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Atgxtg

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Everything posted by Atgxtg

  1. Hmm, I got a few answers for this, but the internet ate my original post. So I'll give it a second try: Something Innovative First and foremost what I want to see is something new and innovative. The thing about BRP-UGE is that it's all stuff we''ve seen before. Heck it's mostly the BRP-BGB under a new license. Now that was great back when the BGB came out, as it helped to reprint rules and game mechanics that had dropped out of circulation when Chaosium stopped producing RQ and Stormbringer supplements. But the UGE is pretty much stuff we've all seen before. What I love about 80s Chasoium was how innovative they were. They didn't just come out with RQ, but they adapted the RQ rules into BRP and Pendragon to cover diverse setting such as the Eternal Champion series, Lovecraftian Horror, Larry Niven's RingWorld, Superheroes, and Arthurian Britain. They did things like the Thieves' World boxed set, Questworlds to open up RQ, and Worlds of Wonder to open up BRP. You never knew what they would come out with next (especially if you read thier catalogs 😉 ) What I would love to see is a book that covers somewhere we haven't seen from Chasoium in the past, with the rules adapted again to reflect the new setting. Just what setting? I don't know. Maybe something swashbuckling, or 1950 s atomic horror, or a full of space opera type setting. Just exactly what it is isn't quite as important as the fact that it would do something that Chaosium hasn't done before. Campaign Packs I love the old boxed set campaign packs for RQ, such as Pavis, Borderlands, and Griffin Mountain. I think they really were the epitome of setting and adventure supplements for RPGs. In each pack a GM not only got a setting, fleshed out with locations, major NPCs, encounter tables, etc. They also got several adventures, as well as lots and lots of stuff that they could get ideas from for futher adventures. The packs were a much better value for the money than say a AD&D letter series of related adventures. Something along those lines, would be ideal supplements. Something Universal Yes, we all love BRP but we're the choir. But what I think BRP needs is something that could get the attention of all those gamers who are only familar with class & level RPGs. TO do that, I think there needs to be one or more supplements that work for more than just the BRP game system. Kind of like how the Thieves' World boxed set was mostly system independent and had NPC stats for multiple game systems. Now I don't know just how open the ORC liscene is and how practical is is to mix 'n match game stats these days, but something that could work for another game system as well as BRP, especially D20 with game stats for both, could really help with crossover sales and marketshare. FOr instance someone could be drawn to a particular setting or adventure, see game stats they understand and can use, so they buy it, and are intrigued by the stats for this "other" RPG, BRP and look into it. Nick brought up GURPs and it's setting books, but ICE also doid something similar with tier setting books, only their books had rules to work in Rolemester, HERO system, and sometimes even D&D. It made them very useful for people who wanted to game in any of those settings, but it also helped to cross pollenate Rolemaster and HERO system. Something Basic The BRP book is a great toolkit for experienced GMs but it's got a steeper learning curve than is needed. The thing is all those options and alternate rules are nice to have when setting up your game world, but they can be confusing for new players and GMs, and require a GM to basically learn multiple ways do doing things. A new GM has to choose between sequencing methods (DEX ranks, Strike Ranks), fixed or variable armor, general hit points or hit locations, various powers systems, etc, etc before they can do anything witht he game. We've seen several threads from GMs trying to piece all this out and the hurdles they have depending on what game mechanic these choose to mix 'n match. Now all the BRP games in the past made all those choices up front,.making all those games more accessible. Someone playing RQ didn't need to know about variable armor or summoning. Someone playing Stormbringer didn't need to know about strike ranks, rune magic or impales. Neither had to know anything about the Cthulhu Mythos, Ringworld, or King Arthur. Each game came with a set of mechanics that decided all the game mechanics ahead of time. So GMs and players only had to learn one way of doing things. What I'd like to see is a smaller book, no bigger than RQ2 or Stormbringer, that gives a basic or even semi-generic setting and set of rules, without the all the various options, that new players and GMs could start with. Something along the lines of the mechanics from Stormbringer/Magic World wouldn't be too far off the mark. Simple and easy to learn and use, but with enough to run a campaign with. 400 page books can be intimidating and off-putting to new GMs and players. There were reasons why the old Worlds of WOnder boxed set put each setting into it's own booklet instead of doing one big book. Now once a GM has his sea legs and feels comfortable with those rules they can opt to expand into the wilder world of BRP, grab new rules from the BRP-UGE and so on. But lets give them something easier to start with, like what we had. Something Free One thing that D20 type games have in abundance that BRP lacks is all the third party sutff. Especially short free (or low price) stuff. Now obviously Chaosium can't give everything away, but in the age of digital documents why can't we have something along the lines of "one-page dungeons" but for BRP. We ot a lot of GMs around here, so why could we all put together a short little adventure or setting or rule or something and then someone collect it into a PDF that could be put up on line for free. That would really help to draw in new players and GMs since it wouldn't cost them anything to downlad and read the PDF, and maybe get interested in BRP. This could be something that we could do that Chasoium wouldn't have to. Something like a semi--regular fanzine wouldn't be a bad idea.
  2. Well Nick already mentioned Aftermath so I'll add that amny of Aftermath's hit locations were for LEft Side/Right side and were together on the hit location table. What side you got hit on was partially determined by how you were weeilding your weapons. For instance someone fight with a rapier would be in a presented stance and when hit 70% of the hits would his his weapon side (the side presented to the opponent). Conversely, someone fighting with sword and shield would be in a refused stance and only 30% of hit would hit their weapon side, with 70% hitting their shield side (and, hopefully be covered by the shield). Someone weilding two weapons would be in a frontal stance and hits would be 50/50 for either side. Characters with high skill got an aim ability allowing them to bump the hit location around the body a bit based on skill. So someone with aim4 who rolled a hit in the right shoulder (location 21) could shift the location all the way down the arm to the right hand, or over to the neck, face, skull, the left shoulder, or anywhere else on the chest or upper abdomen.heart, abdomen. The *ahem* vitals were location 12 and just out of reach in this particular case. I could scan/post the tables and body location image if you want. It is fairly easy to follow and could be adapted to BRP pretty easily, especially fi you port over the left side./right side roll. It's really only 17 different hit locations, with left/right side doubling 13 of them. As far as effects of hitting the new hit locations, I'd say for the most part you don't need to treat the new locations all that differerntly. Hand, lower arm, upper arm, and shoulder are all still an arm hit. What you might want to do is just add in a few "reaction rolls" for when specific spots get hit, such as a DEX roll to see if someone drops something for a hand hit, or a roll to keep standing if hit in a knee, or maybe a stun roll for hits to the head or "vitals". You might also want to adjust some of the rolls and threshold values for things like hits to the heart might be more leathal or lead to bleeding out a bit faster than to the lower chest. Armor would probably need to be a bit more precise though. Gantlets, Vambraces and rebraces would now cover three different hit locations. BTRC's Timelord's RPG used a 31 hit location table similar in many ways to Aftermath's. In Timelord's hitting a particular part of a location could adjust the wound's lethality, the ability to remain conscious, the rate of bloodloss/eventual death (which might be stopped with medical attention), or if a bone was broken (which slowed the healing time).
  3. As SDLEarly already mentioned, Pendragon is really the only BRP related stuff that covers castles and fortifications in a way similar to what you are asking about. Pendragon, BTW, is not exactly BRP but a BRP realted game set in an Arthurian feudal setting. It isn't quite BRP compatible and the castle rules have changes somewhat between editions but you could pick up and adapt the rules to BRP. The Nobles Book from first edition is available on DriveThru RPG for about $5. The latter Book of the Estate is also available (for $20) but most of what in it probably wouldn't be of much use to you. In a nutshell fortifications cost money to create but provide a Defensive Value that affects battles in Pendragon, (and would need to be adapted somewhat to BRP, which as yet doesn't have a mass battle system, although the orginal rules for Pendragon are simple enough to adapt easily). Defesises are build in concetric layers with higher fortifications being able to add to lower ones in front and various bits of fortification also have other effects and benefits (for instance you need gates to get into and out of the fort) but the core idea is that they all increase DV. You could also look through the Pendragon section of this board to see what's been posted and what is there for download.
  4. Yeah, one of the things about generic engines is that they are generic. Generic systems are nice in that they can be adapted to multiple settings and are easier to pull away from a specific setting, and players who know a generic system don't have to lean a different system, but often specific game systems are better at emulating specific settings that generic system are- at least out of the gate. They should be. Chill (at least first edition Chill) is better at emulating the stetting and style of the old Universal and Hammer films that BRP, so I prefer it to BRP or CoC for that sort of thing.
  5. That's what Pendragon does. But then, Pendragon eschews attacks and parries and instead uses an opposed roll to determine who "wins" and does damage to the opponent, making splitting skill risky as it could lead to taking more damage. As far a BRP goes the biggest worries I'd have over slotting attacks below 100% would be with unexpected magical or situational skill boosts, or multiple attacks on the run. For instance a mounted PC with Sword 60% could do an attack on the run attacking a half dozen opponents at 5%+10% height advantage (15%) as he rode by. But then a person could do that in real life. EDIT Oh wait, what about missile weapons? Would you be okay with someone armed with a pistol (or anticipating what you might want this for, a laser pistol) firing off a half dozen shots in a round at some minimal percentage? Speaking of which, you probably want to have a minimal percentage, say 5% or even 10% for each attack to prevent someone from doing something cheap like taking an AR-15 and splitting 20% into twenty attacks at 1% each.
  6. Let me guess, inaccurate in that they covert the relative value of money and purchasing power but fail to take into account the change in relative value of items over the years? For instance the price of silver in 1932 was 30¢/oz, and the price off eggs was 18¢/doz. so one could buy about 20 eggs for an ounce of silver. Now in 1923 the price of silver has risen to $23.44/oz. giving silver about 78 times it value, but you can't get 1560 eggs (130 dozen) for $23.44. You'd be lucky to get 10 dozen for that price. So an ounce of silver will only purchase about 6 times as many eggs as it would in 1932. Any pretty much every other item has a different increase as items get cheaper or more expensive to produce or transport over time.
  7. Thanks, I don't keep up with RQG, so I wasn't sure. Yup. Earth elementals were solid and thus could be dealt with phsically, while the rest were fluid, gasous, or not solid and so were immune to mundane weapons, but vulnerable to magic and natural elements. Me neither. Probably becuase the BGB's magic systems were not as detailed as those from other BRP systems, so I would use one of the previous games for magic.
  8. Okay. I think that would depend on why specters can do "normal weapon damage". Do their claws become solid when they strike? Is it some form of telekensis? Is is really a psychic attack that causes people to manifest wounds? Is is really a form of magical attack (Like a contact disrupt or magic missile)? I think once you know why the spectrees (or other creature- and the reason could vary from one type to the next) can hurt people the logic behind what can hurt them back will manifest. Pesonally I'd say if they have hit points then they can be hurt by any magical attack that does hit point damage of some sort, unless that damage is a secondary effect that wouldn't apply to the creature due to it's nature. That is, a spectre probably can't drown or bleed the way a human could. But maybe a ghost could, or think that it could and be defeated that way. It kinda depends on how fast and loose you want to play with the physics of things. Realistically cold is not a force or substance, but mearly the lack of heat, so it probably wouldn't affect a fire elemental. That's why fires burn just fine in sub zero environments. But a fire can be smothered by covering it with dirt, or by removing any air to it, extinguished by pouring water on it and so forth. So a case could be made for just about any elemental attack being able to damage an elemental. Converely, in the D&D mold, cold drakes breath cold and cold is a elemental substance or force in which case you probably have cold elementals. You could but I think you'd be better served with some general categories and rules that apply to each type. For example you could have spirits (non-phyiscal life forms), ghosts (the sould or spirits of once living beings), otherworldly creatures (demons, angels. and extra dimensional beings) and elementals (not quite spirits from which the campaign reality is made of) each of which could have it's own set of rules. There could also be overlap too. Spirirts and Ghosts could be the same, as could disembodied elementals and otherworldy creatures, while creatured manifested in a phsyical form would obey the normal rules for physical creatures. I'd suggest keeping it simple, with only a handful of cateogires rather than doing up each creture type separately or else you run the risk of needing pages of pages of interaction rules, and lots of complexity. Plus each new creture or spell would mean expanding the list of interactions. Personally I think that since they are real phsycial cretures they should take normal damage but they might have some inherent armor points (breaking up a elath elemental might be tough), defense (hitting a air elemental might be tricky), or maybe the only take half damage from most attacks, or maybe elementals can recover/regenerate fast (you can beat out a fire with a blanket but if you stop before it is completely out it might blaze right back up). Elementals might have some inernient weaknessses as well. I'd consider letting elementals damage each other on a 1 hp per hp basis. That way the larger more powerful one will destroy the weaker one, but be damaged in the process. THat way a huge 10m fire elemental with, say 100 hp, could be weaked or even destroyed by a bunch of smaller, 1m water elementals (10 hp each).
  9. Exactly. By being a physical entity (actually the building blocks of physical relativity per Aristotle)it has to have a physical form and thus some vulnerability to physical attack. Just how vulnerable varies from one BRP game to the next. It basically ancient/medieval physics 101.
  10. In older version of RQ elemental were corporal and could be hurt. The guideline was where or not the creature had hit points, those that did not couldn't be harmed physically.
  11. Why? I'm just curious about your reasoning here. Why would fire harm a non-corporal creature when steel, wood, etc. doesn't? Again just wondering what the in-game rational would be. Oh, and just to be clear, magical fire doesn't damage non-corporal creatures in RQ at all, you need to go into spirit combat for that.
  12. It is really the same solution. Spells do the magical component of it's damage certain creatures. In the case of bladesharp that is only the add, but since fireblade replaces the the weapon's normal damage with 3d6 magical damage, it all applies. But, in most version of RQ non-corporal creatures do not have hit points, and are not affected by physical attacks (bladesharp or not) and must be attacked in spirit combat.
  13. I know what you mean. Some GMs and Players love lots of NPC interaction while others just treat NPCs as targets.
  14. I Have Chill (I prefer it to CoC0, and as far as conversions go, it kinda depends on which edition of Chill you have but... In general, the basic abilities (i.e. characteristics) of Strength, Dexterity, Agility, Willpower, Personality, Perception, Luck and Stamina are on a percentile scale similar to CoC7, but are rolled on 3d10x2+20 for a 26-80 range for characters. So dividing by 5 will give you a good approximation of a BRP score, but you might want to tweak the conversion a little to give a full 3-18 range as opposed to a 5-16 one. MAybe something like: Chill 3D6 2D6+6 5 0 10 0 15 0 20 0 22 1 24 1 26 2 8 28 2 8 30 3 8 32 4 8 34 4 9 36 5 9 38 5 10 40 6 10 42 7 10 44 7 11 46 8 11 48 8 12 50 9 12 52 10 12 54 10 13 56 11 13 58 11 14 60 12 14 62 13 14 64 13 15 66 14 15 68 14 16 70 15 16 72 16 16 74 16 17 76 17 17 78 17 18 80 18 18 82 19 84 19 86 20 88 20 90 21 92 22 94 22 96 23 98 23 100 24 102 25 104 25 106 26 108 26 110 27 112 28 114 28 116 29 118 29 120 30 Luck is a sort of special characteristic in that only PCs get it and it is used similar to how the Luck roll is used in BRP, namely to give a PC a chance when something bad happens, or to survive a situation when they otherwise would have no chance. Luck points can be spent to increase defense against missile weapons. The game does allow players to determine thier character;'s height and weight and this could be used to determine a BRP SIZ. Skills in Chill are based on one or more basic abilities averaged together, and modified by whatever rank the character has with the skill. The Ranks are Unskilled (which can either mean the skill is unsualble or can be used but with no modifiers, depending on the skill), Student (+15%), Teacher (+30%) and finally Master (+55%). Some skills might have other benefits associated with a higher skill rank, such as faster reloading time for weapons. Some PC can have Pshyic Powers withc lets them do supernatural things and somewhat helps to offset the Evil Ways of the unknown. Psychic Powers tend to be far weaker though and demonstrating one in front of a creature might put a target on a PCs back, depending on the power and creature. Tasks Resolution is handled by rolling against a skill or basic ability score to get a "attack margin" and cross indexing the result to the defense column (or difficulty) of the task on the action table to get a letter Code, which is similar to BRP success levels. The codes are: S: Success, Scant or Scratch: Basically a marginal success L: Light, a somewhat better result M: Medium, a still somewhat better result, probably akin to a normal success in BRP H: Harsh or Heavy, a better than average result, similar to a special success in BRP C Crush or Crtical result, similar to a crtical in BRP, the best result possible. Some M, H, and C results can have a K added to them, which indicates a knockdown. In BRP terms the action table is somewhat similar to to resistance table except that instead of modifying the chance of success it only alters the success level. For instance is a master swordsman were attacking an opponent with a low defense (1) , he would critical with a margin of 10 or more (that is rolled 10 or less under his success chance), but the same master swordsman would never be able to critical an opponent with a great defense (10). The action table is also used for fear checks, which character have to make when encountering creatures from the unknown or other scarey situations. THe result determines how much willpower the character loses (if any) and if the character frezzes up, cowers or flees. This is similar to CoC SAN rolls except that the character is just afraid, not insane. For BRP it probably makes sense to just ignore the table and handle skills and abilities as you wound in BRP. Combat Damage is handled with both Stamina point loss and Wounds. Unarmed combat only inflicts Stamina loss while armed combat inflicts stamina loss and wounds. Running out of stamina points means a character is unconscious. A character can take two of each type of wound (Scratch, Light, Medium, Heavy) with wounds accumulating (i.e the third scratch would become a light wound and so on). Once the critical wound box is marked the character will die if their Stamina reaches zero. Animals and Creature of the Unknown use basic abilities (and often skills) the same as characters, but their abilties scores can be outside of the normal human range, for instance a werewolf might have a Strength score of 90 which would be above the normal human limit of 80. Creatures also know Evil Ways Disciplines which are supernatural abilities. Most of which represent the supernatural powers of the creature such as the ability of a vampire to change into mist bat or wolf, to command bats and rats, to mesmerize people and so forth, and more powerful creatures will usually have greater powers. Creatures also have weaknesses too, which PCs can exploit if they discover them. For example the werewolf vulnerability to silver or the vampire's aversion or crosses. Again more powerful creatures might have fewer weaknesses or be less restricted by them. Presenting a cross to a newly risen vampire might cause it to flee but doing the same to more powerful one might not bother it at all. Hope that helps. If you have a copy of the rules, especially 1E or Cryptworld I suggest running the adventures with Chill rather than with BRP as Chill is a bit more forgiving to the PCs than BRP is.
  15. Glad to help. BTW, if you want a spreadsheet where you can plug in creatures or object and their weights and it shows you a SIZ stat, let me me know.
  16. Yes Pendragon 5.2 uses a 10% increase per point of SIZ but Pendragon 5.2 SIZes are differernt from other BRP games. Yes, exactly. THat's why I prefer the orginal Superworld SIZ table to the ones used in RQ3 or CoC. By using a constant progression it allows you to handle larger object and creatures without having to deal with enormous SIZ values, ans the required STR and CON stats to match. For example, a 20000 ton Godizlla only need to be around SIZ 157 instead of SIZ 2205 (per CoC), and a 50000 ton Iowa-class battleship would only need to be SIZ 168 or so. SIZ values for PKs tend to be bigger in later editions of Pendragon compared to eariler ones. Way back in the RQ1/2 appendix Steve Perrin offered up the idea of separating SIZ into height and weight, and Stormbginer had differernt weights for character SIZes based on body frame. Except for the Table for adventures on p.52, which seems to level out at +5 kg per point of SIZ. But that's sorta okay since we are only dealing with humanoid characters not everything. I think that what table to use depends mostly on which creature stats you are using. If you use RQ stats then you should use one of the BRP/RQ SIZ tables that have creature stats on the same scale. Otherwise you will get dysfunctional results. For instance, a Lion in Pendragon is SIZ 40 (1745 lbs) vs SIZ 26 (238 kg/525 lbs) in BRP. Also in Pendragon a Lion is a semi-heroic fabulous beast as opposed to a mundane animal, and that is reflected in it's game stats, where is is larger than a bull.
  17. That is pretty much what Pendragon used to do. It works fine for characters on a 8-18 scale, but doesn't hold up well for larger objects or creatures, as it is linear, and SIZ isn't. Horses could easily surpass SIZ 50 or even SIZ 90 that way.
  18. Possibly, in RQG anyway, but it takes time to get the Rune Magic back. At 10-20 points of Rune Magic could take a couple of weeks or even a month to get back, during which time the character is vulnerable. Add Flight is a great target for Dispel Magic.
  19. Yes there is. The SIZ table originated from the Superworld Boxed Set and uses a doubling progression of kg=2^(SIZ/8)*25, adjusted at the low end (below SIZ 10.) SIZ kg SIZ kg SIZ kg 0 1 kg 33 436 kg 66 7610 kg 1 2 kg 34 475 kg 67 8299 kg 2 3 kg 35 518 kg 68 9050 kg 3 4 kg 36 565 kg 69 9870 kg 4 7 kg 37 616 kg 70 10763 kg 5 10 kg 38 672 kg 71 11737 kg 6 15 kg 39 733 kg 72 12800 kg 7 20 kg 40 800 kg 73 13958 kg 8 30 kg 41 872 kg 74 15221 kg 9 39 kg 42 951 kg 75 16599 kg 10 59 kg 43 1037 kg 76 18101 kg 11 64 kg 44 1131 kg 77 19740 kg 12 70 kg 45 1233 kg 78 21526 kg 13 77 kg 46 1345 kg 79 23475 kg 14 84 kg 47 1467 kg 80 25600 kg 15 91 kg 48 1600 kg 81 27916 kg 16 100 kg 49 1744 kg 82 30443 kg 17 109 kg 50 1902 kg 83 33199 kg 18 118 kg 51 2074 kg 84 36203 kg 19 129 kg 52 2262 kg 85 39480 kg 20 141 kg 53 2467 kg 86 43053 kg 21 154 kg 54 2690 kg 87 46950 kg 22 168 kg 55 2934 kg 88 51200 kg 23 183 kg 56 3200 kg 89 55833 kg 24 200 kg 57 3489 kg 90 60887 kg 25 218 kg 58 3805 kg 91 66398 kg 26 237 kg 59 4149 kg 92 72407 kg 27 259 kg 60 4525 kg 93 78961 kg 28 282 kg 61 4935 kg 94 86107 kg 29 308 kg 62 5381 kg 95 93901 kg 30 336 kg 63 5868 kg 96 102400 kg 31 366 kg 64 6400 kg 97 111667 kg 32 400 kg 65 6979 kg 98 121774 kg RQ 3 adjusted at the low (SIZ 1-7) and high (SIZ89+) ends,and COC adjusted it a bit more, but that is the basic SIZ formula. Note that this means that for every doubling of mass an creature (or object) would gain 8 points of SIZ. Or to put it another wway, if you increase the SIZ by 8 you double the mass. For other multiplier you can use the following table: SIZ Mass 0 1.00 1 1.09 2 1.19 3 1.30 4 1.41 5 1.54 6 1.68 7 1.83 8 2.00 9 2.18 10 2.38 11 2.59 12 2.83 13 3.08 14 3.36 15 3.67 16 4.00 17 4.36 18 4.76 19 5.19 20 5.66 21 6.17 22 6.73 23 7.34 24 8.00 25 8.72 26 9.51 27 10.37 28 11.31 29 12.34 30 13.45 31 14.67 32 16.00 33 17.45 34 19.03 35 20.75 36 22.63 37 24.68 38 26.91 39 29.34 40 32.00 Note that this is SIZ as mass, but you can kinda use it for volume too as living creatures tend to have a density (specific gravity) of 1, about the same as water. So you could use the above table and the specific gravity of a material to get a SIZ for an object. For example, marble has a specific gravity of around 2.83 (SIZ +12), lead an sg of 11.35 (SIZ+28), and gold and sg of 19.3 (SIZ+34). So a Man sized (SIZ 13) statue made of marble would be around SIZ 25 (13+12), one of lead would be SIZ 43 (13+28), and a golden one SIZ 47 (13+34). Note that all three would all be the same shape and have the same dimensions, but different masses (and weights).
  20. It did, but earlier on. AD&D sales started to fall off in 1984, and by 1989 2E was selling less that half as many copies as what was sold during the peak years. What OGL did was help boost 3E because it meant that 3rd parties would produce supplements that supported 3E rather than compete with it. 4E was an attempt to lock the IP back down, and what lead to Pathfinder. 5E opened things back up again to stave off the Pathfinder threat, and "the One" is another attempt to lock it all down again. Yes, the basic strategy is simple and obvious. By opening up the licence they could sell more core books, and get third parties to help support D&D rather than compete with it. What they didn't foresee was that some 3rd parties could grow to the point of potentially outselling WotC. Yeah, the idea was that no matter who's supplements people bought, they would still need the core books to play. The problem was that those were "buy once" products while adventures and other supplements are things that GMs will always be buying. I think WotC expected to make the lion'share of the profit by producing the lion's share of the products. Like it was with D&D and AD&D. Back in the old days, several companies produced D&D adventures, authorized and unauthorized) but TSR sold the most and made the most. But 3rd party publishing had come a long way, and suddenly WOtC was up against companies who could produce lots of content, high quality content, or both.
  21. Sorry my bad. I meant several licensed product lines. Not that each ORC book had it's own licence. Ah, that would seem to kill the OP's original goal. Yeah, I mentioned earlier that as far as the BGB goes, there isn't much in the old BGB that isn't in UGE, and what isn't could be recreated as long as it wasn't a direct copy. For instance, hit locations are not exclusive to the BGB. Lots of people have right legs.
  22. Yup. It might pan out. Yes, but much of that was already out there. The UGE isn't all that different from the older BGB which had been so successful that Chasoium stopped supporting it in favor of setting specific RPGs. But again there were lots of RPGs under OGL, most of which didn't really benefit much from it. I mean if someone wanbts to publish something and doesn't care too much about the game system, it makes sense to go with a popular game system that will sell lots of copies and make lots of money rather that an obscure game that won't sell many copies. Yes, but these are mostly the same people who felt betrayed by D&D 4E and then jumped right on board with 5E. I suspect that if WotC backtracks a bit ( they already have) a lot of those creators will forgive & forget and jump right back onto the band wagon. D&D still has around 50% of the market, and that makes is much more profitable for third parties. I'd like to see ORC shake things up, and maybe it will, but I suspect that even if it does, it will mostly benefit Pathfinder.
  23. What might help here would be to treat speed the same way we would treat a characteristic, and then it could be used in place of STR to get a damage bonus. Based on the Mythras damage bonus progression each doubling of speed would mean +5 to the SPD on the table. So if, say SPD 5 was 30 then you would get something like this: Move SPD Move SPD 15 0 960 30 17 1 1103 31 20 2 1267 32 23 3 1455 33 26 4 1671 34 30 5 1920 35 34 6 2206 36 40 7 2533 37 45 8 2910 38 52 9 3343 39 60 10 3840 40 69 11 4411 41 79 12 5067 42 91 13 5820 43 104 14 6686 44 120 15 7680 45 138 16 8822 46 158 17 10134 47 182 18 11641 48 209 19 13372 49 240 20 15360 50 276 21 17644 51 317 22 20268 52 364 23 23281 53 418 24 26743 54 480 25 30720 55 551 26 35288 56 633 27 40535 57 728 28 46563 58 836 29 53487 59
  24. I wound not do that, as the character made his SAN roll and so shouldn't have been insane when he dragged the victim to the pyre. So there is really no reason for the player not to remember events correctly. A GM shouldn't make a player go insane just because it suits their idea for a story. That said, depending on why you want the PC to bury his victim in the first place, you could have someone/thing else come across the body on the pyre, bury it, and then plant mud on the unconscious PC. Now as to why they would do that, well that would depend on what else you had in mind. Maybe some NPC wants to blackmail the PC? IMO though, a better, and fairer, idea would be if the players memory of the situation got distorted after the fail a SAN roll in the future. Maybe they think the victim got away and they had to bury them to keep them from esacping again. Maybe the victim keeps coming back, no matter what the PC does to dispose of the body. Maybe there is a strange string of killings as the PC repeatedly "recognizes" the victim on the street, night after night, and has to dispose of the body again.
  25. Apparently any ONE of several ORC licenses. It seems that mutli-system supplements are not an option, Design Mechanism excepted. There were a lot of OGL licensed games too, but the big games got most of the 3rd party support and the smaller RPGs became more marginalized than before OGL It didn't really matter. At the end of the day what happened with OGL was that a lot of companies dipped thier toes into D&D stuff because D&D had a larger marketshare and one D&D supplement could make more money than several non-D&D supplements. AEG switched to making L5R supplements with rules for both D&D and L5R becuase the profits from one D&D book could support their whole L5R line. Most 3rd parties are going to follow the money, it's just good business, and so they will produce much more content for the big games and not so much for the smaller ones. So if the end of the day open licenses mostly help the big games stay dominant. Yes, but I'm not sure they will get all that much out of it. Yes, they will pick up some disgruntled D&Ders who have had it with WotC, but we can expect the majority of angry D&Ders to switch to Pathfinder rather than BRP, since Pathfinder is more like D&D. That or they will just go back to D&D when things die down. I think it mostly depends on if ORC gets up and running before the current situation with D&D dies down, and whatever WotC does to try and win back or further alienate their customers.
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