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Atgxtg

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Everything posted by Atgxtg

  1. 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.
  2. 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.
  3. 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).
  4. "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.
  5. 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.
  6. 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.
  7. Nah, you succeeded. But it was a feeble joke. I just wanted to see if Triff would actually ban himself from his own forum.
  8. 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.
  9. 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?
  10. Dice? Seriously, I've got some archaic cannon notes somehwere. I though there were on my flashdrive but apparenrtly they are on my HD back home. Going from memory damage was something like: 2-pdr (1d8+1) 3-pdr (2d8+2) 6-pdr (3d8+3) 12-pdr (4d8+4) 24-pdr (5d8+5) Cannon also inflict "shrapnel" damage from wood spliters and such equal to half thier normal damage in a radius equal to thier damage dice (so a 4d8+4 cannon would do 2d8+2 damage in a 4m burst radius). This damage drops off 1d(+1 per m beyonf the bust radius. Don't forget that things like masts, walls,boxes, kegs,cannon and other character all count as cover. I7ve got something for range too, but don't recall it off the top of my head. I iknow it is a some fort of muiple of the damage dice. For broadsides, I'd suggest: Adding +10% to hit for each doubling of the guns, 2 guns +10% 4 guns +20% 8 guns +30% and so on. Note that this probably is added before adjusting for range. On a hit roll a variable die based on the number of guns fired to see how many actual hits you get. So firing 8 cannon would mean rolling 1D8 to see how many shots actually hit. For damage I suggest just adding another 1d8+1 per each hit rather than rolling the full damage for each shot. The reason being that it usually takes quite a lot of lead to sink a ship. Otherwise most ships won't surive a single broadisde. I'll dig through my notes, I know I've got more info (including the SIZ and weights of the cannons themselves). I think I've got some mods for chases too, adapted from Flashing Blades and of all things James Bond (don't laugh, it is fairly close to the BRP chase system).
  11. Ooh, maptool...thanks Rosen.
  12. You might want to check with Rosen and see if you would be better off submitted it to Alephtar Games. I believe with them you will at least get a share of the profits (if any). You would need to check with Rosen to get the deails though. Of course, no matter what direction you go in, there isn't a lot of money in the RPG field.
  13. I was considering swiping the "bashing damage" rule from nWoD for BRP. I think it would cerrtainly help in keeping unarmed attacks down a bit. It might be just the thing to prevent multiple fatalities in a BRP barroom brawl.
  14. My 2 cents. You might want to consider increases the range of the Blood Stat in BRP to 1-40 or so. Reasons why: * Stats in WoD are on a 1-5 scale with 2 average, where BRP uses 3D6 and 2D6+3 for stat ranges. This means that a Blood Potency of 5 should be around a 18 to 20 rating. So if BP can go up to 10 then it should be higher (say twice) that of a max stat character, or in the 36-42 range. *Since BRP hit points are about twice the nWoD Health rating, you then if you want the ratio for blood and healing to be the same, then you need to double the blood potency rating or have it give a 2 per one benefit. Otherwise vampires won't be able to hold enough blood to heal more than half thier HP. *Since bonuses for high stats are not as pronounced in BRP as in Vampire, PCs will need more blood points to get the same sort of benefits. Some other suggestions: * Use POW instead of Hit Points for Blood Points. That way animals will provide fewer blood points than humans. If you double BP like I suggested above, use 2xPOW or maybe POW+SIZ. *Instead of giving magic resistance, Blood Potency could be added to POW for resistance rolls. If you use the increase range for BP, then only add half to POW. That way you don't have to reinvent a core BRP mechanic. It might even be possible to completely replace POW with BP for vampires. *You may even want to start PCs off with a higher Blood potency or come up with an equivalent to merit points (freebie points) for customizing a character. Reason being that a BP rating of 2 in Vampire is eqivant to a 10-11 stat rating in an attribute. 1 BP won't mean as much in BRP terms as it does in Vampire.
  15. The campaign doesn't have to go to the New World, the New World could come to it. For instance, some NPCs could be3 introduced. This could lead to some interesting situations with the Knights encounting strange religion and/or magics. Templars might even consider "trading notes". Another possible addition could be Monacco. Technically, it existed as a colony since well before the time in question. Or even Cathars, if you want to assume that they weren7t wiped out in the setting. This could lead to a somewhat weakened France split by Reglion-even more so than was the case historically.
  16. Based on Columbus7s ships, I believe there were more than galleys around in the 16th century anyway. Early ships were smaller and simplier than thier latter counterparts. Most Eurpoean ships would have been squared rigged. As for cultures, don7t forget to include analogs for the native peoples, like the Awak and Carib tribes. Come to think of it, it could be interesting to bend history a bit, and have the native cultures still at the height of their culture/power.MAybe even has both the Aztec and Mayan cultures floruishing, and a strong Amerind nation to the North. THrow in magic and it could become quite exotic..
  17. I wrote up a modern day military background for MRQ a few years back. IT might be adaptable to BRP, or at least cn give your players a starting point. I'll try to dig it up. Also, I am working on a vehicle supplement and have a few dozen WWII vehicles written up. This is a work in progress sort of thing, so the stats aren't final yet, but they should be close enough to use in a campaign. I can put up some of the stats.LEt me know if you need something in particular.
  18. I guess rust has returned...en guarde!
  19. Using a belt is probably the best option for a quick fix "in the field". I don't know. I think it is what feels appropriate for the type of campaign being run. If you are running a supers game, then severed limbs and dying from bloodloss are pretty rare occurrences. If you are running a gritty and realistic military campaign, then you would probably want results that more accurately reflect the reality than BRP as it stands. But that's why we tweak. That's kinda why BRP doesn't handle modern settings as well as fantasy. In the game, a typical hit from a rifle will usually take out a hit location or cause a major wound, and two hits kill. Much more deadly that reality.
  20. I wrote up a wounding system for BRP, but like my of my uploads it was done before BRPS relase based on expeiernce with related systems. Other than canging the POW multipliers to Difficulties (easy, Normal, Difficult), it would still hold up for BRP. The basic differences between RPG combat a real world is that things aren't as cut & dried. For example, in most RPG you can kill someone by inflicting more points of damage than the target has hit points. Reaasltically it doesn't quite work that way. A doez 1 point woulds really won't kill a person with 12 HP. At least not right away. What they will do is give the injured person a certain amount of time to take care of the problem before expiring. Attidue is also a major factor and one overlooked by most RPGs. In the real world they used to train police by telling them that if they got shot they were as good as dead, hoping to press upon the officers the importance of using cover and not getting hit. Unfornately this resulting in a lot of fatialities since cops who got shot beleived that they were going to die. Recently, training techniques have stressed that getting shot, while obvoisly life threatening, is often survivable, and as a result the percentage of cops who survive being shot skyrocketed. What would really matter is just exactly where the target get's hit. In BRP all 7 point chest wounds are the same. But realtically, it is possible to hit the chest, miss all the vital organs, and inflict only minor damage. It also possible to hit several major organs in the chest and kill the the target before it hits the ground. Just not very likely.
  21. Well, an Ars Magica type magic system could easily be adapted to BRP. I did something along those lines years ago for RQ. Roughly, -Make each technique and form a magic skill. -Roll angainst the lower of the applicable skills. -Replace MP costs with FP costs (so using magic is tiring). -MP can be spent for a bonus (like spending Vis). -Come up with a way to equate AM Levels to BRP. Probasbly something like 5 or 10 Levels equals 1 "point" in BRP for effect. Perhaps the limit could be the skill% as a level, or 1/2 the skill%.
  22. I can see that. Come to think of it mcha could probably target a location on a bit ship a bit easier too. Sort of like humans vs. giants. IF the mech is standing right next to a gun turret, it shouldn't be too hard to hit that location. Well "cannon" isn't a type of gun so much as the size of the gun. For instance we have 40mm autocannons that pump out a lot of rounds. I could certainly see a more technologically advanced culture making a 120mm autocannon/SMG. If the 120mm cannon in BRP does 15D6 (per BRP and CoC) that would work out to about 1.5d6 mecha scale or 1D9, so 1D8 is a good match. Especially if they bleed off some of the gasses to make the weapon fully automatic, and use a smaller barrel to make the weapon more portable. Just by looking at how much weapons have evolved since WWII can give a good idea of just how much tings could change in a futuristic setting. We don't use battleships anymore because they are obsolete. There are better ways to direct more firepower on a target faster, and with higher accuracy, with only a fraction of the men, materials or cost (and that's a scary thought). Naturally just how much they do change would depend on the setting. In many mecha series the mecha are so advanced as to make conventional weapons obsolete or even useless. In others humanoid mecha are just another option available to the combatants.
  23. Not always. And very quickly usually translates into several minutes. In reality it is very difficult to kill s0omeone quickly. That is why modern police traning methods stress the fact that just becuase they shot the bad guy, doesn't mean he can't keep fighting long enough to injure the officer. A lot of it boils down to the mindset of the guy being hit.
  24. Probably not. When a limb is severed the body ususally goes into shock and constricts the blood flow to the limbs. This reduces the rate of blood loss. IT only lasts for a short time though, and eventually the limb will bleed out as expected.
  25. Fair enough. IMO they are more of a factor when infantry get involved, anyway. Seems like things look compatible enough between my notes and BRP MEcha that someone could port the rules over themselves anyway, if the desired to. Sounds good to me. You are letting vehicle weapons get "impales"? That can be somewhat problematic, since it will let some weapons penetrate armor that it probably never could. On man-to-man scale, impales made sense, since there are always gaps in the armor, but can be a problem with vehicles, since AP doen't increase as fast as damage does. No, not too wrong. Another factor worth considering is that mecha weapons are almost always going to be more advanced and more powerful than WWII era weapons. The modern 120mm APFSDSDU used in the M1A2 has penetration capabilities comparable to the 406mm cannon-at least out to about 2km or so. Chances are the 120mm cannon used by mecha are probably ever better that the APFSDSDU, and inflict even more damage. SO there is probably a lot of "wiggle room" for weapon stats.
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