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Atgxtg

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Everything posted by Atgxtg

  1. I wish I had too. Years ago, at my first RPG Con, one of the guys came up with this idea for the Lost Worlds game books. People count pay $1, pick aLOst Wolrd book they owned (with some restrictions-for instance no Ice Drake) and fight each other, keeping track of thier Win/LOsss record. I worked out really cool, since it gave people something to do that only took a few minutes at a time and could be done between events, and didn'T require a table. I was running stuff constantly and it was one of the few things the GMs could get in on. Lion's not bad, especially if you hunt your own. Just be sure you marinate it or use plenty of garum.
  2. If I can find my copy of the White Wolf supplement for Strombringer I think I can get you prices for the ships. Whle SB used a different economic system that RQ, I can just rate the prices relative to the other ships. So if a Caravel costs twice as much as a Galley, you have something to go by. As for Gems I think SB also had a chart with prices. While realistically such things would vary by setting, as has been mentioned, it does give you some sort of benchmark to start with. I know RQ3 had prices for Trebuchets. I'll check and get back to you.
  3. That is the problem with doubling durations. The 12 magic point in duration is essentially as good as the preceding 11. So from a player's perspective, if you are going to blow 20 magic points for a long term spell, why not spend another point and have it last twice as long? Especially since the MP replenish much faster than the spell wears off. I think Pete's idea of "locking up the magic points" while the spell is up would help. At least until you factor in POW storage devices and apprentices who can replenish them.
  4. YOu are going to half to wait. A least a little bit. I ran into a "speed bump" last night (well more like 5) that I need to fix for the design stuff.
  5. Yeah Rome! You should run some BRP Gladiatorial contests at the convention. Hand out some rewrite gladiators or have simplified CHAR GEN and let people fight it out. Good advertising and fun. P.S. Maybe charge a L. to enter and winner gets a copy?
  6. The Mythic Heroes in Boot Hill, were only given basic stats and put in a 2-3 page table, rather than full detailed writeups. Generally listed as: Str Coo Obs Sta Luc Weapon Skill Fast Draw Str= Str (could use for STR, CON and possible SIZ in BRP) Coo= Coodnation (Use for DEX) Obs= Observation Sta= Stature (How imposingsomeone is. POssibly used for SIZ with Str and maybe with LUC for POW) Luc= Luck. Stats were on a 1-20 scale, except Stature (which was halved for starting characters, since they hadnm't done much yet) and Luck (also halved). To convert to BRP, Subtract 1 for the score if 13+ and 2 if 16+ Skills were on the same scale as stats, except for combat skills. You could simply mutiply the skill by 5% to get a decent BRP value. Not that they gave these character full skill listings. Combat Skills were on an scale with a 7 being about the same as a 20 or 21. To convert to BRP, multiply by 10-15% and add to the base chance. This will give the best gunfighters (skill 9) a cap of around 150%. If all you want are the stats for the mythic and historical characters let me know.
  7. No & Yes. The original version I had gave ships stats similar to PCs, on a (mostly) 3D6 scale. . That is the one that is mostly completed, and I was revising it into PDF form, when I decided to scrap the idea and redo it to make thing match up with the starfighter and laser weapon stats given in BRP (I wrote my supplement before BRP was released). So No, the version That I'll make available soon, won't go into the downloads section, but Yes, the new version will, once it's finished. I just have to try and remember a few things I had in my notes, and check out the new SIZ table in BRP and make some adjustments. Oh, and them write the thing. IF I'm smart, I'll put this in with my Vehicle Design rules so that I can cover everything.
  8. Sorry for the delay, I found one very old version, that I need to edit before it will be of any use. It covers a lot, but is a bit confusing. I started reformatting and revsing it before I eventually opted to try a different approach entirely. I can't find the updated file yet. I'll clean up and make the old version available, so you have something. If I get the chance, I'll take a shot at recreating the updated version over the weekend. In away, this could be a blessing, since I did all this before BRP was released, and it needed to be revised to match the final rules. I should redo my vehicle design a quick write up rules too.
  9. Not to mention what Speedart would do for an arrow's range and damage potential. That is how setting, genre and style factor into an RPG system. Since most RPGs tend toward heroic fantasy, with larger than life characters and magic, reality may not be relevant. There is a Japanese hero who, in legend, sank a ship with a arrow fired from a bow. Admittly it was a very powerful bow, but realistically speaking it's just not possible. But in a "Mythic Japan" setting it might be.
  10. That is the inherent problem that many older RPGs have. They use multiple rolls to resolve combat, but then use a quicker method of resolving other skill tests. The original idea was that combat was more interesting and more important than, say, a basket weaving contest. Depending on what you are trying to do, you can used "extended skill tests" and set as target number of "success" as a goal. The first one to reach that goal succeeds. Specials and Crticals could be worth multiple successes. Note that this could be stretched to cover things like "sneaking past the guards" too. The GM just sets a few waypoints that the sneak uses to try and get by the guards. IF he gets enough successes he gets past the guards. If the guards get to the total required successes before the sneak, they were alert and spotted him. This also allows the GM to determine just where the sneak was when spotted, or explain how guards could get edgy and think that they might have heard or seen something.
  11. True. I had thought of 101%, but had considered that it would sort itself out at 106%. I knew the "bump" problem exists in HQ, too. A 21 is functionally the same as a 20 in HQ, but handled considered th effects on specials. As for the "fix". Jumping from 100 to 120% wouldn't really cause any problems functionally, except when the skill isn't being opposed.
  12. And modern archers are probably using aluminum or carbon-fiber arrows. Even "crappy" Wodden arrows today are fairly uniform.
  13. Uh folks, using "bumbs" and subtracting 100% does reduce the cortical chance and implale chances very slightly (by as much as a whole 1%), but makes up for it by eliminating the chance for a fumble, and adding the possiblity for a "double" critical. Let's say you got a guy with 120% skill. So you subtract 100% from his skill and give him a "bump". So now his skill chances are: 01= Critical, bumped to a "Double" Critical 02-o4= Special Success, bumped to a critical. 05-20= Success, bumped to a special success 06-95- Failure, bumped to a success 96-00= Fumble, bumped to a failure. Now if you are using the "better success level wins" approach, the guy with the 120% skill "lost" 1% on his critical and special success chances, but can't fumble, and can even win outright if he rolls a 01. The bad bit about bumps is that in cases where there is a great difference of skill (over 200%) it makes the outcome a foregone conclusion, .since the higher skilled character will automatically critical, and so can't loose. Still that's probably about right. If you do use bumpbs I suggest letting character spend a Hero Point to buy a bump like they do in HeroQuest. That helps PCs offset the advantages of the bump a little and gives PCs a defense against the "double critical" result. BTW, 100% vs.99% is a flat 50-50%, as in normal BRP. Both skills have the same critical/special/failure/fumble chances. If you are using automatic failures at 96%+ then 98% is the same, too. You can't kick in a "bump" at 100% becuase that would leave the character rolling against a 00% skill.
  14. Just wondering, you do mean higher roll in the same success level, right? So an "01" will still beat a "20" in most circumstances, right?
  15. In my campaign, PvP is usually a sign that things are going offtrack. The exception might be when two or more players enter some sort of gambling competition. To be honest, I try to avoid opposed skill rolls in BRP, as it is one of the systems weakness. So many other RPGs handle it beautifully. The D100 method used to resolve most things in BRP isn't well suited for such contests. ;
  16. Don't supposed you remember what issue of the Dragon that was in? Or even if there's some way to get a hold of the info?
  17. I really think this is all a move to try and control the market more. Way back when 3.0 came out and the whole OGL thing started, I commented that it was an attempt to try an restore D&D as the dominant system as the game was faltering. I mentioned that with all the third party companies going 3E, WotC was able to eliminate many competing RPGs, or al least slow them down, and that one day WotC would "pull the plug on 3E" in an attempt to regain the kind of dominance that TSR once enjoyed in the RPG world. I don't think anyone here qualifies as a "typical" gamer. We are all familiar with several systems, including "relics" such as BRP. THe "typical" gamer isn't familiar with many systems other than d&D/d20.
  18. Yeah, I think we do. Otherwise it isn't fair in player-vs-player situations. The carry over seems the best solution. It fits most circumstances and it adds tension/drama. For Player vs. NPCs I think it is probably better not to use opposed rolls but simply have the player roll, and apply a modifier based on the skill of the opposing NPC, say 1/4th the NPC's skill? So sneaking past a guard with 20% in his perception (Spot/Listen) skills wold be at a -5% penalty. Sneaking past an alert guard with 80% in his perception skills would be at -20%. It's probably biased towards the PCs, but I've never had an NPC complain about it.
  19. I think Jason's right, I don't consider this to be an ant-piracy move, more an anti-competitor move. I consider this an indication that the OGL thing backfired on WotC. I think what they were shooting for was an early 80s model, with only a small percentage of D&D stuff being produced by 3rd parties. Instead, some companies can actually produce more d20 product than WotC can. Taking D&D/D20 off the net means that most gamers, instead of buying whatever is available on-line, will probably continue buying WotC stuff, and thus be exposed to (and possibly buy) less third party stuff. It won't hurt BRP much, if at all, since we aren't the kind of gamers who follow the D&D set anyway. It will hurt the small companies that make their money by selling d20 support material in PDF format.
  20. Years ago there was a couple of articles in Dragon magazine that stated out these legends of the west for Boot Hill. Latter, this was converted to Boot Hill 3rd edition. It would be fairly easy to convert those stats to BRP and get a pretty decent base to start from. I recently did something like this for a NPC I wanted for a "Space Western" setting in a different RPG.
  21. I'll dig it up off the hard drive. I know I did two or three versions, but am not sure which ones I have on the drive. I'll try to get it for tomorrow.
  22. I have some homebrew rules I was working on for spaceships. I showed it to a couple of people last year, and was planning on redoing the whole thing, but if you want to look at it (and assuming I can find it) I'll send it to you. In a nutshell (hope I remember this right), you pick a SIZ and TECH LEVEL for the ship and that tells you how many SPACES you get to buy stuff like weapons, engines, and shields. But, be warned, I was planning on revising this, so it is not very polished (or very good). But it does work/cover most SCI FI settings to some degree.
  23. rust, 90m is only used for the qualify round, not for the elimination rounds. During the 90m round, the target is 122cm in diameter. Few people I know are over 1.2m wide. But I suppose shooting an obese person would be possible out to further ranges.
  24. Just in case no one'S mentionted this yet. Realistically, you can't hit a man sized target with an arrow beyond 80 yards or so. Virtually all hits beyond that range historically were with volley fire against massed groups. So technically, while the arrow can fly out to as far as 700m with some bows, an archer couldn't hit anything smaller than the "broadside of a barn" at that range.
  25. Nick, Thanks for the link. Very entertaining. Wished I could have gamed with Dave sometime.
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