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Atgxtg

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Everything posted by Atgxtg

  1. Yeah, it easy to houserule, but easier still to stick with RQ3 and just port over whatever I want from RQG to RQ3.
  2. It had it good points. The damage thing was pretty easy. Yo rolled 1D10 against the damage taken, If under then the wound was "eventually" fatal. That is it would kill you unless it got treated successfully. How fast it killed you also depended on the roll, as it determined how fast you bleed out health points. If you made the roll by 5 or more (I think) it was an autokill. Very simple but effective. Yeah Greg Porter is probably the best at that. Of course most game designers don't use as much real world data in their games. I love the Stuff! supplement for his EABA RPG. You could build just about anything using the SIZ of the object. The Bond RPG did that with Wound Levels instead of Hit Points. The wound level being determined by cross indexing the Damage Class of the weapon with the Success Level. Come to think of it, that approach might work here.
  3. Yeah seriously. I think this is where the RQ2/RQ3 schism starts. Just how how Jason considered Worlds of Wonder to be his core BRP rules. I think we are having very different gaming experiences and expectations. In my view, I'm amazed that the RQG rulebook is so big, yet lacks basic fundamental stuff that RQ3 covered in an 84 page Players Book. You folk at Chaosium had to pick priorities and made some choices, and I respect that. I don't necessarily agree with those priorities or choices, but that's life.
  4. The Agility category is a wash. We lost the Parry category. Like BWP said, it's a handful of RQ3 things. I've never seen players attempt to line up in a Phalanx. I have seen players go for a disarm. BTW, wouldn't a phalanx be fairly useless with the size of most RPG groups? It was a useful battlefield tactic, but pretty worthless in a skirmish situation. The enemy would just outflank it.
  5. So an average character is going to do 2D6 damage. I think you'd be better off with the Pendragon route, doubled hit points, (STR+SIZ/6)D6, doubled armor, etc. I think with /10 you won't have much variation between characters. And the minimums for the big critters will make them too tough. A STR 32 SIZ 32 bear would be doing 6D6 (BTW /10 is the Pendragon formula for monsters), which is pretty much an autokill in RQ. Even minimum damage of 6 points will disable a location. RQ's /16 per D6 (the damage bonus table) might work better for critters (4D6 bear), but might leave characters underpowered. Unless you had an add for weapons. But I think if you want to have low minimums you need to go with an increasing die size. Or just set a higher damage threshold. Putting humans at 4 or 5 might help.
  6. BRTC's Timelords did this, as did their much simpler CORPS RPG. In CORPS when you got hit the damage taken set the difficulty for impairment, and to to see if someone was KOd or if they took an eventually fatal wound or even an autokill. Hit locations just provided a modifier. Limb hits tended to result in a greater impairment, but were less lethal. It could be used for BRP with a few adjustments.
  7. Yeah, and I think it going to be a bit of a problem as far as a fanbase goes. Rather than have one clear ancestor to fall back on, RQG has several, and aspects of the game that might appeal to one group might put off another group, or groups. Personally, I'm sitting on the fence waiting for RQG to pull me in.
  8. Yeah, so? There shouldn't be any rules to stop you. It's rather easy to disengage from combat. The trick is in keeping disengaged from a faster opponent.
  9. You haven't watched the outakes from Jussaic Park.
  10. Didn't need those just running away worked fine. Ho do they handle that now? If not RQ2 HP, or RQ3 AP? Did they go with the Elric method? Uh, not much difference there. Mostly semantics. About the only real difference I can think of is the passing out instead of dying when out of MPs. I hope so. Avalon Hill aside, most of what Steve Perrin did in RQ3 improved upon RQ2. Some things (ENC and Fatigue) didn't quite work out, but most things did. I really hope that caps for secondary characteristics get added. I don't want an Apatosaurus to be a master swordsman if someone can get it to hold one in it's mouth.
  11. LOL! It's funny how the rule books get bigger but we somehow end up with fewer rules in the books. But they did use smaller fonts back in the old days (like 4 point in the RQ2 appendix).
  12. That somehow didn't fit into the 460+ page book.
  13. That's what I was afraid of. Most of the changes in RQ3 fixed bugs in the RQ2 rules. By dumping most of the RQ3 stuff they brought back all the bugs. So now dinosaurs and giants will be mastering every attack again. And now defense too, since parry and attack are now one skill. I don't think you need to cap primary mods so much, since STR and SIZ are the only characteristics in RQ2 that will get high enough need a cap, and STR is the only one that causes any real problems.
  14. Yeah the idea is that something that starts off at 00% is something that you have no knowledge of (in fact it is usually a Knowledge skill) and so have no chance of success. Something like speaking a foreign language that you've never hear before. On the other hand, a skill that starts off with a higher base, but gets reduced down to a 0% success chance is something that you do have some knowledge of, you're just really bad at it. So your character can act, he's just a very very bad actor.
  15. That's all par for the course. Whenever we switch to a new edition things get missed and it takes awhile to catch on. In fact, it tends to be harder/take longer to adapt to a new edition than to learn a different RPG, as we know most of it already so there is less reason to look stuff up.
  16. Just wondering, did they cap the category modifiers for secondary characteristics (i.e. STR for manipulation skills) in RQG? One of the problems with RQ2 was that any big creature wound up mastering every attack just because of the high STR. RQ3 capped the secondary modifiers at +10% to stop that.
  17. Yeah, every time you needed to update and replace something you could just redo the relevant pages and replace the once in your book. That would be a great approach, especially if there was a way to work the binder into the cover. Although I expect the latter bit might be too costly.
  18. Having not purchased RQG yet, I curious as to what is taking up those 400+ pages in the book? RQG is larger than RQ2, Cults of Prax, Cults of Terror and Gateway Bestiary combined.
  19. It has nothing to do with conformity. It's about timing. The removal of limits happened over 30 years ago. Its like complaining that they removed the experience potions (they did, you know). If you think the rule is going to cause a problem then just impose some limits. The old 4 and 6 point limits would work just fine. BTW, in play the lack of limits didn't change things much. Most characters rarely carried anything much higher than a 6 point spell anyway. With the higher power cost and all, it was a case of diminishing returns. Expecting a list of every change isn't practical. You'd end up with a supplement that would convert RQ2 into RQG. However, there are reviews and sites like this one to go over changes. I, for one, considered RQ3 to be better mechanically, and dislike that they threw out a lot of good stuff by reverting back to RQ2. But hey, they can do that.
  20. I've been thinking of using something like that for a variant I have. It would especially help with vehicles. Realistically, someone could shoot at a battleship with a SMG all day long and not sink it. Chances are the SMG would break down long before they did serious damage to the ship. Even a car can get shot of pretty badly and still run. All those holes will affect the aerodynamics a bit, not to mention ruin the day of any driver, passengers or cargo, but the car would still be functional. Something like 1/5th SIZ seems about right.
  21. I think that both V&V and Superworld had some sort of called shot rule to bypass EP. You could use the standard BRP called shot with the idea of calling to do hit point damage instead of picking hit location. I think that approach might be better than surprise, since there might be a lot of times where it could crop and and wipe out a PC or two (pit traps, bomb through the window, poisoned food). With a called shot it's more controlled because it has to be a deliberate action, so you won't have a PC getting axes by a mook who pops up and rolls lucky. The only thing is that you might have to cone up with a reason why the PCs don't do it. In a Supers RPG the good guys don't kill the bad guys if they can help it.. You could even cap how much damage could be shifted to EP in one hit (say CON or POW) if you wanted some big damage stuff (TNT, tank guns, torpedoes, field artillery, dragons with a +9D6 db) to still be a serious threat. Oh, and if you wanted to stage non-lethal matches, you could have someone who runs out of EP be knocked unconscious. Basically you treat Energy Points like ol' D&D hit points.
  22. Well if you go with something like: STR+SIZ -11 1D4 12-24 1D6 25-32 1D8 33-40 1D10 41-56 1D10+1D2 57-72 1D10+1D4 73-88 1D10+1D6 89-104 1D10+1D8 105-120 2D10 +16 etc. ( +1D2/1D4/1D6/1D8/1D10) You would have an RQ Dragon (STR+SIZ 140) doing something like 2D10+1D4 for a minimum of 3 points.
  23. But even with a "decent sized" beastie it's possible to get a glancing blow. That's why I think setting the number of dice by the success level is the way to go to get what you want. That way something big might do 1D10, 2D10 or even 3D10 on a moderate hit and roll low for a "flesh wound". Much more likely than if they are rolling 1D6+9D6 db or some such.
  24. LOL! I once rolled a D&D character with four 18s (4D6, drop the lowest). I did it right in from of the DM, who not only watched me, but started to root for me. It was great because no one would have believed four 18s a 17 and a 16 otherwise.
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