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Atgxtg

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Everything posted by Atgxtg

  1. You could assume a slowdown of skills past 75% or 100%, Something like 10% up to Level 10 and then 5% or even 2%. That way a Lvl 25 wizard would have 10x10%+15x2% for 130%, much closer to the 125% warrior. IMO it really depends on just what perks come with a higher spell list skill. Originally I was thinking it was just going to be what spells you know and maybe the cast chance. But if there are other perks it could be an issue. BTW, what you could do is apadt a bit from RQ sorcery and Myhtras criticals. What if there were a list of special effects that a caster could choose from on a special success roll. Things like reduced magic point cost, increased spell level, increased range, increased duration,reduced casting time (Say DEX SR or 5 DEX ranks), multispell, mulittarget, etc. A crtical would let the cast pick two special effects. That would be simple yet give the telecasters a bit more flexibility.
  2. I thought you were going to follow MERP more cloesly. That is Since Fire Ball is an 8th level spell it cost 8 magic points and did 1d6 damage per magic point. If you make the spell variable then it obviously not so powerful, but that also sort of downplays the higher level spells, as any damage spell can be pumped in in BRP. Now would that be 2d6 per magic point? You might consider reducing the magic point cost and the casting time. So a animist who has Healing Ways at 100% can cast a healing spell at 1 magic point less and 1 SR/DEX rank faster. THis would allow experienced caster to toss off minor magicss more quickly and often. Makes sense for a master spellcaster. BTW, What are you going to do about the MERP criticals? Some of the spells simply cause a "Type C" crtical or some such. Are those going to be converted to damage, a roll on the BRP critical table (say -A: 30%, B:-20%, C:-10%, D: +0%, F: +10%, E: +20%), or what? I have the official screen. I never used it becuase my 8 panel screen was better, and had all of the tables that we used frequenly.. Even the other GM who ran MERP said so. I put all the combat tables together and the other stuff on the other side of the screen.
  3. That's where I keep my dice. LOL! Back when I ran MERP I photo copied the dozen or so required tables and stabled them to some manila folders to make a GM screen (that was back before scanners, inkjet printers, and customizable GM screens). It really helped to keep the game flowing. Maybe. But I'm not keen on the idea. It probably should still take time to cast spells and the game effects of someone throwing two or three fire balls or other area effect spell should be pondered before going down that route. Fire Ball is Lvl 8 so by your method 8d6 damage, twice for two spells. Ouch. No one's walking away from that in BRP, unless they are a Maiar, or a dragon. Two Death Clouds? I mean it's a big game changer. You vcan do it, bu it will shift the balance of power over to the spellcasters. Personally I'd go with either reduced POW costs or maybe a free level upgrade. I'd probably say a spell should take 1 SR/DEX Rank per POW point, too.
  4. Or specials and critcals only cost one half or just one PP. That would help offset the increasing PP scores for higher level characters. Someone with Fire Law at 250% would get a special half the time and only pay half the normal PP costs, and so be able to cast twice as many spells.
  5. No and I'm not sure if it makes much of a different. I mean what do you get for a crtical a spell list roll? If you get something (like a discount on the PP cost) then yeah it could be an issue. Otherwise not. I expected character to be rolling under base Spll OB and such . Yes, and for anything other than Spell Lists I say go with the MERP skill value as the skill percentage. So someone with Ride +60 MM would have a 60% skill in BRP. Again the OP was looking for a easy way on converting the magic.
  6. EEk! 😉 TO adapt all the spells to some extent. Most of the attack spells do damage on a table, based on the die roll and their OB, much like weapons, so I'd look at the MERP spell tables, compare them to the MERP weapon tables and try to find an equivalent die for the spell tables. Let's see: Max Damage (no Armor) 1H Slashing 30E 1H Concussion 23E 2H Weapons 48E Missile Weapons 27E Bolt 36E Ball 34E So spells come in somewhere in between 1H Slashing Weapons and 2H Weapons, closer to 1H Slashing Now 1H Battle Axe does 1D8+2 in BRP and the Greatgword does 2D8. If we tripple thier max damages we get 30 and 48 which matched nicely with the MERP values (year I was a little selective, but it gives us round numbers and should be in the right ballpark). So how about Bolt 2D6 and Ball 1D10+1? Oh, and for Spell OB how about +1 damage per 20% in OB? True, although that was kinda a problem for MERP as well. Often they had two sets of stats listed one for MERP and the other for RM. SO just use the MERP guidelines. Yeah, and levels are much higher in typical RPGs as well. The Hobbits in the Fellowship must have earned a lot of XP! But the nice thing about MERP?RM is that direct level isn't as important as the skill and PP scores. I'd say convert most things over from the die modfiers. So someone with Broadsword +77 would have a 77% skill in BRP. Yeah, a lot of those nCS are going to be very good, but it's a high level sort of game. Plus if you do liek they did in the Elric RPG with a weapon skill at 100% to start, it should worlk out fine. Depends on how long you play. You could get some really powerful characters in RM or MERP it just took time. The game did encourage more balanced characters though. THe +5/+2?+1/+.5% improvement tiers made branching out more appealing. IN MERP/RM PPs get fewer PP (typical 1 or 2 with the really powerful PCs getting 3 or 4) than the BRP POW score, but PP get multiplied by level and there are all sorts of items that are PP multipliers or give a number of free castings of a specific spell. Since PP Is tied to level and we tie spell list to level how about: POW+1 per 10% in the highest spell list. THis give a PC a max of around 30 PP, which would be the equivalent of a 15th level MERP PC, or a 7-10th level PC with a 100-102 Stat. IF you want more then +1 per 5% might be better, or maybe +1 per 20% in each spell list? Just tossing out some quick & dirty options. BTW, it might not be a bad idea to just run MERP!
  7. I think so, but I also think it makes them too weak later on, and favors channeling based casters over essence based ones. In MERP characters gain levels and spellcasters not only get more power points for spells but get access to higher level spells off of the list. But in BRP INT doesn't increase, so Essence users will always have access to the same level of spells, and never get the higher level spells.. Channeling users are better off since POW can be increased. I think what might be closer to MERP and work out better if you gave caster access to spells on a list of up 1/10th their skill in that list. For example a character with Protections (Open Channeling) at 30% could cast the first three spells off of the Protections list (Prayer, Bless and Resistance) but would need to reach 40% with the list to learn the fourth level spell (Resist Elements). Character with less than 10% in a list wouldn't know that list, similar to how character can have a % to know list in MERP carry over. That would be simple as you are already treating spell lists as skills, make improving the lists more important, work the same for both eseence and channeling, grant a smother progression similar to MERP, make converting NPCs easier as spell list skills would equal character level x10%, and grant higher lvel character access to their full spell lists.
  8. Hmm, another possible option might be to do what Sangine did with their 1st edtion Usagi Yojimbo RPG. Basically instead of reducing the multiaction peanlty, it could (sometimes) be avoided with a higher success level. In UY they had critical similar to the specials in Mythras, and it was possible to get more than one critical in a action (multiple dice vs. target number, each die that succeeds after the first is a critical). Like in BRP different weapons had different special available. One possible critical for some weapons was rebound, which let you keep you parry, and another was the easy riposte, which let you keep your counter attack. I could both of those being in BRP as a way to avoid the -30% cumulative penalty. For example someone with a rapier who makes a special parry could get a ripsote without the -30% penalty. UY had a lot of cool crticals that could make good specials in BRP or (even a bit fit) Mythras. Things like trip, crush, impale, and disarm were all among the choices. Some crtis were tied to specific weapons, the way impale is in BRP, but others could be learned an added to a characters options in combat. For example there was one for staves that allowed them to be used like two truncheons or as a long pole weapon. In BRP terms it would be like being able to make two attacks at 1D6+db instead of one atttack at 1D8+db, or maybe just a extra attack on a special. Some crits were only usable in response to the opponent's actions (like the riposte) and so you had to be careful not to walk into some tactic that the opponent was really good at. It made fights more interesting as you needed to be cautious at first while you tried to figure out your opponent's fighting style. I remember a monk character who was a master of all sorts of empty hand crticials, but that meant no one would want to get in close combat and so would try to stay at sword's length from me. Therefore I grabbed a spear and a couple of polearm related crtis designed to keep opponents at bay and poke at them from outside their weapon's reach. My idea was that opponents would get annoyed at my striking from a distance and back pedaling, so they'd rush me, allowing me to use a crit where I could drop my spear, disarm them, and use art my unarmed combat stuff.
  9. Yes, but it means one more weapon stat to keep track of. Basically a Riposte rating. Musing along those lines. Magical weapon might even be able to be boosted somehow. For instance Demon Weapon with a high DEX compared to thier ENC could get the bonus, or maybe it would be a power with a flat cost. If ripostes are allowed by everyone, not just masters, the way multiple parries are, then mastery could bump up the reaction by a step (10%). Lacking the proper STR/DEX for a weapon could increase the penalty. A variation of it would be not to rate the weapons but have it come down to the wielder's STR/DEX scores in comparison to the weapon's ENC. Say if a character's STR and DEX both exceed the requirement STR/DEX by more than the weapon ENC it is quick (-20%), and if neither do it is slow (-40%). That way a strong character could swing a heavier weapon faster.It also would save us the trouble of figuring out the modifier for trees and other giant sized weapons..
  10. I think the problem with the riposte in BGB is that, like most of the other bit cobbled together in the BGB, it's not entirely compatible with all the other bits. In Stormbringer 1-4 character skills were capped at 100% plus modifiers (including demon sword modifiers). So in SB you never got ore that two or three ripostes, and that kept ripostes in check, especially when you consider the diminishing chases of a success combined with the increasing chances of a fumble. At that time only Runelords in RQ could surpass 100%, and RQ had it one rule for multiple attacks, splitting attacks. So all this together could be too much. But that is the thing with BRP, a GM has to not only select what they want from it, but know what not to take from it. Maybe they should do up some of the common "option packages" to show how it was done. One package could be similar to Strombringer with ripostes, multiple parries, and sorcery/summoning; another similar to RQ2; a third based on a four color comic book setting, and so on. Still, if I were going to run a campaign where I wanted a lot of cinematic swordplay, say a pirate game or Star Wars, I'd consider the multiple parry/riposte rules. I might even adust the default -30% to another number depending on the weapon. Maybe rapiers are only -20%? Fencing foils -10%, Mauls -40 or even -50%?
  11. That's the problem with licensed material. When the license ends so do the rights to reprint previous material. The are quite a few RPGs based on popular liscenes that have virtually vanished from existence due to the license running out. Your best bet to find a copy, at a reasonable price, is to check with physical stores that sell used RPG books. If your lucky you could find a copy for under $20. Some places will even check for you, and even ship it to you, if you give them a call. But, it's pretty much luck. BTW, is there anything in particular you want from the book, or just the book in general? The reason why I ask is because I have it and could look something specific up for you if you need it.
  12. Too other points: In old RQ/BRP you couldn't split you attack against a single opponent as any attack was considered to be a combination of maneuver with the final attack % being the combined chance of success. Stombringer has a riposte rule that was a companion to the multiple parry rule - if a master (90%+) successfully parried an attack you could then launch a riposte attack at cumulative -30% to skill. This lead to fights between masters being very cinematic with several back and forth attacks. Using your example above those 150%/120%/90% parries would be alternated with attacks. IN such a situation it would be some flurries of activity with up to ten attacks in a round!
  13. THe idea I was thinking of was basically that every time the PCs go somewhere more time passes for the universe than it does for them. It's a neat Sci-Fi thing but it does have the possible drawback of events outpacing the PCs, or NPCs aging out of the game faster. Combat is almost always a threat in BRP-type games, so a GM doesn't have to worry so much about the bad guys being able to challenge the PCs. Yeah, BRP games tend to be less forging that D20, too. A PC in D20 who gets knocked below 0 hit points is slowly dying but can be saved. A PC who is knocked below 0 hit points in BRP is dead. One knocks down to half hit points by a nasty hit is probably out of the fight and in a bad way. Tacitcs and spells matter more too. A good ambush can take out half a party before they even get to declare actions. soltakss is good folk. Yeah, than might do most of what you want. It's part of the silliness that comes with being able to bring PCs back from the dead easily. Almost no such thing. There are some rare cases where one character is immune to an attack, but it doesn't come up often. I hope it all works out well.
  14. Not unless doing so does something to help the game. Basically negative Ki, Dark Side Points and allegiance are mostly the same thing, and probably should be combined, unless you have some reason not to. It not really all that different from how long it takes to reach epic levels in D&D. Someone with 90% in ability in BRP is a master and something like a 10th level character is D&D terms. That works, but... you probably should build a table of travel is as you go along so that your players won't start wondering why it took 2 weeks last time but 3 weeks this time. You might set up a base time (1 week, 1 day, 1 fortnight, etc), or even a base die (1d4, days, 1 d6 days, 1d4 weeks, etc.) depending on the distance and complexity of the route, and then modify the time by astrogator's success level. For instance, say a trip has a base time of 1d6 days, but the time is halves of a special success and is the minimum on a critical success. You could even do weird dilation FLT effects where a trip always takes one week for the passenger, but more that a week might pass for the rest of the universe. Again just throwing stuff out there. Just a bit? Uh, sure. It's kinda a game theroy thing but basically "balance" encounters are specially designed not to be balanced but instead to be less than balanced., that players figure this out, it affects their expectations and behavior, and that and that BRP is somewhat different, and they will get slaughtered with deer in headlight faces, accusing the GM of running an unblanced game and so on unless the GM breaks away from the "balanced encounters' idea. Now the longer explaination (sorry): D&D 3E/D20 was mostly (re) built along the lines of "balanced" encounters, with balance being considered to be about one quarter of the party's relative strength, and which will reduce the party's total hit points and magical spells by about 25% . The idea being that the party will go through two or three encounters before they will need to stop and rest up to replenish their hit points and magic. After about a dozen such encounter the PCs will "earn" enough XP to level up. That's what the Challenge Rating System did. Now things can vary a bit here and there, and Boss battles can bend this a bit, but in most cases the encounters are built with a strong bias in favor of the players. Not that this is necessarily a bad thing, but it certainly isn't balanced. It's deliberately unbalanced. It makes sense to have unbalanced encounters though, as a DM both wants to give the party challenging encounters. if the encounters were truly balanced, then the PC would be expected to lose every other fight and you'd have to roll up new player characters every other week. Pretty much all RPGs favor the players in this way, but they differ in the ways the favor the PCs and to what extent. Latter D20 games vary the percentages a bit, but it's a resource management model. The idea is that the party's idea is that hit points and magic spells are resources that get used up and have to be replenished before the party can continue on. The thrill and risk of combat comes from the variances of the die rolls and just how that approximately 25% of losses, exceeds 25%, and how it is distributed among PCs. For instance in the typical party of four that D&D 3E was designed around 25% could mean one dead PC. Depending on the party's level, even a dead PC might be hit points and spells that can be "replenished" with rest and recovery. Again it's not necessarily a bad thing, but it does affect the players expectations and how players will judge an encounter. For instance I know D&D players who went after a dragon in BRP that they were warned about, and whose lair was marked on their map as a warning, because they believed that since the dragon was "part of the adventure" then it must be something the party could handle or else the adventure was somehow "unbalanced". The same players also don't consider a fight to be a serious encounter unless the players get reduced to half their hit points. So over time the player grew to expect balanced encounters, even the ones they initiated (it must be the GM's fault if a 1st level PC jumps off of a 20th level cliff), and viewed combat as ts as resource attrition. It's a sprial too, as the encounter must always be increased to maintian the 25% parity thing. An encounter that was balanced for first level PCs isn;t balanced for 5th level PCs.This means that the opposition continually esclates as the campaign goes on. A group of 12th level PCs just don't run into any of those bands of 1st level bandits they used to. So NPCs are rated relative to the PCs abilities. Now BRP is a different animal. First off, because PCs have relatively fixed hit points, and a good hit, special or critical can take down just about anybody, there is always a risk of getting taken out in any encounter. A kobold with a spear is no threat to a 16th level fight but certainly is to an highly experienced PC in BRP - just ask Rurik Runespear. Fight are less about resource management,because serious injuries impair characters and starts a death spiral. A D&D group that has lost 50% of it's hit points "had a good fight." A BRP group that has lost half it's hit points is probably one or two people standing with rest of the group being over their maimed or dead, both of which tend to be more of a long term impairment than in D&D. So a GM doesn't need to throw as much as the group, or inflcit the same level fo damage to have a thrilling combat encounter. Just having someone shooting at you is normally enough. And sometimes a NPC is just who is is, no matter how experienced the PCs are and if they go after them it's their own fault. So there isn't really anything like a balanced encounter in D&D terms. That is you don't have a set percentage of party strength to work with. And that before you get into the actual PCs abilities and the talents of the players. So a GM has to learn how to gauge what is a suitable challenge for an adventure As a general rule though, you probably want to underestimate things at first, as it easier to deal with a too easy adventure that a too difficult one. This also means that PC imrpvoment doesn't nessitate escalting the enemy, so many NPCs can be rated on an absolute scale rather than one realtive to the PCs. IN BRP the average city guard can have 12 HP, leather armour, sword at 50% , throughout the campaign. A lot of this is perception and how the GM sells an encounter or bad guy too. Players don't usually see the NPCs character sheets so they don't know is the evil bad guy has Great Axe at 135% or just 35% but acts like it 135%. This is important because you need to get the players to realize that things are different, dragons won't be downsized to suit the party, and that in general they should withdraw from a fight long before the group loses 50% of hit points. It's got good stuff. It's hard to say what that good stuff will be to you, as I'm not you, haven't gamed with you, and haven't interacted with you on line long enough to get an idea of your tastes. Well any existing Star Wars product especially earily RPGs are rersouces to a GM interested in running a Star Wars type game. Same is true for any RPG similar to what a GM wants to run, really. See previous comment about game balance and players expectations. Basically 1d4 doesn't mean much to character with 60 hit points. 1d4+2 with double damage for a special and max double that bypasses for a critical almost always means something to a PC in RQ/BRP. So a GM doesn't have to escalate the opposition constantly because the of PC improvement. This means that a GM can come up with a set of stats for Stormtroopers and keep them the same, no matter how good the PCs get. If Luke becomes a Jedi the GM doesn't have to make all the stromtroopers better to "balance" that. I played in a similar situation where we told the bad guy (some sort of treant) to go ahead and kill the hostage as we could just raise them but no one was going to raise the wood from our next campfire. I got extra XP for that. They are just camera shy. They are awesome off screen. Actually considering that the ones we see have Vader looking over their shoulder, and how he handles failure it no wonder they choke. Yeah. Pendragon, might be one of the better example of that. It tends to rate the typical PCs in terms of average, experienced, elite, etc. with generic stats that can be used no matter how experienced the PCs (actually PK's in Pendragon) are. Yes, VIPs get custom stats, but for the most part generic stats work because that guy with a dagger is always a threat. Maybe not much of one, but even a 1% critical chance is a chance. Playtest if you can. Try running the same fight but present the bad guys (same stats) as more threatening to the player in one situation and see how it changes their behavior. Oh, and it okay to make mistakes, all GMs do so, all player notice but not all GMs admit to thier mistakes. It perfect okay to confess to the players that you messed up and fix something, especially starting off.
  15. Radar Here is a start on radar, to get a read on if people think this is a good direction. Radar is given a range stat which works the same way range does with firearms, only with a Radar Operation skill. Each aircraft has a Signature Rating, which is is how easy is is to be detected and tracked by radar. Multiple the radar's base range by the aircraft's signature to see at what the base range is to detect that aircraft. Note that these values are educated guesses, both due to the difficulty in getting reliable info on top secret equipment, as well as trade offs made to simply the data for RPG use. For instance, a C-130 has smaller radar cross section than a B-52 and would only be detectable at about 95% of the distance that the B-52 would, but I doubt anyone wants a multiplier of 2.84. I might be able to work it out with the resistance table, but I'm not sure if people still like to use that. The following range table gives base ranges for some common radar along with detect ranges for typical fighter and bomber aircraft. For example the Sea Vixen radar aboard a Sea Harrier can detect a typical fight at a base range of 110 kilometers . Note that some radars have multiple values sometimes denoting upgrades, but mostly due to conflicting or imprecise data. I'll narrow this down in future (probably by taking the middle value). Aircraft Radar Range (km) Base Range (1m2) Typical Fighter (5m2) Typical Bomber (100m2) EL/M-2032 25 50 100 Eurofighter Captor E (ex-ECR-90) 90 180 360 JA.37 Viggen PS-46/A 20 40 80 JAS.39 PS-05A 45 90 180 F-4 AWG-10 20 40 80 F-14A/B AWG-9 105 210 420 F-14D APG-71 90 180 360 F-15 APG-63/70 APG-63/70 55 110 220 APG-63/70 70 140 280 APG-63/70 80 160 320 F-15 APG-63(v)2 100 200 400 F-16 APG-66 30 60 120 F-16 APG-66(v)2/3 35 70 140 F-16 APG-68 40 80 160 F-16 ABR 65 130 260 F-18 APG-65 35 70 140 F-18 APG-73 45 90 180 (=AGP-65x1.2) F-20 APG-67 45 90 180 F-22 APG-77 115 230 460 MiG-21 RP-21 Spin Scan 5 10 20 MiG-21 RP-22 Saphir-21 5 10 20 MiG-23 High Lark 15 30 60 MiG-23ML Sapfir-23ML 20 40 80 MiG-25 RP-25 Smerch-A 25 50 100 MiG-25 Sapfir-25 35 70 140 MiG-29 NO-19 Slot Back NO-19 Slot Back 35 70 140 NO-19 Slot Back 45 90 180 NO-19 Slot Back 50 100 200 MiG-29 NO-10 45 90 180 MiG-29 SMT-II NO-19ME Topaz 65 130 260 MiG-31 Zaslon 55 110 220 MiG-35 RP-35 70 140 280 Mirage F.1 Cyrano IV 25 50 100 Mirage 2000C-S1to S3 RDM 45 90 180 Mirage 2000C-S4/5 RDI RDI 55 110 220 RDI 70 140 280 RDI 80 160 320 Mirage 2000-5 RDY RDY 65 130 260 RDY 70 140 280 RDY 70 140 280 Rafale RBE RBE 65 130 260 RBE 70 140 280 RBE 70 140 280 Sea Harrier FRS.1 Blue Fox 20 40 80 Sea Harrier FA.2 Blue Vixen 55 110 220 Su-27 55 110 220 Su-35 95 190 380 Tornado F.3 AI24 Foxhunter 50 100 200 w/Stage 2G radar 95 190 380 E-2 Hawkeye APS-128 110 220 440 E-2 Hawkeye APS-145 135 270 540 E-3 Sentry APY-1/2 135 270 540 Wedgetail MESA 175 350 700 Russian Tu-16 Liana 50 100 200 A-50 Shmel 50 100 200 A-50U Shmel II 115 230 460 90 180 360 Russian Ka-29 RLD/31 75 150 300 Sweedish Erieye 115 230 460 F-35 APG-81 90 180 360 AN/APG-71 120 240 480 AN/APS-20E 60 120 240 Here is a table of some objects with their radar cross section (RCS) and their Signature multipliers/dividers. Aircraft RCS (m2) Signature F-15 10 x2 F-16A 5 x1 B-52 100 x3 MIG-21 3 x1 Su-27 10 x2 F-15SE 6 x1 J-10 1.5 x1 T-38 (F5?) 1 x1 F-4 Phantom 6 x1 MIG-29 3 x1 F-16C 1.2 x1 F-18 C/D 1 x1 F-18 0.75 x1 C-130 80 x3 M-2000 1 x1 Man 1 x1 B-1B Lancer 0.75 x1 Typhoon 0.1 /2 Raphale 0.1 /2 F-18 E/F 0.1 /2 F-16 IN 0.1 /2 B-2 Spirit 0.1 /2 F-117A 0.001 /5 bird 0.01 /4 F-35 0.0015 /5 F-22 0.0001 /7 Insect 0.00001 /9 Tomahawk TLAM 0.5 x1 Exocelt, Harpoon 0.1 /2 Generic Fighter 5 x1 Tornado 8 x2 A-10 10 x2 SR-71 0.01 /4 B-17 74 x3 707 512 x5 Example- Let's say a F35 is trying to sneak into enemy airspace but a MIG-29 with Topaz radar is in it's flight path. The Topaz radar has a base range of 65 km and the F-35 has a Signature of /5 meaning that you divide the base range by 5. This reduces the base detection range down to 13km, and even at one-qaurt skill the MIG would be limited to 52 km, below it's normal detection range. Conversely the APG-81 radar on the F35 has a base detection range of 90km, and the MIG has a Signature of x1, so odds are the F35 will detect the MIG and change direction before the MIG pilot even knows the F35 is there. Oh, and a aircraft's RCS does vary based on it realtive facing, so the mtuiplier would probably goup up a step when facing the side or rear aspect. What does anyone think of this? Work okay?
  16. Some more in case anyone is interested. Cessna 152 Pilot 15 0% ±1 227 39 39 39 Diamond DA-20-C1 Eclipse Pilot 17 0% ±1 286 40 40 41 AEROSPATIALE TB-30 Epsilon Pilot 20 0% ±1 422 45 45 51 ENAER T-35 Pillán Pilot 18 0% ±1 347 45 45 50 Saunders-Roe SR.45 Princess Pilot 24 0% ±2 681 100 100 110 Regent Seaglider Viceroy Pilot 18 -5% ±1 324 65 65 53 DG Flugzeugbau DG-800C (18m span) Pilot 17 0% ±1 302 36 36 30 Aeronca C-2 Pilot 12 0% ±1 143 29 29 24 Curtiss-Robertson CR-1 Skeeter Pilot 12 0% ±1 145 33 33 29 Goupy Hydroaeroplane Pilot 12 0% ±1 134 39 39 36 Stipa-Caproni Pilot 13 0% ±1 149 40 40 40 F-16 XL No. 2 Pilot 43 5% ±6 2423 78 78 72 FS-1 Flying Sub Pilot 45 10% ±15 2663 98 98 102 └-submerged Pilot 12 #N/A ±10 124 102 102 102
  17. Uh, I respect that as your opinion, but I don't agree with it. Now in a game world... I think Dark Side points do/are the same thing. Being filled with negative KI = turning to the dark side. The Points are just a way of expressing that in game terms. A week isn't a long timei in BRP. You generally make improvement rolls on a weekly basis. The idea was that adventure would go have an adventure make improvement rolls, heal up, and then go on another adventure. So it might take a couple of years of game time to master a skill. Yeah, that would be convient. Have an adventure; board your ship; and spend a week in hyperspace training. Speaking of ships, were you going to have a fixed time of a week like in Traveller, or would the distance and complexity of the route matter? Also, just a heads up but Star Wars ships travel much faster than that. I think it depends on what allegiance does in game, or if there is another way that provides those things that you like better.. That is the classic Star Wars RPG problem.If Force Users are so OP then how do non-Force users deal with them and/or stay relevant to the campaign? Well, there is no solid answer to that, but some of what's been tried with vaying degrees of success: Learning Curve: Basically Force Users start off really weak and slowly mature into powerhouses. This is how D6 Star Wars did it, and similar to old OD&D/AD&D handled magic-users. Really weak at first, then they get decent, then they become overpowering if given the chance to act first. This tends to work out poorly at the begging and end, but great when you are in the sweet spot. It's also how Ki powers will tend to work as written. Other Activities: THis is the George Lucas approach. Basically the Force Users duel amonst themselves while thier allies fight the minions of the evil Force Users. Works great as long as everybody stays in their own lane. Oh, this might sound surprising but game balance isn't really a thing, at least not how it is in D&D. GMs in BRP generally don't make encounters (un)"balanced" at 25% of the party's strength. Well, you might not wan't all of the variopus ideas and options in play at the same time, and might want to cull some stuff. Or you might want a few more perks for the Jedi. Some suggestions: Regular Mediation might increase the rate that the Jedi recover MP. Maybe DSP's subtract from this as someone who is angry will have a harder time peacefully meditating? In some other Star Wars RPGs have Force Points which are very powerful, but don't always come back. Points spend defesnively do, but those spend for evil aggressive tasks are lost, which is turn makes such characters call on the dark side for points. . If you were to reduce the rate that MP are restored for dark siders , yit might even things out with the Jedi. For instance they could regenerate MP based on their "Sanity" (maybe rename that balance or harmony?) rather than their POW. So if Darth Meaning has POW 18 but Sanity 30 and 60 Dark Side Points, he'd only recover MP as if his POW were 6 (30/5) instead of 18, or one third the normal rate. . Yeah, that's common when you swtich game systems. The unlearn what you have learned thing applies to GMs even more than with players. Playtest an ambush in BRP to see how greatly it differernt from D&D. Yes, just as long as you don't overdo it and wipe them out. Remeber what I wrote above about game balance, well the sneaking thing is, since characters in BRP have fixed hit points, are more fragile than in D&D, and are always at risk of getting killed by any attack, the GM doesn't need to run comment opponents to make the players feel challenged. In D&D if you have 80 hit points, you won't worry too much about some 1 hit die goon shooting at you with a blaster that does 2d8. If he hits, he hits, 2d8 damage, even if a critical won't take you out of the fight. But in BRP, when you got 16 Hit Points, some green stromtrooper with blaster 20% that does 2d8 damage will probably drop you with one hit. He doesn't actually have to hit to make the players feel threatened about being hit. And that is what a GM needs to know to pull this stuff off. You just need players to understand that one shot can drop them. That's what forums are for, sharing ideas and such. I probably swamped you with too much, considering that you are new to BRP. Good Luck and may the dice be with you. .
  18. There are in BRP and too. Disarms, called shots to head to knock out, attacking to break weapons. The problem is with implementation. Nobody in a fight wants to put themselves at greater risk, and so they tend to play it safe and avoid attempting things that reduce their chances of success. The nice thing about specials are that they are freebies.
  19. It's a possibility. That's one of the things about 50 year old translations of game rules. I know that back in the day there is some stuff that we all knew about RQ2 rules that seemed very clearly spelled out, that when read today seems a bit fuzzy. Of course it could have just been a translation error too. I know Twenty Thousand Leagues Under the Sea suffered somewhat when translated into English. For instance the title refers travelling a distance of twenty thousand French lieue (about 78 thousand kilometers) while submerged, as opposed to travelling to a depth of that distance. Also in some translations they translated units of measurement over without converting the values, that is 100 meters was translated as 100 feet, which throws off all of the sound mathematics the Verne used for the Nautilus. I think it's only fairly recently that corrected translations have been made available. And in the gaming world the bad (but probably well intentioned) editing of 5th Edition Pendragon lives on in infamy. So who know with Land of the Ninja?
  20. Until a player gets really experienced the ki chance won't be much higher than the critical chance anyway. You could tone this down by: Separating the ki roll and it's success level from the skill roll and it success level - but then you'd need to give some benefit from the ki roll. Lightsaber Forms could help here. Use RQ style parries instead of BRP combat matrix. Basically in RQ if you made your parry roll you at least parried the attack becuase you got to use your parrying weapon's armor points to reduce the damage, even from a crtical attack. Now a normal Sword had 10 AP in RQ3 a Katana 14 AP, and a lightsaber can probably stop a lot more than that. At least twice as much (28 points), which sould stop most crticals (Future world had energy sword do 2D10, and M_SPACE has a Force Sword doing 2d8). So a crtical hit won't mean as much against someone with a lightsaber anyway. Oh, and since lightsabers can stop so much you might want to change it from seeing if the lightsaber can stop to damage to seeing if the Jedi can hold onto his weapon or if the force of the attack knocks it out of his hand. You could use a STR roll, skill roll, an opposed roll, or even the resistance table (STR+DEX vs damage?)
  21. Probably a translation error. Also, prior to RQ3 there were no "magic points" and instead you spent POW, which was considered to be temporary POW unless permanent POW was specifically stated.
  22. Hope you get something good out of it. Yeah and consider that in Eastern philosophy spiritual health is just as important as physical health, so some of the psychic abilities/magical powers could come from spiritual skills. There is probably a spiritual skill that helps with recovering magic (Force?) points. It also might helpt to explain Dark Side powers and why they are shunned. You kinda wonder what sort of skill would lead to Force Lightning. You can see how it is some perversion of the norm. You could but the time to get a power, basically one week is fine in RQ/BRP terms. THat it takes a long time to increase Ki skills is due to thier being very powerful, as their primary benefit is the greatly increased chance of a critical success. Someone with Lighsaber 120% and Lightsaber Ki 65% will critical 65% of the time when they spend a MP. I dunno. I mean Luke and Leia did a bunch of nice stuff but their force powers didn't awaken until they were exposed to Force use. Doubly so since Ki abilities requires MPs to activate. It fits the Samuai Kensai and Ninja stories.. Basically in those stories you have one master swordsman or ninja who does incredible things. LOL! You should look at the old D6 Star Wars RPG some time. In that game characters got Force Points that they could spend to double all their abilities for a round. It is kinda a problem when one side in a duel spends a force point and the other doesn't. You pretty get the scene where the Jedi try to arrest Chancellor Palpatine. But keep in mind that a character only gets a critical if they roll one natural or spend a MP and roll under their ki skill, which starts off at their critical chance and goes up slowly. Well, it's playing a Rune Level character in RuneQuest. By the time the powers come into play a character already has a skill at 90%, and the ki skills are slow to improve, so it's a gradual process. On top of that there is magic in LotN which helps to counterbalance some of this. That's good. I find it makes it a lot easier for players to pick up a game if they haven't been indoctrinated into D&D thinking. I don't know why but it is the only RPG that players tend to drag in with them.
  23. In all fairness to clarence M_Space started as, and still remains a supplement for another core game system, which probably has more detailed rules. It real claim to fame was that it covered SciFi stuff for D100 based RPGs. It's kinda like the original Worlds of Wonder boxed set. RQ/Stormbringer and CoC had more detailed and comprehensive rules, but Magic World, Furture Worlds, and Super World covered stuff that hadn't really been dealt with before in BRP games. Even Magic World gave a different take of Fantasy RPGing that RQ or Stormbringer did, and one more in line with traditional FRPGs. So I look at M_SPACE the way I look at the original 3 book Traveller. I'm not as familiar with Revolution D100, and was commenting on M-SPACE. Again I wasn't bashing the method, I just didn't consider it to be one of the games better features and so didn't mention it as a merit - and then had to defend why I didn't do so. Yup, but if we all felt the same about rules there be no M-SPACE, Revolution D100, or even RQ or T&T. All these differernt RPGs came about becuase not everyone liked the way D&D did everything. There are cases where a different approach might work better for some people. Case in point, I was thinking of a system for dueling or arm wrestling based on a clock dial. Basically a conflict would start off at 12 Noon, and the advantage marker would shift one or more ticks to either side depending on who won, and by how much. At around 3 o'clock or 9 o'clock one side would win. You could have more than three ticks to win (i'd go with half the pool pool of M-Space as it can shift back and forth) and apply an advantage modifier based on how far the track is to one side. You could even apply the stressed modifier at the half way point. This could also work out well for chases where the track could represent the distance between the parties, and I believe would be more dynamic than "hit point" attrition TO me seeing vehicles get closer or further apart with one finally escaping to getting cornered is more interesting that marking off generic points. Outside influences could either apply a modifier to the skills or even shift the advantage track. For instance stuff like side street, obstacles, and jumping a ditch could all be special situations to add to a chase that could adjust the advantage track. Maybe even have a doubling down option where a task has it difficulty increased but the rewards are also doubled. Althought not directed at me this does fit in well with my advantage track idea. Nor do you necessarily need differernt effect for each contest. You could start by simply giving a die roll modifier based upon the degree of advantage, with the amount of shift indicating how severe the special effect was. Optionally you could do something like in FATE where a player could take a complication of some sort to avoid suffering a change in the advantage track or even defeat. For instance being disarmed and losing your lightsaber to avoid a large swing/loss.
  24. Okay, I found the boxed set, here we go (quick paraphrase and condense): Gaining & Improving Ki How you gain an improve Ki An adventuer who has achieved 90% or more in a worthy skill has gained ki. Ki is measured in percentile just like an ordinary skill. Ki begins at the characters critical success chance (i.e. 5%), and remains separate from, and raised independently from the base skill in the future, or from other skills. For example Kenjustu (Swordmanship, yeah I guess RQ3 beat Mythras to combat styles) Ki only applies to Swords and only grants Sword powers. One Ki has been gained in remains dormant and useless until the adventure seeks out a Master to train them. Initial training is 50 hours (in RQ 3 that was about the same time as it would take to train a skill, or about a week worth of training). An Ancestral Kami can be used in lieu of a Master (I suppose Force Ghosts count) Ki can be increased though experience, practice and training, but as if it were at the rating of the base skill (i.e. if your Sword skill is 94% you improve your 5% Ki score as if it were at 94%. Oh, and LotN has an Instruct divine spell that lets lets someone teach a skill that they had mastered at 1d3% per point in the spell. So if you run into a Master with 10 POW invested in Instruct you could get a huge boost quickly. Using Ki What KI does and how to activate it. Character spends one or more magic points or POW points depending on the Ki Type. Adventure then attempts a skill roll. If the roll is under the Ki % the result is a critical success, and the character may earn a check in the Ki skill with GM permission. If the result is not under the Ki result it is treated as a normal skill roll with the corresponding success level (critical, special, normal) but the character receives no experience check for the skill. A Ki roll once initiated by spending magic/power points cannot be aborted. Ki skill can be augmented by using the Cermony skill. (In RQ 3 Ceremony was a magic skill that allowed a character to spend time preparing for a spell and if the roll was successful they would boost their chances of success by one or more D6, depending on how long they prepped- in the case of ki the benefit was limited at double the ki skill score - that is someone with 10% in a Ki skill could only raise it up to 20% through ceremony, no longer how long they prepped). Ki Special Abilties Neat things you can do with KI above and beyond a critical success. Here is a simple. Get extra attacks with Jo Stick and Nunchaku Missile Weapons can hit a desired location and ignore armor (the latter is true of all criticals in RQ) Can declare and throw an unlimited shiruken, but must spend a magic point and make a successful ki roll for each one in other to throw another. Failing a Ki roll results in the rest of the attacks automatically missing. Parry Ki allows for multiple parries. Spend a MP and if the parry ki is a success the character may attempt a second parry, and so on,. Dodge Ki works similar to parry ki Iajutus Ki. Iai is the fast drawk skill and reduces the Strike Rank that a character attacks on. Iai Ki is treated as a critical success (which means attacking on DEX SR with no modifier for SIZ or weapon) and beats other Iaijustsu rolls on a tied success level. Yademejutsu (Arrow-Cutting) Ki: Yado skill is used to cut arrows out of the air, basically a parry against arrows (or blaster bolts). Yado Ki allows a character to parry multiple arrows in a daisy chain manner similar to parry and dodge ki. Craft KI: Each worthy craft has it's own ki skill. All retire permanent POW to use but created a minor magical item. For instance a tailor might craft a fine Kimono that improves the wearers APP by one. Performance Ki: Each skill has it's own corresponding Ki skill. Requires the expenditure of 1d6 magic points but if successful the user gets a minor glimpse into the future, summed up in one word or short phase Agility KI: Allows for amazing feats of Climbing ki lets people move along sheer walls and ceilings, Jumping Ki lets someone jump twice his height vertically or four times his height horizontally. Throw Ki allows an object to be thrown exactly where desired or even ricochet, at up to twice it's normal range (it could be adapted to retrieve a lost lightsaber). Perception Ki: Allows the user to see and hear things beyond the normal human range, notice if someone is disused of if they have any Ki. Basically every skill has some special Ki perk. Okay, that the gist of it. I can go into some spefic skills in more detail or go over one's is didn't cover if someone has any requests. But I think I laid out enough of it so that people will be able to understand how Ki skills worked. Now I think it's pretty obvious how Jedi seems to draw upon this sort of thing. Most Jedi powers work a lot like modernized versions of Ki powers. Even the different lightsaber forms could be adapted to BRP by given each it own unique Ki abilities (Form I could get a sweep attack adapted from the attacks by giant sized creatures, Form II could get a riposte attack on a successful parry, Form III could parry for nearby allies, Form IV could have acrobatic spinning attack that would count as attacking on the move without losing the defense, Form V could redirect blaster bolts instead of just parrying them, and so on). Even Jedi hand crafting their own lightsaber and empowering it with the Force matches up fairly well with craft ki. There is no running skill in RQ3 but one could be added and Run Ki could grant a Boost Of Speed. Likewise there is no Persuade Ki, but Mind Trick could be added. Force Push could be a adaptation of Throw Ki. Instinctive Astrogation would be tied to an Astrogation skill. Most Force Powers have obvious ties to a normal skill, and some analogue. If I were to use Ki skills in a Star Wars-esque BRP game I'd probably do up a list of powers and a list of skills and match them up, then come up with KI powers for the skills that were overlooked. In fact now that I wrote posted this stuff here I think it fits the Force even better than I originally thought. The 90% requirement is similar to Rune Lords in RQ. I suppose a GM might lower or remove it for a Star Wars game, but might need to put other restrictions on it, increase the 50 hour training time to acquire a ki skill for those with base skills below 90% (say 50 hours per point of fumble chance),or require a base skill roll to see if the training worked (which wouldn't be much of problem for a master with 90%, but might take several tries and several weeks or months for a padawan with 40%) . Anywhere there is is.
  25. Yet Another batch of stats for comparison. Hope these seem about right. Ju-87-B-1 Pilot 20 5% ±2 428 54 54 67 Ju 87D-1 Pilot 21 0% ±1 458 64 64 68 F-80C Shooting Star Pilot 30 5% ±3 1068 66 66 52 P-80C/F-80C Pilot 30 5% ±4 1068 62 62 50 Avro Vulcan B.1 Pilot 31 5% ±3 1160 90 90 76 F-4E Phantom II Pilot 44 5% ±9 2647 76 76 74 Tupolev Tu-22M Pilot 41 0% ±5 2230 97 97 87 F-14D Tomcat Pilot 45 5% ±10 2775 80 80 80 F-14D Tomcat Pilot 45 10% ±10 2775 80 80 80 Panavia Tornado GR.4 Pilot 45 0% ±8 2680 77 77 73 Su-27SK Flanker Pilot 46 10% ±11 2792 78 78 78 Su-27 Flanker B approx Pilot 44 10% ±10 2546 79 79 78 C919 Pilot 28 0% ±3 936 86 86 72 Cessna T-182 Q II Turbo Skylane Pilot 14 0% ±1 204 46 46 48 Douglas AD-6/A1-H Skyraider Pilot 23 0% ±1 578 66 66 76 Aichi B7A2 Pilot 24 0% ±2 633 62 62 77 Fairey Swordfish I Pilot 16 0% ±1 257 56 56 60 A-7E Corsair II Pilot 32 0% ±5 1231 72 72 64 F-8E Crusader Pilot 41 0% ±6 2204 72 72 66 F-11F-1/F-11A Tiger Pilot 33 0% ±5 1352 68 68 60 Icon A5 Pilot 14 0% ±1 197 38 38 38 F-15EX Eagle II Pilot 47 10% ±9 2966 79 79 78 Seamax M-22 Pilot 15 0% ±1 235 35 35 35 DH 110 Sea Vixen FAW. 2 Pilot 32 5% ±5 1240 76 76 68 Buccaneer S.2 Pilot 31 0% ±4 1195 81 81 69 Jet Provost T.5 Pilot 26 5% ±4 789 55 55 43 Dassault MD.452 Mystère IIC Pilot 31 5% ±5 1184 63 63 54 Hawker Hunter F.6 Pilot 32 5% ±6 1285 66 66 59 Short Sunderland III Pilot 19 0% ±1 380 80 80 81 Saro A33 Pilot 18 0% ±1 357 76 76 78 Saunders-Roe SR.A/1 Pilot 28 5% ±5 920 65 65 56 Convair F2Y Sea Dart Pilot 34 10% ±10 1483 70 70 69 Convair YB-60 Pilot 28 0% ±2 913 99 99 82 Ytu-95MS Pilot 29 -5% ±1 1033 101 101 110 Lockheed L-1049C Super Constellation Pilot 23 0% ±1 592 85 85 94 Douglas DC-3A-S1C3G Pilot 20 0% ±1 413 70 70 74 Saab 90 Scandia Pilot 21 0% ±1 503 72 72 77 Vikers VC1 Viking 1B Pilot 21 0% ±3 472 72 72 88 Bell 206B-L4 Long Ranger Pilot 16 5% ±1 246 45 45 49 Grumman G-21/JRF-5 Goose Pilot 19 0% ±1 361 57 57 63 Super Petrel LS Pilot 15 0% ±1 212 36 36 38 Pipistrel Panthera Pilot 19 0% ±1 401 45 45 49
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