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Atgxtg

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Everything posted by Atgxtg

  1. . Some version of RQ/BRP require that you declare parries and some let you react to attacks. I've never seen one where parries came before the attack. Declared before the attack was rolled, but not before the attack. Usually it's the : "He swings" "I"ll try to parry!" Method. So, "He Swings" "I'll parry and spend a point to bump up my roll by one grade!" shouldn't disrupt the flow of the game.
  2. Rought draft of Western Price list now available for download.
  3. I sort of figured that. But it is still a ballon. Poke some holes and it's going to get taken out fast. Especially when most are filled with hydrogen. Maybe something like lowering it's "major wound" score to 25 or so? BTW, Tanks seem to be a bit vulnerable to small arms. I mentioned this elsewhere, but perhaps "impales" and critical against vehicles should only apply after armor? After all tanks aren't going to suffer from blunt trauma from a shotgun or elephant gun the way a person would. That could be an "armored" special, meaning that it would only apply to vehicles that have been specifically armored, like Tanks, APCs, and Battleships, but not to vehicles that get their APs from bulk and engine like 18 Wheelers, Cruise ships, and Automobiles. I can see a "sortscar" getting toasted with a "impale" or critical from a "submachinegun" , but it should only skuff of the paint on even a "vintage" tank.
  4. I'd think that would be the player's call. A classic exmaple would be. Spend a point to get a better result when selling your airspeeder? No. Spend a Point to make sure your proton torpedoes blow up the Death Star. YES!! If the player wastes the points to improve every die roll then it's thier own fault if they run out. Boy, you must hate BRP then. That's it's entire combat system. A guy get's attacked and then he rolls to parry and reverse the hit. Since most people don't run "statement of intent phase" and most versions of BRP allow for multiple parries, it is essentially the same thing. Yes but the problem with that is that it sort of negates the major reason for the luck pool. That is saving your bacon. "Oh, I should have spent the Luck point before the sniper ambushed me and shot me dead? How was I supposed to know there was a sniper?" Ditto you example about looking really dumb. Generally speaking it isn't the hard moves that make you look dumb. It is when you are doing something easy when you trip over your sword and embarrass yourself. Also, since you don't know when you are likely to trip over your sword, spending in advance basically means not spending the points and being caught with egg on your face. There are a few of options other than a "reroll." First is to spend the points when you would parry or dodge. For instance, rather than using a point to reroll or make a Luck save, you could just use a point to improve the result of your next dodge or parry roll. Either the point would give you a bump up in success level, or just a flat bonus to your success chance. For instance 1 point could up a success chance by 10 or 20%. Personally I like the bump up, since that way the player will always get some benefit from spending a point (you could have a critical count as a refund of the luck point). That way, an unskilled but heroic PC could defend himself a few turns by spending luck. Another option would be to spend the points after the hit to adjust the damage roll before it is made. For instance maybe a point turns a hit into minimum damage, or downgrades a special or critical down a grade. So that way a guy who take a critical hit from a spear and "knows" the other guy will be getting max impale damage could spend a point to downgrade the effect to only an impale, giving him a chance to survive the roll. Two could could turn the hit into a normal damage, and three would just result in minimum damage. Again the key thing is to apply the effects before the roll. Make sure you give the player the chance to spend the points, but if they pass they don't get to go back. That way you are never going back and reversing anything. Well, if it is Luck then POW is the right stat. In the Bond RPG, he did have a high number of Hero Points, 13, in a game where the average PC has about half that. But he gets away with a lot.
  5. Big bag of hydrogen has more HP that a Jet fighter?:confused:
  6. So I take then that dirigibles would be the exception with HP lower than SIZ? Ah...by density. So tanks being half made of dense armor plating have more HP.
  7. Yes, Thanks for the effort and communication Jason. :thumb: Take care of your daughter. We can wait.
  8. Up to you. It would seem to balance out. If someone blows all their points early in the night they are vulnerable later on.
  9. Sort of a Dragon Pass concept with the White Man taken on the role of the Lunar Empire?
  10. Not too tough, either. The tech level is well within Future world specs. No FLT travel for the main characters. I'll surf for some Eagle specifications and use it for a test design.
  11. Uh, Space: 1889= Victorian-era RPG based on the concept that Verne and Burroughs' concepts were real. Man colonizes MArs and it was a nice place except for all the bloody foreigners. Space: 1999 = Gerry Anderson TV show and moral lesson as to why it isn't a good idea to use a Moon as a nuclear waste facility. (Why didn't they just send it towards the Sun?). But, just for that I'll think I'll try writing up an eagle with my Vehicle Design Rules. And I always wanted to run UFO.
  12. How about something along the lines of: Its the late 1890s and some stranger shows up in town. The stranger buys an old worked out mine and large crates start to arrive... or how about an adventure based around the real reason why the Lone Ranger uses silver bullets? Just where were the Texas Rangers formed to protect people against. Indians and bandits or something worse?
  13. Yeah. THey have an extra large lung capacity for starters. Ironically, if I were to apply some modifers for "large powerplant" they probably wouldn't have worked out okay. Same with birds. Most birds have a low STR score becuase birds are light and not good at liting or breaking things. In truth, birds are musclebound, but about 2/rds of thier muscle power is dedicated to flying. I bet if I upped the STR score of cheetahs and hawks by applying modifiers to reflect dedicated powerplants and good ground traction, I'd probably end up with better numbers. I actually surprised that the formula held up for most of the creatures. I was using 1.037^(STR-SIZ)*39.6 mph. THat is the one I'm using for the vehicle design rules. It works pretty good for vehicles, too. As for a detailed fomula thgat tries to factor in every stats, yeah it can be done. Something like MOV=(2xSTR+SIZ+CON+DEX+40)^0.5 But is is worth the hassle for an extra point of MOV? If a horse is at 12, there is only so high a human can go? For Superheroes,maybe. I suppose a hero with STR 300 who can toss around battleships might have MOV 26.
  14. THe era thing isn't that tough. Basically (and I do mean basically-I'm skipping a lot, like we the US stole a bunch of land from Mexico) you got War of 1812, the time between the two wars, the California gold rushes, , the Civil War years, the post war years, the Yukon Gold Rush, and finally the end of the west. It is because of the changing geo-political nature of the west that you need some sort of rough eras. Area that start off as wildlands end up going through stages of colonization. The big thing from my point of view (as in as far as writing stuff up goes), is noting the differences in technology. The telegraph, railroad and steamship all played a big part in opening up the west. As did the improvements in firearm technology. But overall different regions would be at divernt levels of "wildness/civilization" at different times, so it isn't like we can llok at a date and say "all cities now have toliets" or some such. More like 1820-San Francisco is a little hick town, 1870-San Franciso is the largest city West of the Mississippi.
  15. Several, and none. STR gets you the muscle to get you up. DEX and CON could represent the flexiblity. SIZ would reflect length of legs, but also mass-so it would work both ways. I actually played around with the formula I worked out to get vehicle speeds and got some decent results. Threw in people and a few critters, and it worked out with a good speed most of the time. The cheetah threw it off. Personally, if we are going to get detailed with it, I suggest something like a running skill, and or maybe just let someone pick a attribute and use that for running Speed. For instance, running in now 30m and sprinting is 50m. We could say running speed is 20m+ choice of STR, SIZ or DEX, and Sprinting is +20m higher.
  16. Real world recol is a bit of a math exercise. Since many .357 weapons are heavier than a .45 and fire a lighter bullet, then the lower STR could apply. Also with the MAC-10/11 thing. Generally thse are fired in short bursts. Control isn't so much a problem becuase of caliber than it is because of the rate of fire. Basically the weapon keeps kicking out spend cases through the ejection port and that tends to push the weapon to one side (opposite the ejection port). THe stats in the book are for generic type, so altering STR or DEX by a point here and there for specfic designs would seem to fit. That's what I'm working on. Oh, BTW, realsitcally if someone were to brace the weapon, use the shoulder sling, etc. they should be able to lower the recoil a little. I'd also suggest upping someone's STR x1.5 if they are using a one handed weapon with two hands. The Weave stance is used for a reason, and two hands on an Uzi is better than one.
  17. Well there are the Hawkmoon mutation rules, right? Or the old RQ "chaotic feature" chart.
  18. was reading something on running the other day an apparently it all actually breaks down to length of stride. THe higher "upP' you get when running (the higher your center of gravity) the faster you run. Apparently it works out that everyone running at top speed in moving their feet at about the same rate (same number of "strides" per minute), just that faster runners are taking longer strides, and so end up traveling faster. See Student Solves Mystery Of What Limits Running Speed for a better explanation. The trick is length of stride isn;'t entired based on height (SIZ) or muscle (STR) but also on the flexiblity of the body centeri of gravity and so forth. A mechanical formula linking speed to stats would need to be very complex if it were to be remotely accurate. We'd probably need to factor in SIZ but work out SIZ as height over SIZ as mass, probably by factoring STR and CON. Flexibility of the joints count be factored in as DEX and CON, but it really probably goes beyond a simple stat rating.
  19. Thanks. :happy: I can now figure out a vehicles MOV score based on STR and SIZ. :happy::happy:
  20. In the last film, when the vist the forbidden zone for the first time, the radiation seems to be from the world buster nuke that is being housed in the city. So that is probably what is causing the radiation. It is probably only a problem to a small area. The rest of the zone if probably off limits for other reasons. Namely: 1) Remains of human civilization would disprove ape history. 2) There could still be mutant humans in there.
  21. Yeah, that is the problem with radiation. You can't see or feel it until it is too late. In game terms a GM would probably need to wing it and just have people get sick when they go where he does want them to. Part of the reason for the forbidden zone in the films was to help conceal the truth. From what we see in the films the "Planet of the Apes" may in fact still be the "Planet of the Humans", only Taylor landed in the wrong area.
  22. What you could do to balance out between those who use POW points and those who son't need them (MAges vs Fighters), you could simply create a pool of "Luck points" equal to POW and use those instead of POW/Magic Points. Just another option.
  23. THe thing I don't like is that such a method isn't selective. It is just as likely to work or not when you really need it as at any other time. Since the idea was to allow for a more cinematic/less lethal game, I don't think it would really help, since it is just a random factor. Also, since it is an improvable skill, it would mean that the fledgling heroes who need it wouldn't have it at good scores. The master warriors who don't need it, would be the ones with very high scores. Plus someone with a 95% defense on top of a 95% parry or dodge is going to be sort of boring. There is only a 0.25% chance of hitting the guy. An RQ2 style (sbutract defense form attack) is a bit better, but you still have the problem of making fights against flunkies not worth playing. I think any sort of soulition needs to be of the limited number of uses variety to keep things intestesing. A pool that can get used up is more dramatic, espeically since it can be tracked while getting used up, than a dice mechanic that will turn a hit into a statsitical abnormality.
  24. I would depend on just what made the area hot. Different radioactive materials have different half life ratings. There are still spots in Hiroshima and Nagasaki that are hot today, but other areas are habitable. Some forms of radiactivy remain hot for thousands and thousands of years, others can be clean in a few days. Consider the "big bomb" that exists in the second film, I think just about any level of radiation if fair game. Once you got a world-killer, you have to assume the existience of "lesser" weapons of insanity. You could put just about any sort of post-apocalyptic thing you wanted to on the planet. If we wanted to keep both the films and the series that only covers the coasts. For all we know they really could be a settlement of humans at Fort Wayne, or Intelligent lizards living in Arizona. We could even use Hawmoon's Europe with this, or overlay the Cthulhu Mythos. You could even have cultures where humans rule over apes, or both coexist peacefully. That might be some of the charm of the setting. It is so easy to put into any other shattered world setting.
  25. Hey Jason, Considering that "The vehicle chart MOV listings on page 267 are based on a travel MOV speed per combat round, assuming one isn't trying to sprint at top speed or overcharge the afterburner." can we equate MOV to a vehicle's cruising speed. Say around 75% power? I'm just trying to link up MOV Rate with some real world value.
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