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Atgxtg

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Everything posted by Atgxtg

  1. Yeah. The thing is RQ2 had SIZ on 3D6, so the average character didn't get a db. So most one handed weapons (1D8+1, 1D8+2, 1D10) were stopped by 6 point plate at least half the time. Now RQ3 upped SIZ to 2D6+6, and the average character got a 1D4 damage bonus, but this was offset by the increase in armor protection. Higher damage and lower armor is going to make this more lethal than RQ2 - especially if the Battle Magic/Spirit Magic is capped the way it was in RQ2.
  2. The BRP SIZ table has some errors. The English and metric values don't match up with each other. Either because of a cut & paste error when porting over the tables, or a mental mistake- that is someone didn't know that one metric ton equals 1000 kilograms, but 1 short ton equal 2000 pounds. The SIZ table in RQ3 is from Superworld. The differences are that the Superworld SIZ table stuck with the doubling progression at the high and low ends, while RQ3 diverts. That Superworld is the source can be confirmed since it was written by Steve Perrin, who did most, if not all of the game mechanics back then.
  3. Exactly, and we may or may not be the target audience for this. Or, to try to be more accurate, Chaosium would love for us to buy it and be a established fan-base for a "new" product, but they are going to have to attract some new blood to be successful, and the logo/cover will probably be more modern looking than the quickstart to go after them. And lets face it, since so many of us are going to buy it regardless of the logo or what the cover looks like, so they don't need to target us with the cover. It's the content that will matter as far as we are concerned. The first book is easy to sell to folks like us, but the supplements will have to earn it. I think it is the interactive nature of the hobby, and probably moreso than usual for RQ, due to its long history and multiple versions and variants. It probably makes us more divided and entrenched than most RPG fanbases. Fans of RQ2, RQ3, Stormbringer, etc each have their own favorite rules and peeves. Hmm, if the new RQ is available as a PDF I might just give it the Quickstart cover! We can do stuff like that these days!
  4. Yeah, it just the sort of thing I'd like to see buried inside the Prax section of the book, with a little description. I don't mind the art, I just don't think its; good for a cover. Glad that is isn't one.
  5. Not really. Since the crowd is comprised of old RQers, and the rules are going to be based mostly around retro RQ2, it should pretty obvious that the audience is going to want a logo and cover similar to (or at least inspired by) RQ2. Anything more modern looking is going to come in second to the "classic" RQ 2 logo. And anything that appears MRQish is going to just annoy people.
  6. Oh, and thanks. While I'm not a fan on the logo (nor do I think it looks better on am image, if anything it looks worse), I thought the image made a terrible cover- with or without logo.
  7. Wow, what an incredibly boring cover. I much prefer the Quickstart-it had a classic RQ look and feel to it. The new one has the look and feel of trail mix. Even the exotic/Gloranthan aspects of it (the bison, zebra,etc.) seem downplayed.
  8. Yeah, I'm fond of Ars Magica. I run into paradigm problems with people in the real world. For instance, trying to explain to some people than air conditioners and refrigerators don't actually generate "cold". They just move moisture around, and that shifts thermal energy (heat) from inside the box to outside the box. Now it might sound like sematics, but from a physics/design process it's actually an important distinction.
  9. Yes, but we don't notice most of them. For instance, the metals aren't the same-that was mentioned in the RQ rules. Bronze, Iron, etc. are just analogues to make it easier for use to deal with. Are you sure that there is gravity in Glorantha? Yes object and people fall, but it might not be viewed as a force acting upon them, per say, but simply that they are returning to their natural place in the world- or some such. Years ago, one GM who used to run games in a medieval setting used to used medieval physical laws, rather than modern ones. So in his campaign a lead ball would fall faster than a wooden one. I suspect that Glorantha is riddled with stuff like that.
  10. The BRP SIZ table is messed up though. It's a cut & paste from older edtions of CoC which in turn a messed up and taken from RQ3. The RQ3 table is a modified version of the Superworld SIZ table. With some info on the CoC Build stat and table (I think I got it, somewhere), I could probably work up a relationship to dimensions based on mass, but that would be mostly good for people and animals - and maybe some Mythos creatures. Vehicles are a bit tougher, since they are not solid objects and have a good deal on empty space. For instance a 60 ton airship is going to be a lot (like 5000 times) bigger that a 60 ton tank.
  11. I know what you mean, there was an alterate method for rewarding HPs based on character action, but I missed that particular issue of HEROES magazine. Still, tying the results to the die rolls did allow PCs to go on the occasional hot streak, and helped them to deal with the inevitable times when the dice betrayed them. I still remember the time that I managed to sneak up behind a guard and missed hitting him, thrice. Two 99s and a 00. One of the things that helped to keep hero points in check in Bond was that the game had 4 "Quality Ratings" (read Success Levels), and a HP bumped the result one level. You could spend more than one hero point at a time to shift multiple QRs, but that ate up points faster. You could even turn a failure into a QR1 (like when you really had to succeed, fate or the world sort of thing), by spending 4 HPs, or vice versa (like when somebody nails you with a critical head shot and you'd rather not roll up another character).
  12. I think they key thing here is how many the player gets and how easy they are to replenish. One thing that I liked about the James Bond RPG was that Hero Points weren't just given to the players, but earned through die rolls (basically you had to roll a critical, and there were some limits on skills that get used a lot, like combat skills). When a player spent a Hero Point, it was gone, and didn't get replenished at the end of the adventure. The PC could earn more, but once spent the points were gone. In play, this meant that the players never felt like they had enough, and spent them sparingly. Since HPs were used to bump Success levels, a player would occasionally spend a few here and there to pull off something cool, or to be "bondlike" for a round or two, but that didn't last for long. You cuold swipe ASPs from CORPS/Timelords. Basically, a player can spend one to redo/avoid/cancel some really bad thing, including bad die rolls, but also (with GM permission) recklessness/bad judgment. Since they are only useful for defense and are too useful to be wasted on minor rolls, they might be just what you want for a "survive the mechanically-unsurvivable" mechanism. Originally ASPs were now renewable, but for BRP, I'd consider letting a player get more. Personally I think some sort of way to earn more is better than just a simple refresh, since it keeps them rare, and discourages impervious spending.
  13. Something like an aliied spirit or some sort of friendly NPC also helps. Basically they (and Hero Points) act as safety net for when the dice inevitably turn against the player.
  14. It can work out just fine. Back in the old days, Chaosium used to release SOLOQuest adventures for a single character. To make things work out though you will want to make sure the PC has a significant skill edge, and not run too many double or triple teams against him. If you must outnumber the PC, (a narrow passageway where the baddies have to approach single file works best. You should probably consider using Hero Points, too, since no matter how good a PC may be, or how bad his opponent is, he can still get killed by a critical or fumble. Just ask Rurirk!
  15. I'm not so sure. If they are on the same tree they might be aspects of the same skill. Most people who are decent with basic arithmetic can solve some basic algebra without knowing any. For example, X+3=5. Of coruse one of things here is that mathematics is, to some extent, a prerequisite for just about anything with some technical or scientific aspect to it.
  16. Yes, but it's something that could be represented fairly easily. For example you could alter the chance for improvement for easy or hard skills, or, even simplier, alter the die roll whensomeone does improve. Just a simple +1/-1 to the D6 roll for improvment would have an impact over time. Yes, but the question is, should these all be separate skills, or subskills of mathematics? Pne approach might be to say that as someone hits a certain proficiency with a skill they get the next related skill at a starting score (maybe half the "trigger skill") and that progression continues the road for the next related skill.
  17. Die Chaos Spawn! Oh wait, I'm a Humakti
  18. It probably takes awhile for all this to kick in though. But part of the problem is that the learning curve/difficulty in BRP is the same for anything and everything. Quantum Mechanics and Basket-weaving both improve at the same rate. Difficulty is factored into the base % scores, but once a skill is improved it's contributing factors don't really matter much anymore. And by using the base % as the "earning curve" what happens in that a skill with a lower base percentage will tend to improve faster than one with a higher base percentage, because: 1) You only need to succeed once to get a skill check, and usually get multiple chances to use the skill during the session. 2) Once you have a skill check lower skill scores have a better chance of improving. In fact, I suspect that if you take two skills with different base scores and give them both the same number of valid attempts for a skill check each session, the lower skill would probably catch up with the higher one, eventually.
  19. Raise your Illumination score by 1% and roll D100.
  20. Exactly. Sometimes some people here (say, me, for example) will focus on some innocuous and trivial detail, to the surprise and chagrin of others. Often this is because what was considered to be a "who cares" tpoic can actually become an issue under the right circumstances. For instance the fairly low damage and poor stopping power of light caliber weapons in BRP can actually be an important issue in a spy campaign where the characters are forced by circumstances to use them. Ditto knives.
  21. I agree with you, since the Paradygm is so differernt, but... is quite similar to our building blocks, with matter consisting of the periodic elements, known and unknown (plus dark matter), organized by the universal forces. Oh and are the gods the gods because they control the runes (or some aspect of the runes), or do they control the runes because they are gods?
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