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Atgxtg

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Everything posted by Atgxtg

  1. There was no in-game rationale at all. Spending Hero Points was not viewed as something that the character was doing, but something that was happening because he was the hero. The out of game rational was that Bond does pull off the impossible at times (along with the highly improbable) and so should be able to do so in the game from time to time, and so should the PCs. The official way was by rolling a Quality Rating 1 result (the best possible) when doing something. This is equivalent to rolling a critical (actually a bit better since a QR1 was 1/10 the success chance) on any roll except for combat and chases (because those actions tended to call for a lot more rolls). An option to allow Hero Points for rolls in for combat and chases was mentioned and in fact in at least one of their published adventures is was strongly recommended so that the character could make it through the mission (Live & Let Die, a real nasty one). My house rule was to permit ONE hero point from any fight or chase. There was also a big loophole in the offical rules allowing the GM to come up with other ways to earn Hero Points. The two most common ones I saw were to award point for doing heroic things (so you get points for saving the world), and allowing players to buy some with experience. The game gave out experience points that players spent to improve their characters. Buying Hero Points was sort of a mixed blessing, as XP spent on Hero Points was XP that wasn;t being spent to improve the character. Another neat thing about them was that players could spend them, with GM permission to make minor alternations to the game world. For instance a character who is inside the villains Castle, could spent a Point to find a sword on the wall, or maybe even a loaded flintlock pistol.
  2. I've been leaning towards a hybrid. What I'd like to do it take the old category modfiers, but instead of baseing them around zero, have then use to full stat vale. For instance, the old Maniplution Category Modfier was ITN & DEX priamry, STR secondary. So make in DEX+INT+(STR/2). And use that for starting percentage for Manipulation skills. (So an average RQ character would start off with around 29% with manipulation skills.
  3. Don't know about WFRP. When it first came out, I didn't like it. It just look lie yet another attempt to sell lead. But, a few games do have the replenishing points (Star Wars d6), and yeah, it can get a bit too much. What I liked about Bond was that once you used them they were gone, although you could earn more in play. Generally the players would be torn between spending them to look cool, or saving them for when they needed them. Typically they'd go for a little of both, and that was just about right to both have fun AND maintain tension. But BRP supposedly has something like a half dozen differernt ways to do it, or not.
  4. I think it depends on just how much tweaking someone can do. For instance in some games you can do it with points, but the points don't come back, limited just how often you can pull a rabbit out of your hat. For instance the Bond RPG had that, but you never really had "enough" points to do what yo wanted. But in that game the odds were more heavily stacked against you than in BRP, so it worked out.
  5. INstead of setting the brackets at -5HP and -10HP in a location, you could use 1/2HP and HP as the brackets.
  6. I can understand that, but. depending on how it is done, it doen't really pull punches that much. In fact, in some ways it allows the GM to use bigger fists. A lot of critters have somewhat over done damage bonuses. Not that it is a problem, since all such options are just that, options. It's not like they are being forced on us. Those who like them can use them. Those who don't, wont.
  7. Yes. It worked great in other RPGs. They key it to give it limits, which the POW points would do. It is really help for smaller groups too, where one bad roll can throw the whole group into the lion's den.
  8. I do like the idea of spending pint to alter the success levels though.
  9. That because Tolken elves are derived from Finnish folklore, whereas as Anderson's elves were based or Nordic elves.
  10. I guess Caesar's daughter wants a bedtime story. Rome will have to wait.
  11. MATRA R530 (Air to Air Missile) SIZ-23 (430 lbs), INT 2 Hit Points-23 (12) MOVE-Flight 10,000 (3,000kph) ARMOR-Kinietic 2, Eletromagnetic-1 ENERGY POINTS-50 WEAPON Range Attack Damage Ammo Self/Explode 15 (90%) 10D6 1 Powers-Explosion (10D6 attack, limit destroys self, on a special success counts as a direct hit for double damage, normal success yields a proximity hit), Flight 118, Supersenses 11(Either Infranvsion for IR missiles, or Radar Sense for Radar guided,can track targets beyond effective range, use supersenses on resistance table against countermeasures.), Superskill-Pilot (self) 90% HERO POINT COST: 207
  12. As far as Hero Point cost go, sure. As far as actual $$ costs go, no. BTW, I also cheated a little since in Superworld you only play for powers and abilities to add to a basic vehicle. So the Escort would only cost 3 points for the Kinetic Armor. But if I did that we couldn't build vehicles with the rules. Naturally it will require some changes to being it inline with the BRP rules, and a few other tweaks to get it to handle stuff that it wasn't designed for. For instance the costs for ammo double to cost of the tank. Still, it's a pretty comprehensive framework.
  13. Another sample vehicle Ford Escort (Car) SIZ 41(1 ton) Hit Points-41 (maybe half to 21) MOVE-500m (150kph) ARMOR-Kinetic-3 POWERS-Speed-20 HERO POINT COST: 864
  14. I pulled out my copy of Worlds of Wonder, and started building Vehicles using the Superworld booklet. How does this look. M1A1 Abrams MBT SIZ 89 (63tons) Hit Points= 45 MOVE- 325m(97.5kph) ARMOR- KInetic 45+16 vs HEAT; Electromagnetic 15; Radiation 15 WEAPON Range Attack Damage Ammo Cost M256A1, 120mm 2000 (+20%) 15D6/AP 40 45+9=54 M2HB .50 cal MG 1000 (+10%) 4D6+6 900 15+297=312 M240 .7.62 coax 150 2D6+3 10,000 8+333 M240 7.62 skate 150 2D6+3 1,400 8+464 POWERS-Speed 13, Superskill-Main Gun Attack (Fire Computer, Laser Rangefinder) +20%, Superskill- .50 cal Attack (Targeting Sight)+10%, Darkness-5 (Twin, Smoke Grenade Launchers limited to 6 uses per day each, limited doesn't work in windy conditions) HERO POINT COST= 2185 (but note that 1094 points are spent on ammo!)
  15. Possibly. I wrote this for Pendragon, a game set in a semi historical Arthurian era, so a late Imperial period. But it would work for the Early empire too. I'll do a little digging. I though the Immunes were part of Marius reform, but don't know for certain. I didn't expect any changes. More like the idea that some of this stuff might be useful to post somerhwere for character creation (since that is mostly what it was). Nasically in Pendragon, your background gave you a certain number of points to spend and some ceertain skills. With the way BRP seems to be going, it would probably be less of a rule, and more a list of options for spending your character points. I gave a quick list of basic training skills and benefit for being the son of a soldier or officer. For example here are the requirements to enlist and basic training benefits as written for Pendragon: ENLISTMENT REQUIREMENTS RECRUITS Roman Citizenship Age 17 SIZ 14 (height requirement, waved with connections) Valor 12 Loyalty (Lord or City) 10 Honor 8 ENLISTMENT BONUS-75 denarii. BASIC TRAINING (1 Year) Gladius (Dagger), Hasta (Spear), Pilum (Javelin) +3 each. Awareness, Spaetha (Sword) +1 each. First Aid, Swimming, Grapple +2 each. Battle +3 Industry (Build) +5 Marching +3 Extra Training 1d6 to distribute as desired. 5 GLORY GEAR ISSUED-Leather and open helm (4-pt) armor, spear, legionary shield (9 point), sword, dagger, uniform worth 60d. PAY-Room and Board, Equipment, 20 denarii per month (1œ/year) Natually in BRP a lot of that can be dropped and broght in line with the new character creation rules.
  16. Hey, I just thought or an idea. I'm going to try and do this using the power rules from Worlds of Wonder/ Superworld. It gives us a few more options and a point cost for everything, and would be more compataible with the finished BRP. We could just use a 10-1 or whatever ratio for the final cost.
  17. If you want I can get you more info on the Pendragon Passion rules an d how inspiration works. It's not very complicated. Pendragon is, if anything, less complicated than BRP.
  18. The key phase is "Stillin use". Once a company stops using a trademark is usually is fair game after 5 years or so. Probably the biggest contributor to getting the terms extended was the orginal desl over Superman that Simon & Shuester made with DC. Basically they got shafted. Cases like that raised public attention to such issues. Personally, I don't think copywrites should extend for much more than the life of the orginal creator. I don't agree with people getting rich off of the work someone else did decades ago, let along centuries. I also think it is bad for our technological development. Imagine where we'd be today if someone had copy written all the old greek manuscrips that were saved by monks through copying.
  19. Nitghtshade, I think the major reason for the differences between you experiences and our comes from dropping the declation phase. By the book, skipping that phase slows your fights down, and makes spellcasting a LOT slower, since any action is going to get a 3SR penalty once the fight starts. Consider: Let's say you have a guy who got hit on SR8 and now wants to cast a heal 2. 1) No Declatarion Phase: You pay the 3SR penalty, and then the spell goes off next turn after his DEX SR+3. So for an anverage character, that would be on SR6. 2) Declation Phase: He waits until the end of the turn, then casts the spell on his DEX SR+2, going off on SR 5. Or if you want to cast bladesharp 3 before attacking. 1) No Declaration Phase: Cast at DEXSR+3 or SR 6, then prep for 3 SR, ttack 7SR later or SR 6 on the next turn. 2) Declaration Phase: Cast on DEXSR+3, or SR 6, attack 3 SR later than normal (SR7), or at SR 10, this turn. I think that explains both the differences in how battle magic worked, AND the differences over fatigue. With 3SR penalties left and right, you fights were probably 3-4 rounds longer that ours, and you spellcasters and missile troops correspondingly slower to react.
  20. Actually, it says on page 49 that a character can consciously delay an action (no penalty doesn't have to be declared) under the limit to strike ranks. So delaying is fine.
  21. Maybe not. I misread you orignal post. I think that delaying was in the player book. I'll check.
  22. That was in the errata for RQ3 too.
  23. Say Pete, how much detail does it go into with the Legions? Like I said, I had worked up some stuff on the different ranks and positions, including the various types of immunes in Pendragon. Looking at my notes, some of it could be useful for an RQ/BRP style game. For isntance, soldier could be orderlies, clerks, scouts, carpenters, and such. I even had a Marching skill that used to add to CON for forced marches, allowing the legion to march most of the day, and then put up a fortified camp before nightfall. In fact, the previous experience system used in Pendragon is a lot closer to what BRP seems to be going for, breaking up some skill points, so coversion would probably be easy. Would any of that stuff be of interest too you? I still got the files on the computer.
  24. Just a semi related bunch of tweaks and ideas. It is easy to modify somethuning once there is a framework. Aircraft: Okay this is a pretty complex topic that we atre trying to bolit down into game terms but here goes. The Itialitan Aircraft really weren't very maneuverable. While they could out turn a monoplane, that was because the biplane was moving so slow. The biplanes were alos made out of wood and canvas, making then fragile, unable to put much wing loading on the plane. If both planes were moving at similar speeds, the monoplane would outturn the biplane, as the biplane could actually rip it's wings off in a tight turn. Also, thing like pilot quality and the armanents used, not to mention morale played a huge part. Liekwise the ME-262, although novel as one of the first jets was not a good fighter plane. Pilots would complain that it moved to fast that they hard a hard time getting and statying in gun range, and were limited to conducting straffing runs. And the ME262 didn't fare as well as planes like the Fw-190, that were more maneuverable. Today, a subsonic but maneuverable plane like the Harrier can outfight a MIG-25 "Foxbat" IF the MIG lets the Harrier get in close. TW, I based the maneuverability on the g's a vehicle can pull (Maneuverability=g'sx10), so a real world turn rate would be: Maneuverability/(10xVelocity squared). I figured that most of the Speed advantage would apply with the COC chase rules in allowing the faster plane the ability to control the range band. For instance the early monoplane, the 262 and the Foxbat would all having increasing ability to control the distance and terms of engagement. Still, I could see where a faster moving target would be harder to hit. How about we apply a penalty to hit a fast moving vehicle, say: Apply a -10% modifier to attacks at a vehicle that has a higher Speed. Apply an additional -10% per 25MPH difference. So a ME262 with a 100mph speed advantage against most allied fighter would be -50% to hit. I think dogfighting is a good term, but perhaps we could put in a fly-by attack for fast aircraft, allwing them to interupt thier movement to fire. THat way they could move in close, fire, and move out of range in one turn. What we could all dwould be a dodgfight chart, and have that affect what wort of weapons can be fired. Basically compare the degree of success to see what arc the enemy is in. Something like: Same success Level (Sucess vs Success, Special vs. Special, Cirtiical vs. Critical): Fly by, both can fire forward facing weapons Faliure vs. Failure: Tail Weapons Only Fumble vs. Fumble: No weapons fire 1 degreee of Difference (Special vs. Success, etc.): Better roll can attack with forward weapons (or other arc if desired), lower quality roll restricted to side weapons or tail, loser's chose). 2 degrees difference (critical vs. Success, etc.): Better roll can attack with forward weapons (or other arc if desired), lower quality roll restricted to side weapons or tail (winner's choice) weapons .
  25. Maybe more like 50-50. While the Trolls were the only major species on the "plus" side of the curve, there were a lot of weird ones like Baboons that could be played as characters. I never recall anyone wanting to play a baboon, but the stats were there. Morokanth, Broo, Scorpion Men. There, but for some reason just not popular with the players.
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