Jump to content

Atgxtg

Member
  • Posts

    8,618
  • Joined

  • Last visited

  • Days Won

    25

Everything posted by Atgxtg

  1. I hope they leave you guys alone and don't pull the rug out from underneath you at the last minute. IMO the biggest desing flaw with MRQ was that in the end, the ones calling the shots were people who were far more familiar and comfortable with D&D than RQ. BTW, is MRQII going to be more RQish than MRQ? Where it will stand in comparison to the various other D100-based RPGs? Rules lite, like Call of Cthulhu and Strombriger, more complex such as Chaosium's RuneQuest, something in the middle, or something more customizable ala BRP?
  2. I'm not so sure. The GM might end the campaign before the Trollkin dies, leaving it "alive until further notice".
  3. I think the thing that would stand the best chance of making BRP more popular would be if it were aviable in more places so that more people could be exposed to it. For BRP to become popular, people have to become aware that it even exists. TO do that they have to be exposed to it in some way. The problem is that virtually the only ways to become exposed to BRP is to either stumble across it in a local RPG shop, or have someone who is already familiar with the game bring it up in conversation or show it. Neither is very likely to happen to someone who isn't already an experienced RPGer. By the time some one is an experienced RPGer, and is likely to be exposed to BRP, they probably already have thier own ideas about RPGs and their favorite set of rules-making it more difficult for BRP to gain popularity. This means that BRP has a near zero chance of attracting new gamers into the hobby. Non gamers aren't likely to be in a dedicated RPG shop, or surfing the Chasoium or RPGNow websites. What the popular games manage to do it get themselves placed in mainstream book and comic stores where they can catch the eye of non gamers and draw them into the hobby. Companies like WotC and White Wolf get thier products on the shelves of places like Barns & Noble and Waldenbooks. Of course, this was precisely the reason behind the RQ3/Avalon Hill deal, and that didn't turn out too well .
  4. Trollkin, there can't be only one! Just when I thought Highlander couldn't sink any lower.A bunch of immortal Trollkin running around trying to decapitate each other with blunt weapons. Personally I think the fight is fixed anyway. It choreographed just like the fight on the cover of another book I saw years ago!
  5. Doesn't this mean that a guy with no db can now damage (and eventually break) a sword or other weapon by punching and getting better levels of success?
  6. I would think that it would make sense not to apply the FULL physical penalty to a mounted character. The horse is the one carrying the weight and doing all the running. Perhaps split the penalty in half and apply it to both the rider and the mount?
  7. Sorry, I disagree. In my experience people don't usually love a setting or genre before playing it nor do they learn to appreciate the rules afterward.Love of a setting usually only applied to licensed settings, since those are the ones people would be familiar with before picking up a rule book. Usually people play something initially because the GM picked up a RPG and liked the rules or setting/genre, or both. Or they play something because it is the set of rules they already have and are familiar with. Rule mechanics certainly play a factor-especially since many RPG rule systems have material that covers several genres. Practically every major RPG system has something to cover the "heroic fantasy" genre, so genre probably isn't the deciding factor for people playing fantasy campaigns. People don't say "I want to play a fantasy RPG or a Sci-Fi RPG, they decide of a specific fantasy or Sci-fi game system or setting.
  8. I don't have much hope for the project. Just the "What Lawrence does not know about RuneQuest, frankly, is not worth knowing." line makes me shiver. With all due respect to Lawrence Whitaker, his knowledge of RQ, and his work in the RPG field, last time around they had Steve Perrin and Greg Stafford available for input, and Mongoose still screwed it up. It wasn't a low RQ Lore skill that hurt MRQ, it was the fact that those who had knowledge of RQ weren't involved that hurt MRQ. It was the fact that those with knowledge of RQ, including the playtesters and the authors of the drafts were ignored or overridden by Mongoose management, who ultimately rewrote the rulebook, ignoring the "committee". I wonder whose name will appear on the MRQII book when it is released?
  9. The stats for the monster presented in Secrets of Japan are fairly close to that of the genric RP/BRP dragon. Only SIZ 90 or so.
  10. I could see giving the check for passive rolls. After all the reason why the attack missed would be because it was parried. It might even be preferable to roll attack and parry into one skill and use something like the Pendragon method where the winner of the test is the one who inflicts damage on the loser. But, I'd be sorely tempted to ditch the table and go with opposed resolution (both roll, high roll wins, with specials and criticals determined by Margin of Success).
  11. I think that no movement penalty for encumbrance is more realistic. A guy in full armor and pack can actually run just as fast as someone without all that junk. It's just that he can't keep doing it for as long. After only a couple of rounds or so the guy in plate is going to tire and then slow down. It's not the ENC that slows people down it's the fatigue. Something like CON rolls to avoid penalties (say -10% to abilities and -1 MOV) would seem about right. the Multiplier and frequency of the rolls would be determined by the load carries, how well distributed it is, environmental conditions, and the STR and SIZ of the encumbered.
  12. Of course the Trollkin is going to die. Maybe not right now, but eventually... barring an really rare Chaotic Feature.
  13. No, considing the 20,000 ton mass he should be closeo SIZ 1800! And 25 AP isn't going to stop much of a tank gun. Battleships are in that armor range in BRP and a modern tank gun could shoot through the belt armor of a battleship.
  14. The "generic Goji" isn't statted up much like Gojira. Basically the stats are about the same as the RQ/BRP Dragon. A real goji would be much larger (SIZ) and tougher (a tank shell would kill the thing written up in SoJ).
  15. Yeah, I've done that. In a previous campaign, there was a "sea dragon" that lived in the ocean surrounding the island where the group was adventuring. While I didn't call it Gojira/Godzilla, it was common knowledge just what the dragon actually was. Statting out Dai-Kaiju can be problematic in most RPGs. Especially if you wish to keep true to the source material with Goji tipping the scales at 20,000 metric tons (or more depending on which Goji you use).
  16. Well, considering that I haven't been back to the forum for over a month I can't complain. I suppose I should post those chase rule I worked up too.
  17. Timelords (and it spinn offs) has a skill called Wounding that might be just the thing to balace out the Mouser (and finesse fighters) in BRP.What the skill did was raise the damage rating of a weapon based on the skill roll (max of twice the normal weapon rating). Each weapon skill was a separate wounding skill (so knowledge of sword didn't help to do more damage with a mace). Benefiting from it required a called shot. For BRP: Wounding (05%) -Required a sucessful called shot (as per normal called shot rules in BRP). -If the called shot is successful the character can use his wounding skill with the weapon to try and increase the weapon's base damage. Fumble: -1 die step Failure: No Change Success: +1 die step (d3, becomes d4, d4 becomes d6, etc.) Special Success = +2 die steps Critical +3 die steps This would make a highly skilled knife fighter (1d3+1 or 1d4+2 base damage) with wounding more of a threat to some semi skilled combatant with some heavy weapon and a good damage bonus.
  18. One thing that might help with a project such as this is the exact opposite approach to Rust's "top down" approach. The "bottom up" approach has a GM design up a small area to start the campaign in some detail, then expand upon it, "building up" as he goes along. This has the advantages of require less initial work to get started, and yields a playable campaign area more quickly. An example would be setting the campaign is an isolated village. The GM can work on the details of the village and it's surroundings, as well as the NPCs. This approach does have some drawbacks. First off, there can be some nasty scrambling if the PC suddenly decide to "go off the map". Secondly, the world built up "around" the intial setting will in some ways need to conform to the initial setting. This might cause some problems later on, when the GM wishes that he had done some things differently.
  19. Back in the 20th century, there was an article in some RPG mag (Different Worlds?) where someone did this. For some inexplicable reason he also switched the base chance for 50-50 to 45-55. He also converted everything over to d20 (divide by 5). I forgot where or not the article used the margin of success to gauge the results (i.e. beating a foe by 10 points might mean a better result, like maybe damage = the MoS), but it would have some merit. Of course once someone gets this far, it is easy to just dump the table and go to opposed skill rolls (Pendragon, D&D 3E).
  20. "Please phase that in the form of a question." Now you know why the call it Jeopardy. More seriously, getting rid of stats, or even treating them as ADS/DISADS are possibilities. Like any other change, it has good points and bad points. I've got a simplified RPG that I'm making for a 6 year old and it only uses two stats (Brains, Bod) with an optional third stat for magic (optional in that I might roll in into Brains). A bit more diversity is worked in with traits (giving a bonus to a stat for a particular purpose like being strong, quick, healthy, charming, etc.). Its workable, but isn't exactly RQ.
  21. It looks like for 17th century cannon. a correlation between weight of shot and weight of cannon(including carriage) can be worked out as: Metric=800*sqrt(shot) Imperial= 1175*sqrt(shot) So a 9 ponder (4kg) would weight 1600kg [800*sqrt(4)] or 3525 lbs [1175*sqrt(9)]. The numbers seem to be in the right ballpark. I'll put together a table with some of the more common cannon (6-pndr, 9-pdr, 18-pdr, 24-pdr, 32-pdr). Note that since smaller cannon like 5-pndrs often don't need carriages, thier weight would be about half.
  22. It just seemed so you. To this day I'm amazed jut how fast you got banned at the Mongoose Forums. Especially since quite a few of us were quite vocal about our disatisfaction with MRQ. P.S. You could always create another account and ban it for old times sake.
  23. Nah, you succeeded. But it was a feeble joke. I just wanted to see if Triff would actually ban himself from his own forum.
  24. Triff?:shocked: That would be rather problematic seeing how this is his website. :eek: He might just do it though, so the "Banned Beetle" can even get banned from his own forum! Not that it would do much good though, since he would just return as the "Abused Aphid" or some such.
  25. Well, thanks to this thread I've started to throw together a set of *SPOT RULES* for wooden ships. It's about half finished now, and so far it looks pretty similar to the normal chases rules but with the following exceptions: *More "range bands". For cars "Out of sight" might mean a half mile away, behind a bend or building. WIth sailing ships "out of sight" could be as much as 15 miles away. Ranges are Grappling/Close/Medium/Long/Extreme/Beyond Cannon Range. For ranges beyond Cannon range, the range number is simply the distance in km. *Instead of using 12 second combat turns, it uses a turn length based upon the distance between the ships.I wrote the rules to use 5 minute turn when the ships are within cannon range (under 2km) and longer turn length for when the ships are farther apart. That way a ship going 8 kts can close of a ship going 7kts without it taking all night long to play out. *Ships in a chase can try to change the range (bear down/flee) maneuver for a broadside, attempt to grapple & board (at grapple range only), or maneuver to deny a target. *I should have something for handling boarding actions. They can be run with normal combat or use some sort of simplified method. Probably something like a roll on the resistance table using adjusted troop STR (read number of men in the boarding party, with trained solders counting double and bonuses for equipment). *Ships have "rigging points" (probably 1/2 their hit point score). Damage to rigging reduces the ships speed by a proportional amount. So a ship that has had half it's rigging points blown away has it's speed cut in half. *Cannon can load solid shot (best vs. the ship's HP), Chain Shot (best against rigging) or grape shot (best against enemy crewmen). *Cannon should have a Reload number based on Rate of Fire and crew required. For example if a cannon has a Rate of Fire of 1/5 and takes 3 men to handle, it would have a 15 Reload Number. Each turn captains can make a Reload roll for the crew and get that many Reload points to reload cannon. For example is a captain got a 75 for his reload, he could reload 5 of the RL 15 cannon. *Cannon will be spread out along a ship by side* Bow, Starboard, Stern or Port (Larboard). ONly about 10-15% of the guns can be on the bow, with twice that on the stern, No more than 50% of the guns can be facing port or staarboard (and these should probably bre balanced to each other). *I hope to have something for handling visibility and Wind/Sea conditions. So, is there anything important that I missing?
×
×
  • Create New...