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Atgxtg

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Everything posted by Atgxtg

  1. Not really. Being hit in BRP, unllike most RPgs, can be life threatening, even if you only get hit once. Also, specials and critical are more effective and parries might not be entirely effective against them. And then, of coourse, there is next round. The baker is only going to stop 30% of the skilled swordsman's attacks. So he might stop one or two attacks before he goes down. Once again, this isn't Pendragon, or Rolemaster, or D&D. Character, inclduing player characters don't have a big pool of hit points to soak up damage with. So they can't take two or three whacks before figuring out that they are overmatched. Characters just ca't take 10 or 15 points of damage before figuring out they can't win. And that is whatthe parry does. Gives them a chance. ## YES. The game would be far too deadly without it. However, depedning on which option you use, there might be limts on what you can do with one weapon at a given time. That is you might have to delay your attack a DEX rank or SR with your weapon becuase you are parring with it now. Yes and Yes and or maybe and no. You see it depends on what options you are using. Basicallyeach type of weapon is it's own skill. (1H sword, 1H Axe) and the skill score applies to all weapons of that general type. So if you have 1H sword you can use that skill when wielding ANY one handed sword. But your sword skill won't apply if you are wielding a club. Now, depending on what options you are using this can change a bit. One option splits attack and parry into two seperate skills Another option lets you apply half you skill to "similar weapons". That is is you know how to swing an axe, it might help you when swings a sword or a mace, but probably won't be worth much if you pick up a spear or a bow. Yet another option would be to treat each weapon as it's own skill. In that case, knowing how to use a boradsword, it won7t help if you pick up a bastard sword. your attack Are actually surprising easy to use, and really help with timing issues. It is also optional. Persoanlly I prefer SRs, since it prevents things like people running across a field and hitting somebody who had an arrow nocked in his bow and should have been able to shoot first. SRs also help with integrating magic into the order of combat. Most of the work is done is advance. A guy who attack on SR7 will always attack on SR 7, unless they do something else prior to attacking. Sor SRs look far more complicated that they are in play.
  2. THat will change. One of the big differences between BRP and games like Pendragon and Rolemaster is that a good parry will stiop most attacks. Especially if backed up with armor and/or magic. What you will se if that once PCs get their defense skills up, they wont get hit as often. You can see this for yourself by running a fight between two generate guys average stats, 50% skill) and then refight it giving them both 100% skill. The real lethality in BRP tends to come fom the special and crtical hits. Such hits can often do enough damage to kill someone outright, although once again a good parry can make all the difference. But expect fights in BRP to be shorter and more brutal than in most ofther fantasry RPGs. You dont really want long fights with both sides tading blows, since it will greatly increase the chances of a PC being killed by lucky crtical or special. In some ways, two guys fighting in plate can be in greater danager than two guys fighting in clothing.
  3. No slight taken. I think that Box Superworld does adress and solve most of the problems tat BRP has with Supers, and most of those solutions can be ported right over to BRP. For a "full. four color" Supers campaign, most of the Box WoW adjustments, or somethin glike them, are needed. So it would save us the trouble of reinventing the wheel.
  4. I dont see why not. The BRP mpnograph is mostly a retread of older Chaosium products. If the RQ3 stuff can (and has) been rerelased as BRP why not Suerworld? Vierually all the stats and terms are compatible, and most interchangable, with BRP. And the fastest, and one of the best ways to do a BRP Supers project would be to base it off the Superworld Box Set. It's not like Chaosium has been shy to reusser older products for BRP.
  5. I think the way to do it would be the opposite approach that what people havwe been doing so far. Rather than using BRP Gold as the core and moddiing it for Supers, I think it would be better to use the Superworld Box Set as the base and add BRP elements to it. The Box set did address most, if not all the problems with tuning BRP into a Supers game. Of coruse you gotta have the Superworld Box Set to do that.
  6. I dont kniow whose decision it was, but IMO it was the wrong one. WOW Supers wasnt really playable. thats kina why the boxed set was done up. The core BRP rules are a bit to down to earth and realistic for a four colored comics supers campaign. It's not really BRPs fault. Superheroes campaigns are very differernt from other types of gaming. Where as most campaign settings have a certain underlying "laws of reality" to them, Superheroes settings use the reality of the comics.
  7. Well, in RQ3, the category modifiers added to the chances of imrpvment as well as the base chances. IMO the est solution is to add about 20% to the cargeot modfiers and use them as the base chance for all skills under a given category (other than the 00%/01% skills). That way you only need to caclautate a half dozen base skill % scores. In fact, skills at the base% ont need to be tracked. Skills that have very high base % can just be given easy difficulties, and those with very low base chances can be considered difficult. That will give most of the benefits of the skill catgoies while still being low math.
  8. Oh, not familar with that series. Hmm, I wonder how damage and Db, scales up? At some point, the db would make melee weapons more effective than ranged weapons. That would explain why most of the really big mecha tend to carry melee weapons. A 5 ton sword must be appealing if you got a 12D6 damage bonus.
  9. Disintergrating metal limks are the preferred method for most machine guns and autocannon. Clips aren't practical for such weapons due to the size and weight involoved. But then. most folks don't have giant sized, fully artiuclated robatic hands and arms to do the reloading. Hmm, just a thought, but a mecha scale crossbow could be a nasty weapon. Yeah, especially if you got giant sized robotic arms to swap them out when empty.
  10. Not exactly a strong case for first rate military hardware. Hadly cuttin edge stuff. Out of all the things Saddam did, the invasion of Kuwait was probably the best justified. They Kuaitis were stealing millions in oil and Saddam actually did (for one) try to come up with a non-military solution. Is that a good thing? I don7t think that they are leading the world in TD design, just that everybody else went with a tracked TD. Sorry, but I just don't buy the idea that a 10mm rapid fire cannon is goin to turn out to be a signficant improvment over the current technolgies or that it will revolutionize the military forces of the world. Im not sayingthat Italy can't produce some new and game changing military tech, just that heavy caliber high ROF cannon isn't it, and that the seck is stacked against Italy. It doesn't have as much money to spend on R&D. How about belt-fed weapons? Not everything uses an easily changed "clip". (I'm thinking of something like a GU-11 gunpod)
  11. I hope not. I7d prefe not to use copy-mecha.
  12. I'll try to trim this down to the central points. For everything else there's PMing. The ones that actuallymanage to sell military equipment to other major nations. The US, the UK, France, Russia, Germany, and a few others. Italy hasn't been a major miltiry power since the 1920s, nor a major weapons maufacturer. So it is highly doubtful that any majoradvances in weapons technology is going to come out of Italy. I dont see this idea as a step forward, more like a low cost alterative to more sophsicated methods of AA. It not that they will be NO good. Just that a ligther weapon can do a better job for less. To make a rapid fire heavy weapon, one would need to come up with a way to store and transport lots of heavy ammpo, away to load it at high speed, a way to deal with the recoil and heat generated, a way to keep the barrel functional and accruate, and to deal with barrel wear. All for a slight increase in killing potential. Not worth the trouble when all aircraft are "soft" targets. And useless for tanks, since the weight limitations would require that the tank sacrifice its armor in order to carry enough ammo for rapid fire- which negates the need to use a bigger round. Then you would be in for a surprise. You are putting to much emphasis on the size of the shell. Funny since heavy tank guns today are not designed as long range weapons, ut instead are used at point blank ranges. And BTW, I mean point blank in its actual meaning (so close that the round will have negligible drop), not the one people tend to give to it (i.e. really close) All engineering revolves around trade offs. To get X, you have to give up Y and put up with Z. Its not so much "sweet spots but a matter of choosing what characterstics you want, and what you can live with. And that is why they are stories. If it were the norm, people wouldn't be talking about it. Once you damage an aircraft you compromise its structure and its ability to withstand G forces and frction forces. Aircraft that limp back home with extensive damage usually are nursed on the way back and dont do and fancy maneuvers. The increase isn't very significant though, as the energy of an explosion does not increase linerarly. Since fighter aircaft can move as much as 300m/s in a dogfight, the increase in area of effect isnt that significant. Then load missiles, and hope the setting doesnt have some spcial reason prohibiting them from working at long range (Mobile Suit Gundam). Most mecha shows tend to treat the mecha like gladiators, and fights are conducted in fairly close range. Nobody seems to pack a big bertha type of weapon and start shooting at targets hundred of km away. No, but to change significantly requires a singificant advanced in technology. There are good reasons why battleships are obsolete, and why no one uses 10-0 inch guns anymore. Its not that those guns arent powerful, but that there are better ways to do more damage with less. What you mecha can do and where it can stand will depend a lot on the setting. Most mecha settings have some technolgical advances that make mecha viable combat weapons, which in turns dictates how they can be used. Yeah, being near a tank in combat is a dangerous thing. sabot rounds notwishtanding, the shockwave can be pretty nasty at that scale.
  13. Like I said, doesn't appear much. didn't say it never happened. But for every mecha series that has it, there ae dozens that don't.
  14. Oh, big long quote time! The USMC (and possibly other branches) wanted 27mm mauser instead of 20mm and settled on 25mm for its better energy.
  15. It depends on the series. Many shows use hollywood clips and don7t worry about ammo loads. Others are more realistic.
  16. It isn't so much a matter of time, but one of need. Back during WWII the trend was for heavier artillery. But, afterwards it was discovered that lighter, rapidfiring guns are better than bigger, slower, less portable guns. Even if somebody make a rapid firing 120mm gun, it would be of limited usefulness if there wasn't a way to carry and load enough ammo to make the gun useful. Lots of aircraft have cannon that can toss off thousands of rounds per minute, but only carry a few seconds worth of ammo. Keep in mind that in the real world, it ususally inst a case of more damage = better. In many cases a 120mm cannon would be overkill. Of coruse, most mecha settings are the exception. Not surprising. High ROF 40mm guns make great anti-aircraft weaponry.
  17. Yeah. BRP is a good game system. It is just that it isn't the best fit for Supers. RQ (and, by extension, most BRP games) was written to be more gritty and realistic than most fantasy games, and this emphasis is the exact opposite of what a Supers game ususally needs. Big differences in power level between characters is hard to compensate for. In the comics somebody like Batman or Daredevil can go a few rounds with a super strong villain. In BRP, if the villain connects just once, the damage can easily kill off the hero. And once is usually enough to detail a campaign. The Superworld Boxed Set, did address most of the pitfalls of using BRP for Supers, and I'd recommended it for anyone who wants to run a Supers game using BRP. In fact, I'd suggest using Superworld as the default system, instead of BRP, and possibly porting over some BRP stuff into Superworld.
  18. Spirit of the Century has social conflict and it works similar to other forms of combat. POW (as in Willpower), APP, and INT are all prime candidates for "social hit points." A successful roll could inflict damage. I'd go with tying the damage die to INT+POW, or INT+APP, kinda like a damage bonus, as brighter, more charismatic people tend to find the best barbs. I'd also suggesting using major woulds of some sort, to reflect especially devastating hits that might not win the debate outright, but make a given position untenable.
  19. Just wondering, is the slow down something unique to your BRP product line, or a general trend for all your RPG lines?
  20. But in RQIII actual MOV was affected by DEX SR. So a faster being would move a little further.
  21. Yeah, it is like fitting a sqaure peg into a round hole. With enough effort and a few tools it can be done, but it usually isn't worth it. Usually one is better off just using an RPG that was designed for Supers rather than one that really wasn't. BRP inherient lethaity means that anything that aGm fails to account for can catch a character undefended. To really make a superhoero game out of BRP, a Gm would have to address quite a few issues.
  22. Rosen is doing BRP Mecha, which isn't out yet. There has also been talk of doing sonmething alsong the lines of a Mekton conversion. IMO the easiest way of doing mecha in BRP would be to simply use the character rules, but assume some sort of "scale Factor". You could apat the superpowers rules to reflect mecha, and build mecha on a set number of points. I don't know if hat would be the best way to do it, but it would be pretty simple.
  23. Breech-loaders were around eariler than 1850, it is just that they weren't very useful for rifles. The limiting factor was the ammunition. Breech loading rifles really need self contained bullets (mettalic cartridges). While there were some mettlatic crtirduges before the Civil War, most were unreliable. Some were more dangerous to the shooter than to the target. I got a book on some weapons. I could dig up stats for a couple if it would help.
  24. But wouldn't the high EDU mean that they have more points to spare? Someone with a 21 EDU is going to have over twice the skill points of a high school drop out with EDU 10. Age could be a balacing factor, if it were applied somehow.
  25. Ah, okay. That's differernt. I could still see the ocasional guy with a subpar EDU (the worlds worst Docttor), but a min EDU seems okay. Although there would seem to be an advantatage to picking a careeer that requires a Ph.D.
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