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Atgxtg

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Everything posted by Atgxtg

  1. Call of Cthulhu. In COC most cars and truck seem to have HP equal to one-half SIZ. So I went with that for compatibility sake. Plus if HP=(CON+SIZ/2) and CON=0 you get half size. All vehicles do get some AP though, so they end up a bit tougher than their CoC counterparts. Even the Ferrari stops 5 points per hit. I've been toying with a modification for impales against vehicles where you don't get the extra dice of damage unless the initial result penetrates the armor. Hmm, with my current minimum AP rule the Nimitz would have a minimum AP of 768! I'm going to have to tweak that! Probably need to cap minimum AP's at 15 or so, or go to a cube root formula. The Nimitz has the armor, but it is spread out over a big area. What looks better, capping at 15 or a cube root (20AP).
  2. Oh, I thought you miseed my post. As another method, that yeah, it is an option. Still, with the average character having a 10-11 POW translating to a 50-55% Luck roll and the idea of the mechanic being limited to terminal wounds only, most characters aren't going to get the chance to use it much. More likely to run out of characters before you run out of MPs. Maybe some Native Americans could have Spirit Magic? Good incentive to wipe them out and steal their land.
  3. I never ran into the rich getting richer. Probably because I tried to make everyone roll stuff, even they guys who didn't want to. As for skill check hunting. With a good GM it isn't an issue. Only significant skill tests should award a check. If someone wants to switch out 5 weapons in a battle, he derserves everything that he is going to get. One thing I saw, and liked, and similar to what RMS did was the idea of awarding checks for failures. The idea being that you learn from your mistakes more than from your successes. In fact it makes more sense than rolling for successes and will really slow down the Rune Lords. I've also seen some games that require multiple checks for improvement. So as your skill gets higher it takes more to go up. Something like 1 check per 25% or skill or fraction thereof. But assigned skill rolls leads to "pyamidding". One method that another RPG did that I liked was to assign 10XP at a time, but assaign the award as 1st ability: 4 xp 2nd-3xp 3rd-2xp 4th-1xp That helps to spread the wealth, but would need to increase the costs of checks or go with the mulitcheck option to work. For instance a guy with 80% sword, needed 4 checks to improve could either spend his first place slot on it and improve, or a lesser slot and take multiple sessions to go up.
  4. Uh Rurik, That's pretty much what I was saying. The Luck roll is POWx5%, so that is POW or less on a D20, and spending POW points thing is the same as MPs, just using RQ2 terminology.
  5. Well, if I can get workable rules, and write up a bunch of vehicles it wouldn't take much to turn it into a viable product. System Generation tables would be easy. A lot easier than working up the armor rules for vehicles has been. Once you got the life zone forumla or a table like Star Data Table the rest becomes a mix of inspiration and math.
  6. You could limit the POW gain to a special success, critical or POW as percentage.
  7. Plus, these guy have been around for a long time. Sure, we are all technophiles, but not everyone is. When Chasoium started, "Computers" were those things the size of truck that had big tape spools on them. It not good business, but Charlie & Co. just might not be up to the net part of things.
  8. Oh yeah. IMO the setting would really need to use one of the Luck Rule/Hero Point ideas to be viable. Otherwise the first shootout with 1d10+2 pistols and no armor will wipe out a lot of PCs. I am thinking of adapting the Luck rule from Boot Hill 3rd edition. When a character takes a Mortal wound (it inflicts enough damage to kill them) they get to make a Luck roll. If successful the wound is reduced to 1 hit point (and the character marks off a POW point-so they can't pull this stunt all day long). That would take the edge off without spoiling the setting.
  9. Either that or pick up an offensive Spirit Magic spell PDQ. Generally it used to be the 2nd or 3rd spell we would take in campaigns. Typically Heal, then an offensive spell and protection.
  10. For planet creation: Well, there is no BRP SPACE game yet, but when one comes out maybe. But, You can dig up a lot of the info you will need from another RPG and port it over. 2300AD and the Worlds Supplment for Decipher Trek both have excellent Star System Generation stuff. Since both base their math on real world data it all good to port over. A Type G2V star is the same regardless of what system you are running. If you are comfortable with math, I can give you the formula for things like figuring out a star's habitable zone.
  11. Speed is the rated velocity in kph or mph. MOVE is the MOVE score for BRP. From what Jason mentioned when I asked him, the average Move rate for a human is 10. So, as far as I know, a vehicle with Move 10 is the same as a person with Move 10. The MOVE value that I calculated is the same as meter/second. So if you multiplied them by 12 you would get meter/round, assuming that they don't reduce the move rate to one-third like in most RQ/BRP games, in which case you use 3xMove for meter/turn. The CoC Speed rating is the rating that they use in the CoC chase rules, and appears to be mph/10.
  12. I'm working on a method of working of vehicles in BRP terms that is fast, and will let you write up real world vehicles using real world data. Once the specs are written up, they can be modified with the Design rules (soo to be simplified and updated). Here are three sample vehicles, along with an explanation of how the numbers were calculated. Example #1: 2006 Ferrari 599GBT “Bat” Real World Data: Curb Weight: 1705kg (3750lb) Top Speed: 330kph(205mph) 0--60: 3.7s Lateral Acceleration: 0.97g BRP Data: (How it was calculated) SIZ: 48 (Per RQ3 SIZ table) Hit Points: 24 (1/2SIZ, n) Armor Points: 5 (1/10 SIZ, n) MOVE : 92 (330kph/3.6) Speed (CoC): 21 (mph/10 or kph/16) Handling: +17% [(20-3.7)+(.97x5)] Example #2: 1981 Ford Escort Real World Data: Curb Weight: 1363 kg Top Speed: 145kph (90mph) 0-60: 14.67s Skidpad: 0.55 g (estimated) BRP Data SIZ: 46 (Per RQ3 SIZ table) Hit Points: 23 (1/2SIZ) Armor Points: 4 (1/10th SIZ) MOVE: 40 (145kph/3.6) Speed (CoC): 9 (mph/10 or kph/16) Handling: +8% [(20-14.7)+(.55x5)] Example #3: Me-262 Jet Real World Data: Weight: 7,100kg Top Speed: 884kph Thrust: 1800kg Gs: 3.5 BRP Data: SIZ: 56 (Per RQ3 SIZ table) Hit Points: 16 (1/2SIZ) Armor Points: 6 (1/10th SIZ) MOVE: 246 (884kph/3.6) Speed (CoC): 55 (mph/10 or kph/16) Handling: +20% [(1800/7100x10)+(3.5x5)] Note:The only "surprise formula" is the one for handling: Ground Vehicles: 20-(0-60time)+(lateral accerationx5) Jet Air Craft: Thrust/Weight Ratiox10+(lateral accerationx5) Anyone think this is useful? Is this a better way to go?
  13. True, although I think part of the problem with RQ is that lifting is STR based rather than STR+SIZ based. If you added the two together for lifting you would get results closer to the real world record holders. But we were just consider what surprise pitfall could exsist from coverting systems.
  14. The problem is the POW. If you add the nubed to the stats, a Race with +5 POW woukld end up adding 10 to it's MAX power, for a 31. STR & CON could only be trained up to the highest of their original STR, CON or SIZ. So in RQ3 the 18s were rare. But BRP isn't RQ3. It seems to be closer to CoC, and even RQ2, where the training formulas are a bit different. With RQ2, the max was 21 for humans.
  15. If the business relies on the net. There are many business that can get by fine without an internet presence. I think it is the "half-way" approach that some companies adopt (they feel the net a website, 'cuz everyone else does, yet don't do much with it) that causes problems. I think with Chasoium it might be a question of teaching an old dog new tricks. There have been a lot of technical innovations in the production and sale of RPGs that Chasoium could profit by adopting.
  16. BTW, I wish I could understand what people were thinking when they did the firearm damages for CoC. The Martini-Henry doing more damage than a 7.62? Yeah, it's a fat bullet with 123% more mass (480grains/15.4=31g vs. 215gr/13.9), but there is a difference of around 25% in Muzzle Energy. I wonder if they used Momentum rather than Muzzle Energy for damage? Yeah, I'm working on the weapons chart.
  17. Oh they are still over the top, especially Eastwood's character. He did say he wanted to poke a little fun at his old personna. But that was the point. The west portrayed in the film isn't quite real, but real enough for a good film.
  18. I'm been playing around with the idea of doing vehicle design differerntly. Basically you pick the SIZ of the powerplant, giving it a STR rating. The use subtract the vehicles SIZ from the STR and look it up to get the Base Move. (if equal then Move 10, if STR higher than excess STR =MOve up to 30, where it takes off,) Armor is added by weight, based on the final mass of the vehicle minus powerplant, passengers, weapons/cargo and structure. The advatages of this would be: 1) You can build/reverse engineer real world vehicles into BRP terms. 2) You can work out a cost in money for the vehicles 3) Character can take a purchased vehicle and then add powers to it with Hero Points, allowing them to turn a Corvetee into their equivant of the Batmobile. Does that seem like a better approach?
  19. I like the move, but I think that it really draws heavily on Eastwood's, past persona. What makes the film work is that the audience can believe that Eastwood's good natured pig farmer can in fact become the gruff killing machine that he portrayed in his earlier films. That film wouldn't have worked without an old actor who could still portray a menacing tough guy. Eastwood is one of the few who can play a "broken down" old man and "death walks the earth" and make them both believable. Not to many other big name "tough guy" actors could have pull that off.
  20. Actually, a LOT of people are like that. My sister works at a computer all day, and at night hates to check email. There have been times where we literally been out of touch because I didn't have a phone, and she wouldn't use email.
  21. That is actually how it is worked in RQ for attacks, so I would assume defenses would work the same way.
  22. Well with RQ, the stat ranges for each race is differernt. Where a Human might roll 3d6 for STR and Elf would roll2D6+2 and a Orc 4D6. THat is differernt from the statight +2, -3 approach. So no big deal, justt add the racial mod to 3D6 like in D&D, right? Well, yeas & no. Here is where the detailed rules come in. In RQ so things can be trained up or improved through play. Some of those traits, like POW has a max equal to the min roll plus max roll. So If a Talanta race has +4 POW, and you roll 3D6, his min roll is 7 and his max roll is 22, allowing the race to get a max POW of 29! There are a few other things like that in the rules.
  23. I think you could have gotten multiple ones off via a Multispell. I'd have to read through my RQ2 stuff to be certain.
  24. Well, there is the method they used in Superworld. That gave the usual chance for overcoming POW, plus a roll for successfully resisting a magical attack (your idea), and a chance to improve whenever a character made a Luck roll by rolling POW as a percentage.
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