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Atgxtg

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Everything posted by Atgxtg

  1. That's because high voltage isn't what makes electricity dangerous, it's high current. Had it been a low voltage, high amperage, you'd have fared much worse. I'd also suspect that the shock pushed you away. With a high current you can't let go. Plus, I think there might be a difference between a 220 line where you are and a standard 220 line in the US. Our 220 lines are three phase lines used to power high wattage appliances and machines. I'd say it just needs a couple of tweaks. First off I'd steal the old Chaoisum house rule for falling off a horse, that is, I'd give a luck roll to avoid the actual damage. Secondly, I'd factor in the amperage into the situation, by adjusting the POW multiple for the Luck roll. High current means POWx1%, a low current means POWx10% and so on.
  2. Thank's Conrad, that is what I was looking for.
  3. Nasty. But I was hoping to find something that linked the damage to a power output. I think there is a damage rating for a wall outlet somewhere and for a main house line. Something like 1D6 and 3D6, but I can't recall where. I'm hoping the values match up with the burn damage table.
  4. Somewhere in one of the BRP family or products, I believe there is a damage rating for being electrocuted. Something like a damage rating for a wall socket and then one for a high power line. Anyone know what the damages were?
  5. Actually the basics of it, from SIZ 8-88 was done by Steve Perrin for RQ3 (and possibly before than in Superworld). It's below SIZ 8 and above 88 that it gets wonky, AND there are at least two errors on the SIZ table in the back on the BRP book (not the character one). I did a fix for that a few years back, and posted it, but I think that just sticking with the doubling progression if best. There are some neat shortcuts that can be pulled off with a logarithmic table.
  6. Basically the same,although there are differences between editions. But then all the BRP systems are basically the same. Anybody familar with one BRP game could look at a character written up in a differernt version and understand 90% or more of it. Most of the stats are the same, it is only which options being used that might cause confusion. Oh, and a slight change in SIZ and INT between the early edtions and now (both changed from 3D6 to 2D6+6). But going from any BRP game to any other is kinda like going from D&D 3.0 to 3.5.
  7. Well, STR bonus would use mass, since it is the greater mass that results in the greater force (F=ma). If you go with water/flesh as the default for volume, then the man sized bronze golem would have SIZ 37(13), and use the 37 for most things. The 13 for Strike Rank and what doorways it can fit though. But the 37 is the important one. Along with the extra 16 points of STR it should probably have.
  8. Ooops, sorry forgot the main point: since the SIZ table is logarithmic, a lot of this math can be greatly simplified. For instance a x8 mass modifier works out as a +24 SIZ. So you could simply modify your table from SIZx2, SIZx3, etc. to a SIZ+value based on the material type. Bronze Iron and Steel (sg8) +24 SIZ Gold (sg 19.2): +34 SIZ Stone (sg 5.7) +20 SIZ Wood (red oak sg 0.63): SIZ-6. Wood on Metal Frame (say sg 1): No modifier. Also, realistically, STR should increase with the SIZ based on the square-cube law. Skipping a lot of math, about the sqaure-cube law and logrythmic tables that means STR gets adjusted by 2 points per 3 points of change in SIZ. Therefore: Bronze Iron and Steel (sg8) +16 STR, 24 SIZ Gold (sg 19.2): +23 STR, +34 SIZ Stone (sg 5.7) +14 STR, +20 SIZ Wood (red oak sg 0.63): -4 STR, SIZ-6. Wood on Metal Frame (say sg 1): No modifier. Unrealistically, and since we could be talking magic, you might want to increase STR and SIZ at the same rate so giants can stand up, and walk (and not snap their legs).
  9. THis might help with construct SIZ. What I did was use the density of water for my SIZ calculations, both for mass and for volume. Therefore 1 cubic meter of water, has a mass of 1000kg, and would be about SIZ 42. The average density of a human is about the same as water (it varies from person to person), so that means that a SIZ 13 (77kg) human would not only have a mass of 77kg, but have a volume of about 0,077 cubic meters (about 2.7 cubic feet, if you crushed on into a cube). Now to get the mass (and SIZ) of a construct made of another material you can just mutiple the normal mass by the density (specific gravity of sg) of the material you choose. For example, a man-sized (SIZ 13) golem made out of iron (an sg of about 8) would has about 8 times the mass of a 77kg person, or 616kg, for SIZ 37. STR would need to be in the same balllpark as SIZ so the thing could move.
  10. I disagree. Looking at thenumber closely actually helps. That and a little understanding as to how things work. Or maybe STR plus a mod for SIZ categories. Some BRP games (Magic World) did ignore one stat and it let to some problems areas (Dwarves). Realistically, STR and SIZ are linked. Since STR is based on muscle power and muscles get larger as creatures get bigger, STR should be within a given range for a given SIZ. It's just that the variance is just about right for two independent rolls to work for PCs. You probably couldn't have a STR 20, SIZ 60 T-Rex realistically. That much mass would probably give you a higher minimum STR.
  11. I depends on which optional rules you use. The core BRP ruleset is probably closet to Elric! and CoC. THer advanced options are closer to RQ3 and RQ2. Ironically, the rules are probably furthers from Worlds of Wonder (ironic since WoW was the Authros favorite BRP product), due to shortcuts taken in the WoW rules. The good news is that the stats are pretty much the same in all BRP games, and you won't have to change much. AP or weapon damages might adjust slightly, bonuses and hit points in very old RQ2 stuff, and you might need to split up a melee combat skill into attack & parry (or combine two into a single skill), but mostly it is the same.
  12. SIZ is useful because it represents the effects of being larger and/or heavier in the game. Bigger things tend to be stronger and hit harder (which is why SIZ in in the damage bonus), have better reach (which is why SIZ in in the Strike Rank) and can soak more punishment (which is why SIZ in in the hit point formulas). SIZ also helps in determining how easy it is to hit big things. The progression is logarithmic, at least in the 8-88 range that 99% of all animals and characters fall in. The exact progression is +8 SIZ +double the weight. Triple the weight would be about +13, so Zit was close. Each +1 SIZ is a 9% increase.The mass for a given SIZ in the 8-88 range is 2^(SIZ/8)*25 kg.
  13. That would probably depend on what system it was written for. Back when D&D 3E was around and WotC used the OGL, a lot of companies produced some 3E stuff just to generate revenue. Apparently one D&D product would finance the company's non D&D products for the year. But, as most of us are painfully aware, D100 isn't nearly as popular as D20. Not being affiliated with BRP would probably hurt the sales, unless CF hooked up with a bigger company (i.e. Mongoose). But, since CF already has a fanbase, it might not suffer as much as a new line. I think they get to make some decision to allow a third party product or not, some say as to content and get a piece of the profits, or a flat fee, I'm not sure which.
  14. It's isn't that radical a change. Basically it is the smoothed damage progression, simplified. And both Pendragon and SPQR use something similar. As far as weapons, go. THey aren't all the same. But BRP doesn't track some of the differences. For example, a thrusting shortsword doesn't cut as well as a broadsword, but it thrusts just as well (if not better) and you can make about 2 or 3 thrusts in the times it takes to swing the blade. If you want to make most weapons the same, go the Pendragon route and give each character a damage rating that they use as thier default. Something like DC+(STR+SIZ)/4, on the DC table I put up. So an average STR 11, SIZ 13 person would be DC 6 or 1D10+1D2, statically about the same as with a shortsword in BRP (1D6+1+1D4). If you want to differitate between weapons and tvarious advatages, that is where the DC mods could be nice.
  15. A simplification to this approach would be to use Damace Classes (DC). Swiping the demon table from Elric! for the DCs, since it is about the same as the streamlined damage bonus. DC1=1D2 DC2=1D4 DC3=1D6 DC4=1D8 DC5=1D10 DC6+1D10+1D2 (or 2D6) DC7=1D10+1D4 DC8=1D10+1D6 (or 2D8) DC9+1D10+1D8 DC10+2D10 etc. Now, you can treat damage modfiers as DC shifts, either directly to the weapon's damage rating (i.e. a club that does 1D6 damage with a +2DC shift would do 1D10), as a seperate damage bonus (A +2DC damage bonus would be +1D4), or as the base damage rating, adjusted by weapon used (i.e. a guy with STR+SIZ 24 would be DC 6 and do 1D10+1D2 damage. A club would have a -1 DC shift, while a broadsword would have a +0 or +1 shift). Using DCs could greatly simplify handling adjustments for weapon vs. armor, attack type (kinetic thermal, etc.) or skill (i.e. each 20% of skill could be worth +1DC, or you could average a fraction of skill with the weapon DC).
  16. Atgxtg

    Armor

    Anyone got any good soruce for bullet armor penetration? I'm working on some armor tables and would like some real values to compare it to.
  17. Yes. Here is a quote from Rod's first message that started this thread: THe bold stuff is my doing. TO me it seems that he is upset about the same things you are. I think you got a reason to be upset, but you are blaming the wrong guy. From Rod's posts he wants to get the stuff out as much as you want to get it. And he is breaking away from Chaosium in order to do just that. Why else would he bother to change publishers? He is trying to get better support for the game.
  18. Haven't even started shooting the messenger. I'm just shooting at your complaint. I haven't attacked you personally. What's that? To the best of my knowledge, Magic World was a booklet included in the Worlds of Wonder boxset. A Chaosium product that was released 30 years ago. Rod had nothing to do with it.
  19. In this hobby? Unless you are dealing with WotC or Mongoose or another of the big companies, product support and output is spotty. If there are other updates and they didn't get out smacks more like the publisher's fault than the author. Its the publisher who gets to decide what,if anything gets printed. THat Rod is disatisfied with Chaosium over this is what is prompting him to look elsewhere. That your email went enusanswered is also no big thiing. Nobody in the RPG business answers every email or message post. I've personally been "snubbed" in that fashion by virtually every RPG author I've every exchanged messages with at one time or another including Greg Stafford, Jason Durall, Greg Porter, and Ross Issacs, I'm not griping. I consider myself lucky for the responses I have gotten. I can be a pest about minutiae and technical details at times. It's not like these guys sit around all day answering emails. Nor can they afford to put together some sort of support team. Generally authors of RPG books make a few pennies per word, or a small amount per copy sold. I doubt if all the money ROd's made from CF would be enough to pay for a single full time staff member for a week.
  20. (*Sigh* I know I'm going to regret this and Triff will rub my nose in it but...) Folks, specifically those of who who are unhappy with the support that CF has gotten. Can you explain why you are upset with Rod, and why you claim he gave you poor support? Specifically, can you show how the lack up support products is HIS fault and not Chaosium's? I'm not a CF fan (no offense, not my style of play), but from what I can tell from pending (too much) time on the forums, Rod is here often, and is always willing to give feedback and provides a level of direct support that few other authors provide. Okay, we're spoiled around here, we got guys like Rosen, soltakss, Jason, Loz, and Pete posting here so we get a much better relationship to the authors than on practically any other RPG forum-especially a independent third party forum. So I suppose it is remotely possible that Rod isn't providing as much support as some of the other guys here, but, frankly, I doubt it. There are a lot of CF threads here, and I doubt anybody could post anything about CF without Rod reading it and responding. Just sitting from the sidelines I see CF getting better support from the author than most the stuff Chaosium has put out over the years. So, at the risk of derailing this threat a little, what exactly did the guy do, or fail to do that brought on this hostility?
  21. The only real worries are: 1) Multiple D2s will eliminate glancing blows. Sobody with a STR+SIZ of 36 is going to roll 4D2 and get a minimum of +4 to damage. Bad if PCs have to face trolls. Worse if PCs have to face bears (+11d2), Hopeless if PCs have to face dragons (+35d2). I suggest you use the progression from Elric!:+1D2/+1D4/+1D6/+1D8/+1D10/+1D10+1D2/+1D10+1D4/etc. It will give you a smoother progression, and allow the PCs a chance to soak some hits from big creatures. 2) The progression is faster than in BRP. +16 points is worth +4D2 (or +1D8 Elric! progression) instead of +1D6. So you are slowly ramping up the total damage. Past a certain point the monsters and animals will be doing more damage to your PCs. This will make giants, dragons, and dinosaurs more nasty, but won't affect most creatures.
  22. You might want to put together your own D100 variant. It isn't that hard-you just have to drop the trademark Chaosium stuff, and descriptions. Just take a look at how many companies have done that, starting with Mongoose and going down the line. The advantage of making your own version of D100 are: 1) Nobody can pull the rug out from under you. It's your system. 2) No license fee 3) You could customize it from the start to the needs of the gaming style you are going for. So you could make CF even more like the old dungeon crawl RPGs. For instance you could switch to the use of a 20 sided die, but with D100 mechanics, if you wanted to. Or even a D20+modifiers method. 4) You hold the reins, so you don't have to rely on another company to make decisions about the future of your game. But if you don't have the time or inclination to do you own D100 system then I'd say Rosen has the right idea with OpenQuest. You don't want to get locked up in the same sort of relationship you have with Chaosium, so go with the D100 system that gives you the most freedom and control. Good Luck.
  23. Thaks for the reply. I don't mind waiting a bit. Understood. I am/have been working on a vehivcle desing system for BRP and have used formulas for determining some game values for the same reasons. It's easier to stat out large numbers of things, and do so in a consistently that way. I've got some spreadsheets that automate the process with hundreds of cars and other vehicles. I don't suppose you could let me know what progression you used for armor? I've been using AP=log(mm)*20, lately, which matched up with the 1 inch plate=28AP from the BRP core book, and gives about a +6 AP per doubling of thickness, but I'd be willing to adjust that if somebody has something better. BTW, your non-linerar regression method gives results fairlysimilar to EABA. Most risk rating are within a point or so of the EABA damage ratings.
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