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Atgxtg

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Everything posted by Atgxtg

  1. Oh, and for those of you that use a later version of RuneQuest, why?
  2. Because, in my opinion it is as good or better than anything that was spawned from it. Most of the spin offs have "bugs" that were introduced by the authors. For instance, BRP has a flawed SIZ table, and various other bugs that came about from rules being ported over from CoC and Worlds of Wonder, as WoW was the current authors favorite incarnation of the rule set. And some of the of the new rules, such as opposed rolls, I don't like. Several things that I liked about RQ, such as skill category modifiers, were marginalized or removed because they were not things that the current author was concerned with. Many BRP players seem to prefer the more streamlined incarnation of the game system used in CoC and Strombringer/Elric!, but I liked the "crunchiness" that old RQ had. Now that all well and good, the author gets to do that, and many BRP fans prefer some of the changes, but I don't so I will use the version that I prefer, and port over any options or variants that I require for a given setting.
  3. I tend to use RQ3 for the base. In my opinion it's better thought out and has more "check & balances" than the systems derived from it (and/or RQ2). Plus is mostly compatible with any of the add on rules and options from BRP and BRP related games. Just about anything can be ported over.
  4. There have been official variants of the Knockout rule since at least RQ3, where you'd do a called head shot and match the damage against the head's hit points on the resistance table. I believe, Superworld (the RQ2-based stand alone boxed set) used to use the character's energy pool as a way to adsorb damage points,in a hit point like fashion. And some people who run Supers games in BRP just treat all (or most) damage as subdual/temporary damage. That way superpowered characters are knocking each other out rather than snapping necks, or crushing rib-cages.
  5. Yeah, but I don't think they were more complex or less beginner friendly. I think RQ2 was thinner mostly because it used a smaller typeface and denser layout. So it can fit the same information in about have the pages. And then there is the RQ 2 APPENDIX, which crammed stuff into something like a 5 point font. There are some ideas and options in there that never saw the light of day again.
  6. Ah, but in RQ Chaos and Disorder are two different things. If his title here were "AVATAR OF DISORDER" I'd be worried about the release schedule. With "AVATAR OF CHAOS", I'd just concerned about him spreading evil, corrupting people, spawning Broo, and such. BTW, how many Chaotic Features does an "AVATAR OF CHAOS" get?
  7. I like SRs. I think the RQ2 SR system was a bit better than the one in RQ3. Having 12 SRs in a round allowed for a bit more variation between weapons, shortswords and broadswords didn't have the same SR. Plus I though the 12 SRs better meshed with 12 second melee rounds. Now if the new RQ went with 10 second or 6 second combat rounds there would be more advantages to the 10 SR combat rounds. 10 secound rounds would keep the loose 1 second per SR parity, and 6 second rounds would make it easier to convert long term actions into minutes, rounds and SRs. One of the things that I love about RQ is that a guy 10m away with a ready missile weapon will almost always get a shot off before an opponent with a melee weapon can close and attack. It's one of the things that is silly about most "initiative" based RPGs. One thing that I didn't like about SRs though is that it doesn't really handle the concept of reach weapons very well. For instance, someone with a greatspear will attack before someone with a shortsword, but realistically, the guy with the shortsword would probably have to spend a round or two closing just to be able to get within reach for an attack. THE RQ3 rules for closing almost address this, but there probably should be a more severe penalty for fighting someone who has a much greater weapon reach (say 2 or more SR advantage). Like maybe like making attacks Hard difficulty until the character can close.
  8. I've worked on a variant where attributes are replaced with traits which give appropriate bonuses and penalties. People are assumed to be average unless they have traits that indicate otherwise. For example a STRONG trait would up the damage die, and give a bonus to things like lifting or STR-based resistance rolls.
  9. Yea, glad to see Steve Perrin will have a hand in this. I just hope the new guys at Chaosium listen to him more than the folks at Mongoose did when designing MRQ. I believe most of the major flaws of MRQ1 were noticed by Mr. Perrin during the playtest stage.
  10. No, but I can't find it either! It looks like all my uploads have vanished. Probably lost when Triff updated his software, or something. Most of my old uploads were obsolete anyway. But I think I still have the original version of my would system on a hard drive somewhere.
  11. I did one one way, way back (before BRP Zero came out). I think it is still available in the downloads. Ironically, I wanted to use an Easy/Hard difficulty system for the rolls, like what they did in Twilight:2000, but went with multipliers because that is how things were done in RQ/BRP. Then BRP Zero came out and had a Easy/Hard difficulty system!
  12. I did a "hit point less" damage variant awhile back too, back before the gold book came out! In fact, I think one version of it is still up for downloading. Basically, what I did was use the existing hit point values as would thresholds. Rather than ticking off points, the severity of the would was determined by if the damage exceeded a certain amount of total hit points. 1/4. 1/2,, etc. And I used a roll to resist the stun/shock effects of being injured. It worked okay, for the most part. Even big critters were no more of a problem than in the normal rules, thanks to the damage boosting effects of criticals and specials.
  13. Exactly. Basically it boils down to a "Which region is the right one?" only in game terms. If the Bible has it right,then all the other cultures have it wrong, and that should be reflected in any "Old Testament" campaign that is going to be true to it's source (not surprising since the source is the major text of one religion and a major text for a couple of others. If the Bible doesn't have it right, and everybody's religion is equal (or at the least more equal) then the campaign won't be true to the source. It's an interesting Catch 22
  14. I think there are some dangers with mangic in such a setting, since it deals with "active" religions. I don't think the "magic points come from God or a god" approach is true to the source. In standard RPGing it is mostly a matter of the power of the character. Even if the power comes from a higher power, it is the character who is a X level priest or has spent the POW to learn Rune/Divine spells. But with the way region, especially the Bible works, when the Almighty decides to act, He wins. Moses wasn't going to loose the "magical staff competition" no matter what level he or his opponents were because Moses wasn't working the spell/miracle. God was. The closest RPG analog to that is in Ars Magica where characters with True Faith can prey for divine intervention. If they get it God acts, and there are no saving throws vs. God But, do you want the Judeo-Christian God to be all powerful in your supplement? Or do you want to balance off the various religions. The Bible is written from the viewpoint of one faith. None of the other an ancient cultures .believed that the God of the Jews was more powerful than their own gods. So who is right, as far as your supplement goes?
  15. Yeah, but it also has it's drawbacks. Those who are not fond of MRQ or Legend would shy away from the product.
  16. One idea I've suggested, due to the costs or making a BRP product is that we could do up as a independent RPG with mechanics similar to (but not identical to) BRP. While that would hirt a bit in the BRP compatibly department, it would free the game up from any licensing issues and costs. It's not our first choice, but it might be our last resort.
  17. For the cloud? I got a Seagate HD that can be hooked up to a network and accessed remotely. I took it down because too many other people where I live would access it to watch my TV shows and play my music. Now I put all than stuff on a portable HD and plugged in into a USB slot on my TV. So I could wipe the drive and set it up again. But I think we can probably do just as well with email. Right now, the trick is comeing up with the right numbers to make the item work out at the right cost in points, mass and credits. Oh, that reminds me, I should probably add time/duration to range/distance to get vehicle move rates right. That would help to keep the cost down.
  18. I was thinking of just sending off a doc through email. Although, I could put my personal cloud back online. What I'm hoping to do is boil most of this down to ONE table. Just that the therms of the table will change depending on what the function is. So "50" could be how fast the vehicle moves, or how many kg the item can lift, or how many GB the item can store and so on.
  19. I think one system is easier to work with. I think it won't bog down the way HERO does, if we don"t actually require many traits. If we make the various scales, such as they are, related to each other in some order of magnitude, then I was thinking we could scale up any object without having to rebuild it. That is, a laser that does 1d8 and cost 500 credits in personal scale, could be a laser cannon that does 1d8 and costs 500 MCr in starship scale.
  20. That's what I was thinking. Basically, the design section will be guidelines on how to make something. What I want to do is keep all the equipment that is in the current draft, and show how it is "built" with points. I'm thinking that the points won't be a game limit, per say, they way they are in HERO, but more a way to figure out how much something costs, or for setting up parameters for what equipment can do in a given campaign.
  21. Ooh, I like the 10 micro-modules to a hit location. That's inspired! Wish I thought of it. The only reason why I'm going smaller is to account for tiny devices that are handheld or smaller. Hmm, you know, if we stuck with the increased cost thing, we could use ONE design method and just adjust the cost by scale. For instance a radio that would be 2 vehicle modules could be scaled down to personal scale for, say 32x cost, and down to micro scale for, say 1000x cost or some such.That would let us simplify things. The more I look at this the more I think the idea that it can be one design method to build everything.
  22. For years my roommate and I used to break up laughing thinking about that scene. We even used the line during RPG sessions. We once got an entire gaming group who hadn't seen Nassuica laughing when we saw a really powerful reoccurring NPC show up and used the line on a new player.As the rest of the group had seen the NPC in action, they broke out laughing immediately.
  23. Good start. My thoughts on things- Voice Controlled: I was thinking that all devices would get 1 type of control system standard. A device with two methods of control would cost extra. Basically 1 point per additional method. So voice control would be free if you couldn't steer the thing manually. Stats: These could probably be built just like anything else. Either at a 1 for 1 cost or on a doubling progression- I'll have to see how bad it looks when I try to build a STR 50 forklift. I definitely see this being useful for things like forklifts, exo-skeletons and such. Perhaps a stand along item might use the 1 for 1 cost for stats, and something that arguments the wearer's stats use the doubling progression? It's a lot easier and cheaper to build an elevator rated at 75 tons than it is to build a Power Suit that can lift 75 tons. Stats should also give the appropriate Stat x5% rolls. This is probably how we can do up sentient computers. They get an INT and an Idea roll. Any one with an INT 10+ probably won't blow an easy Idea roll, and therefore isn't "stupid". INT 20 won''t blow an average roll, and is probably at genius level. Skills: I'm thinking that giving gear a skill ( such as with an autopilot or robot) would be on a 1 point per 5% skill basis. Items that augment the user's skill rating would use the doubling progression , as it would keep the skill bonuses under control. That is 1 point for +5%, 2 for +10%, 4 points for +15%, 8 points for +20% and so on. An item that can do both, costs 1 point extra. Psionics: If we add PSI to the character we could see about adding PSI to the gear. Either as skill augmentation, POW (PSI?) boost, or PSI Point (Magic Point) storage device) Armor: I am thinking we can give a X armor per points table. Then break up the total AP over hit locations v(most items will probably only have one location). To help with this I am going to try and reverse engineer the weight per AP values on the general armor table. Building Robots with this: Yeah, why not? In fact, if I can pull it off, I'd like to roll this in with your vehicle design rules and allow us to add abilities to vehicles, or even design something like a Mars Rover that is a combination of device, robot and vehicle. IMO that would be the smart thing to do, and really cool. Personal-Scale Modules: I'm hoping to get this to work with mini modules that mass 0.1 kg (about 3.5 oz.) That is almost exactly 1/1000th the mass of a vehicle scale module -,making it easy to say that 1 vehicle modules gives you 1000 personal scale modules for adding things like an AM/FM radio, heater, headlights, cigarette lighter, bluetooth interface for a cell phone, and windshield wipers. Anything that needs to be smaller than this can be done by spending $$$ to miniaturize the item.
  24. Seneschal, I'm not looking for example items so much as what the game functions an item has. For example the Shoe Phone can be used to communicate (on the telephone lines). Chitin armor in Naussica functions as armor (lightweight, perhaps, but still armor). Oh, Btw, "That's Lord Yuppa! Kill him and you'll be famous!"
  25. Actually it appeared in the Patrick Troughton era., where it did work on screws! I could see it penetrating a Dalek or Cyberman's armor (it's cut through metal doors), but it is not really a good weapon. Kinda like trying to wield a blowtorch in combat.
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