest stat block belongs to West End's Star Wars RPG, which grew out of the Ghostbuster's RPG that Chaosium created for them. It introduced the idea of a 2D/4D statblock (2D attributes/4D skill) being the typical NPC. I've adapted that to BRP with 10/12hp/40% statblocks for typical NPCs without a problem. You don't really need much to track average.
  7. Yeah, intiative is mostyl a game convention. In real life it's more like everybody is trying to do something at the same time and some people's stuff work and other people stuff doesn't. I think Pendragon might have one of the more realstic methods with everything combined into one opposed roll, with the winner inflicting damage upon the looser. Yeah, I know what you mean. DEX/reaction speed in important,but it also improvses with experience. Yeah, I could see the die being determined by the weapon type and speed (again the damage dice are a good starting point) and pe
  8. That kinda depends on the length of a combat round. For 12 seconds it's probably a tad slow, but not horribly so.
  9. Thanks DreadDomain, It's an interesting idea to tweak the SR system that way, especially when handling modern firearms, many of which can empty their magazine in under 12 seconds. Ringwolrd used to add the full Action Rank (but it was just a DEX SR but with a wider scale) and allow for rollover. For instance a character with a DEX of 13 would have an Action Rank of 4, and could draw a weapon on 4 impulse, aim in for action 4 impulses (impulse 8 ) and shoot the weapon on impulse 9 (a minor action taking only 1 impulse), then aim again to impulse 13, and shoot again on impulse 14.
  10. How were you implementing the SR mechanic? I could see several variations: 1. You just used the normal attack SR of the weapon provided it added up to 12 STR or less. 2. As above but you let attacks roll over into the next round. 3. You used the normal SR for the first attack, and then added the DEX SR for the next attack.
  11. Uh, not so much, at least with melee weapons The thing is "an attack" in melee constitutes more than just a stab or swing, but instead a combination of moves that ultimately lead to a stab or swing that can potentially damage the opponent. And the time for that would be variable. Now I could see someone letting SR roll over into the next melee round, like with RQ3 magic or as in the Ringworld RPG, and maybe rolling a die to see how many SR an attack takes (base weapon damage is a good start), modified by skill, or some such. But that would be a radical shift from what we have now, and I
  12. And probably makes sense when you have a 12 second combat round.
  13. The RQ3 approach was to double one of the spells parameters (range, duration, intensity, etc.) by adding +1 MP to the cost and requiring the casting roll also be under that skill. So if you wanted a bladesharp spell to be +4 instead of +1 it would cost you 3 more MP (much like standard RQ) but you didn't need to know Bladesharp 4, you just had to know how to amplify the spell and make the roll. Making the spell last longer worked in a similar fashion. Most paramaters were on a doubling scale. So making spell last twice as long would cost 1 MP (and reguire a duration/extension roll) , making it
  14. But you are aware of Battle/Spirit Magic, RQ Sorcery and Lunar Magic (a hybrid between spirirt magic and sorcery), right? Lunar Magic might be close to what you are trying for. What it did was make it possible for a caster to adjust and enhance the normal spirit magic spells. For instance using magical skills to turn a Bladesharp (Sharpen) spell into a Bladesharp 6 and/or make it last twice as long and so on.
  15. Don't thank me, you were the one doing it. That is the basic RQ1-3/BRP method. I think they may have plated around with things a bit in "spin off" games. BTW, Are you familiar with old RuneQuest? It might cover some of the same ground. Both the old sorcery system and Lunar magic could be close to what you are going-albeit without your limits.
  16. The traditional rule was that the creature took damage from the bladesharp/sharpen. For instanced a Sword with Bladesharp 2 would do 2 points of damage to a creature immune to normal weapons, such as a werewolf. Most such creatures tend to have a weakness (silver or rune metals for werewolves) though where they take full damage. A mage who can turninto fire might be vulnerable to water or some such. On the plus side, immune to normal damage is pretty rare outside of Call of Cthulhu.
  17. Yeah or if someone has to swich weapons. Oh, I got that one covered, use the core for Agility (DEX x5%). Or a Strike Rank system, or a cost per action system. Me too, across the board. It handles a lot of thing very elegantly.
  18. Me too. Of course this approach would work with DEX ranks too, if actions had some sort of DEX rank delay. Like say, it took 5 DEX ranks to relaod, and a character could move X meters per DEX rank. Not a bad idea., although it could get complicated as you'd need to track multiple skills.
  19. Okay, I'll walk away. I thing Pendragon would be better off without you. Also RuneQuest and HeroQuest/Questworld. But hey, if that's the game that people want, then so be it. And I have no doubt that by the time the KAP6 is published and the bugs in the quickstart worked out, it will be as clear and concise as RQG. And you were never able to play with those women all these years? It's all about being WOKE. You got it. And don't complain when people walk away from Pendragon when you change it from what Greg had intended. Greg could have made the
  20. But Morien one of the reasons for the big push to make female knights commonplace was that some people would be too uncomfortable playing characters who were of a different gender than themselves. So thins change would ensure that everybody was playing a character different from themselves roughly half the time, so you're still in the same boat. If this was something that was going to be implemented across the board, then there would need to be some sort of escape clause so that players don't get stuck playing a character of a gender they aren't happy with, to please those players who thi
  21. Yup. I moved away from D&D becuase I felt that skill based games were less restrictive, and did most things better. Wounds were actually a concern, and even a master swordsman could still be killed by a single hit. I never got into CF becuase to me it was taking a step backwards, to the style of gaming I consciously moved away from. But apparently some people were looking for something halfway between D&D and BRP. LOL!. I didn't. Most D&D settings tend to be knockoff of Middle Earth with modern socio-political beliefs somehow shoehorned in. Or, the modern wester world with
  22. Take a look at some of the posts in this thread, that is exactly what some people want and believe the game must do to survive. I have no problem with there being a female knight in the start set or much anyplace else. I am the same guy who worked with you on the APP/2 idea for courtly skills because I felt female characters in Pendragon get shortchanged. I have no problem with there being one female knight in a campaign, or even a group comprised solely of female knights. That up the individual GMs to decide upon. I've had female warriors (but no knights yet) in my own c
  23. Yeah I remember that thread. The idea was that a Lady could have some sort of knight protector whom they could run as subservient character to fight off bandits and monsters and stuff while the lady traveled about. If I recall correctly, I think Khanwulf was doing something with the idea. There was also some talk on coming up with more ways to get glory through courtly activities and maybe some sort of Influence points to reflect all that courtly intrigue. Basically to try and give ladies something to do other than flirt and look for a husband. It's tough for lady characters since their b
  24. Yeah I remember that thread. The idea was that a Lady could have some sort of knight protector whom they could run as subservient character to fight off bandits and monsters and stuff while the lady traveled about. If I recall correctly, I think Khanwulf was doing something with the idea. There was also some talk on coming up with more ways to get glory through courtly activities and maybe some sort of Influence points to reflect all that courtly intrigue. Basically to try and give ladies something to do other than flirt and look for a husband. It's tough for lady characters since their b
  25. Yes. Yes, and if you read the thread there are people who beleive the game must change to be more female friendly and inclsuive. And that is what they want to change. THe want female knights to be commplace, along with female liege lords. Basically the want to improve modern values of beleivf onto the setting. People don't ususally hold thier passion in check to make sure they are ready to go on campaign, or do they always know when they are going to be invaded. As would I. A knight who goes missing for years would probably come home to find someone else
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