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Atgxtg

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Everything posted by Atgxtg

  1. I'm taking a couple of geases to raise my Sense (Assassin) Sense (Ambush) skills after just reading that stunt. No wonder Humakt isn't close to Orlanth. That's nasty. :eek::eek: I wonder if I can take a Sense (Alynx) skill? :confused: I think Wind Lords are one reason why Harmonize went out the window in RQ3. :eek:
  2. Yeah. Although Magnificent Seven was yet another converted samurai film (Kurosawa's Seven Samurai). Being a Kurosawa fan, some of my favorite "westerns" are actually Samurai pics. I guess I'm not alone either. Kursawa said that he made more money off of A Fistfull of Dollars than he did off of Yojimbo. Hell, I didn't like John Wayne until The Man Who Shot Liberty Valance.
  3. Take a bow too. You did the first vehicle rules, and are the one who really prompted me to try it with Superworld. The SIZ/Hit Points thing was a fluke. I just used the CoC SIZ chart and noticed that most vehicles seemed to have hit pints roughly half their SIZ. Interesting. I can think of a couple of other ways to go with it. A rock/paper/scissors kind of approach, or even something like the dueling rules from Falkenstien, where combatants choose attack/defense combinations. Heck, if we could codify some maneuvers the Marvel SAGA rules could be a great way to do it. Say using STR for Attacks, Agility for maneuvering, Intellect for Electronic Warfare and such. I'm hesitant to use card with BRP though, and thingk all dice is better in keeping with the spririt of the RPG. For dogfights I'm trying to work up something similar to what they had in the James Bond RPG and CODA, with a bit of HERO system thrown in. If someone wants to dogfight and maneuver for position they can, but if someone wants to kick in the afterburners and do flyby shots they can do that too. THe real questions are where to draw the line detail wise. I've got enough RPG stuff and data to get very detailed, but there is a point where it might be too much for BRP fans to be comfortable with. For instance do most BRPers want to worry about things like G-LOC?
  4. Yes, I think it is possible, but some things would be different. For starters you would need to covert Taslanta stats into BRP stats. You can probably work out a relationship too. So a +0 in Taslanta might be a 10 in BRP, and a +4 might be an 18 (I'ds be awhile since I looks as Taslanta, so I don't remeber what the "human" range is for stats). For different races you could simply use the D&D method and just apply the racial mods to be basic BRP 3d6 rolls. Or, if you want a more traditional BRP approach, figure out new stat ranges centered around the Taslanta stats. I think the biggest obstacle would be that RQ/BRP tracks a lot of info that Taslanta doesn't, so you would be forced to fill in some gaps.
  5. That is one of my peeves with MRQ. By assigning skill improvement rolls rather than using the check system, it leads to characters having fewer skills. Most players will look at raising a perception or athletic skill as points that could have been used to raise combat skills.
  6. Okay, I've started working on the air to air combat plug in for this. Roughly it shoulw work as follows. Each turn pilots to pick an maneuver for their craft, such as pursue/flee, dogfight, tail, fly by pass, evade and so forth. Then they make a skill check, modfied by the Handling of the Vehicle. In some cases, such as Pursue/Flee, the difference in Speed will play a factor. So a plane traveling 200kph faster than another will close the distance. Realistically, the faster a vehicle is going the the harder it is for it to turn. So a faster plane needs more room to turn, and is less maneuverable. Here's the part I'd like feedback on: To reflect thhe effect of speed on maneuverability, I thinking of applying a penalty to maenuvering based on speed. The can be offset by handling, so aircraft that can pull more g's have a higher handling score. Right now, I'm thinking of each g a plane can pull being worth +10% to Handling. I'm also thinking of limiting the bonus a pilot can get from handling to his skill. So a 50% pilot in a F-16 that can pull 9Gs can only double his skill%. THe penalty chart for speed is: Modifer(Speed in kph) +15% (0) +10% (283) +5% (400) +0% (490) -5% (566) -10% (632) -15% (693) -20% (748) -25% (800) -30% (849) -35% (894) -40% (938) -45% (980) -50% (1020) -55% (1058) -60% (1095) -65% (1131) -70% (1166) -75% (1200) -80% (1233) -85% (1265) -90% (1296) -95% (1327) -100% (1356) -105% (1386) -110% (1414) -115% (1442) -120% (1470) -125% (1497) -130% (1523) -135% (1549) -140% (1575) -145% (1600) -150% (1625) -155% (1649) -160% (1673) How does that look? Does it seem to complex for BRP?
  7. Yeah. I remember once, having to keep track of how much Toilet Paper my character had. But that was in a post WWIII RPG, where Toilet Tissue was a luxury.
  8. Thanks. I figure that the rules won't survive contact with BRP. I know the power costs have been changed and such, so I'm certain changes will be needed. I've still got some stuff to add to it too, and need to work up some more sample vehicles. Ideally I'd like to simply the design process by letter people take a sample motorcycle or car and then upgrade it with Hero Points. I also need to do the Sci-Fi plug ins, artillery rules, air-ti-air combat, electronic warfare and all that. Some stuff for the next upgrade: Increasing Hit Points (1 Hero Point per), Generators to power energy weapons (increases the weapon cost by 50% but eliminates the need for ammo). I would like to see someone try building something with the system, though. Plus some ideas for what is needed (Yeah, I know, I have to run it through a spell checker and do some rewording).
  9. I'd say that it has a lot to do with the style and tone of the campaign. One thing to consider though is that if the GM stresses training and decay, then he should also be responsible to ensuring that the bad guys/monsters need to train too. So if a PC has been chasing some guy for weeks and hasn't been able to maintain his skills, the other guy is probably in the same boat. We generally don't worry much about armor maintenance, or the minor aches and pains, colds, shaving, or even going to the bathroom in gaming. Would we want to?
  10. That's not really a failing of the handguns, but the effects of combat on the shooters. Between the fear/adrenaline dump, and the desire to get the shot off fast, accruracy goes right down the drain. Even today, with out modern firearms, and most gunfights taking place at a range of less 20 feet, only about 20% of shots hit. So I don't think you really need an accuracy penalty. If you wanted to, you could factor in for stuff like adrenaline dump.
  11. Most version of BRP that I've seen had the impale rule, and those that didn't (SB1) had higher damaged for missile ratings. Personally, I think the problem is that limb hits also cause total HP loss, and can kill. While having an arm or leg taken off can, and probably will kill someone, it won't do it right away. To be realistic, a rule like limb hit damage to total HP caps at location HP, combined with a bleeding rule.
  12. Not bad. I did up some AI rules for the vehicles design system. What I did was Let them buy INT and EDU. Int representing processing power and EDU representing data storage. I let them buy skills, but used the Idea roll as the limit for skill % used at one time. So an AI that had to multi task would need to buy a high INT. Other than the differences in multitasking (you give 1 function per INT, I let them break up skill%) and the method of buying skills (you give packages, where I did in in 5% increments) the two approaches are similar.
  13. I was going to ask that, but was worried about people hitting it when they wanted to "Reply to topic". On the side?
  14. Ah, since in on the East coast that's "only" half a country away. A good part of it. Without knowing the "whys" we tend to miss a bit of the "hows". Gravity is always a fun one to mention since unlike most other unexplained things, it's existence is accepted. People know that gravity exists, design vehicles to counteract it, and yet really don't know what it is. But I also suspect that some of what we "know" is actually not true, but simply an approximation that happens to fit our data. Science is good for the occasion paradigm shift. Sort of like the Sun going round the Earth. Everyone knew it was how things worked, until they found out that it didn't-and even then they had to have it rubbed in their faces to get the point across. Our models for the universe are better than those of our ancestors, but they are still models. I'm sure there are a couple of surprises left in store for us.
  15. Me three. I for one am not fond of taking a perfectly good setting and tossing in magic, etc. I don't mind it as an option, but would prefer the ability to game faithfully in the genre.
  16. True, but the same effect applies in BRP. A crtical from an implaling weapon like a spear or sword is typically going to do enough damage to kill a character. An 18 point arrow or spear hit that bypasses armor will kill over 99% of PCs. So the hit locations don't make the game any more deadly as far as crticals are concerned.
  17. Head hits yeah, and the same for abdomen, since they were set at 1/3rd HP. Chest a bit less so, since it was at .40 HP. But with the melee hit location chart there was only a 30% chance of getting a hit on the abdomen, chest, or head, with 70% of all hits going to limbs.
  18. I think the easiest method was was was used in HARNMASTER and Flashing Blades. Basically you had to get a skill check every so often or decline. Training and practice also counted. What was nice about the Flashing Blades approach is that it allowed adventuring to help maintain skills. I once had a character end up going to war for six months and got enough checks to keep my primary weapon skills going just fine. Eventually, I hit a point where I could maintain one or two skills at peak form and had to let the rest slide a little. That is probably about the right way to handle that in an RPG. There was nothing capping off any of my skills either than the time I had free to train. I was reaching the point where I was considering retiring from my position as Constable General to have time to devote to mastering my rapier. My "sideline" as a banker was providing most of my income at that point anyway.
  19. To some extent you can do that now. Just take either of the following vehicles and modify them with an additional 25, 50 or even 100 Hero Points and you should be able to build a batcycle or batmobile. Try it. I think once you have a baseline vehicle the rules get a lot easier to understand and use. Kawasaki PGz-750 (Motorcycle) SIZ 25(500lb) Hit Points: 13 MOVE- 700m (210kph) Handling: +10% ARMOR-Kinetic-3, Ballistic-3 POWERS-Speed 28 HERO POINT COST: 756 Ford Escort (Car) SIZ 41(1 ton) Hit Points:21 MOVE-500m (150kph) ARMOR-Kinetic-4, Ballistic-4 POWERS-Speed-22 HERO POINT COST: 866 BTW, I found the formula for beam weapons that don't need energy. It costs one half the cost for the levels. So if you had a vehicle mounted laser with a base range of 45m (2 Levels) and did 4d6 damage (4 levels), it would cost 6x3/2, or 9 points, and could fire all day. I'll put that into the next update.
  20. I think they are two separate things. A game can be internally consistent and be completely unreal, and vice versa. One thing about an RPG is that it has to balance out several differernt objectives to attempt to be a playable compromise. No two people ever agree to what extent component X, Y, or Z should be stressed. Hence we have had hundred of RPGs over the years. It gets even more complicated since the items to be stressed change from genre to genre. So even a game that handles one setting very well, probably needs to be altered to be able to handle another one well.
  21. Probably in the end we can just work up some baseline vehicles (generic motorcycle, car, truck, plane) and then allow character to customize them with Hero Points.
  22. Yeah, but major wounds actually reduce the lethality, as they cause characters to drop. Players otherwise would fight on until they ran out of hit points.
  23. BRP really isn't that deadly. The ability to kill with one hit is fairly low, and in most cases restricted to impaling weapons that critical. BRP is more lethal than, say, D&D, but there are deadlier games. One thing about hit locations and Major Wound charts is that they tend to make the game less deadly, as they increase the chances of a character being taken out of a fight while still alive. BTW, While you can't cut someone's nose off with a peacemaker, you can certianly shoot it off.
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