Jump to content

Atgxtg

Member
  • Posts

    8,691
  • Joined

  • Last visited

  • Days Won

    25

Everything posted by Atgxtg

  1. Okay, in that case: 1. Dive behind cover. Can be dome with a Jump roll (or possibly a Dodge roll) with the protection determined by the cover. 2. If you are already some distance away you can drop prone and hope the fragments go over your head. I'd probably use a Luck roll here to avoid getting hit, and probably adjust the difficulty by range as the further out you are the less likely would would be to get hit. 3. Grab grenade and throw it away, hopefully making it someone else's problem. You might want to use a DEX roll here to get rid of it before it goes" boom" or just a hard Throw roll. 4. Find something to cover the grenade with, such as a helmet or a ally you're not that fond of. Get protection based upon what you put onto of it. I'd suggest double damage to whatever gets sacrificed upon the grenade, but probably no damage to anyone else. I wouldn't tie things to the initiative count. Realistically in a grenade lands at you feet right before/during/after you take a shot, you still have a second or two to react. Otherwise you will wind up with player playing all sorts of timing tricks to get the enemy committed to action so that they can't do anything about the grenade. Instead I'd look at it more like a dodge or parry, namely as a reaction to an attack. I'd make it a hard roll, since you only have a couple of seconds to act, but otherwise not worry about intiative counts. Besides, a combat round is 12 seconds, while a typical grenade will explode in only 4 seconds. Well by RAW it goes off off like any other attack- it explosed on the same Strike/DEX rank as it was thrown. It doesn't just sit there for a full round. THat's why I think it's best to make any sort of reaction to the greande a free reaction similar to a dodge, or parry. It depends upon what version of BRP you are using, but I believe the damage droops off a die every so many meters. BRP Gold Book Grenades to 4d6/4m, and drops off 1 die per additional meter. That's actually much kinder than real life, where the drop off would be more along the lines of 1 die per 4m. BTW, the gold book does have rules for diving prone (Dodge to avoid damage, or DEXx5% for half damage).
  2. No, no, no, no, no. The whole point of playing any sort of RPG based upon a particular setting is to play in the world of that setting, not in the world of today. If you "modernize" Pendragon to fit the social and cultural views of today (probably close to the views duJour) it ceases being that setting and becomes something else. There are loads of logistical reasons as to why the men fought and the women didn't, and any sort of pre-industrial society cannot support that many knights And while were at it, I doubt anybody today would really want to live in a country where they are rules under a monarchy where they have few to no rights. But we don't turn Arthurian Britain into a democracy (well, unless your writing the play Camelot). Let Pendragon remain true to it's source material. Greg gave very good reasons for why the role of women is what it is in PEndragon and those reasons are as valid today as they were in the past. How does it make the game more accessible? Are modern role-players so inept as role playing that they cannot play someone of another race or gender? I'm pretty sure I'm not an elf, dwarf, hobbit, dragon, or a female, but I've played characters are all those species and genders at one time or another. The whole point of role-playing is to play someone that you aren't. I disagree. All that would do would be to encourage people to play the game as something different than what it is. It would also cheapen any warrior women that do appear in a campaign, as they would be commonplace.
  3. Whoa! Dinner first. More seriously, I have found some of my old notes including my "Critter Fitter" speadsheet that I used to scale animals from nearest analogs. It might be worth alook, especially if I can find where I put the "Weapon Class" stuff for scaling up damage for bigger critters. Oh, and the Superworld SIZ table would be useful to you too, as it can help to turn real world data into game stats based on a creatures mass or weight. Oh the rough rule of thumb is x2 mass = +8 SIZ = +6 STR & +6 CON, and probably -1/2 DEX. But most creature in BRP have STR equal to SIZ.
  4. Smashing! I suppose the word "foe" is redudant here as throwing someone onto a live greande is probably not going to edear you to anybody.
  5. Oh, bad for you, they usually don't have a 41 minute fuse.
  6. It depends. "Reinforced Mail" is something of a blanket term, as is "coat of plates", and could cover several transitional armors. For instance a close knight weave (advanced mail) with shoulder pieces, knee cops, elbow cops, and such can ofteen protect as well. I'll take a close look at the armor stuff and see if I can reverse engineer it.
  7. I think Deviotion is you strongly you feel about your relgion. How you might react =if someone bad mouth's it, etc. I think Station is probably how much of a snob you are, how sacred you view the titles and ranks of the noblity, how much you buy into the whole "divine right of kings" idea, and so forth.
  8. Actually the opposite. Reifnorced Mail in KAP3-5 was 12 points while Sir Ector's refirnoced mail is listed at 14 points in the adventure. Sir Servause le Breuse's Advanced Mail seems to be equivlaent to the 11 point Mail with nasal helm but protects for 12 instead of 11. I don't like it. As for the footmen, they should have been give a SIZ increase backin JKAP3 when PK SIZ went from 3d6 to 2d6+6, which would have fixed them. I also haven't seen lance crtis be autokills. Most PKS tend have good weapon skills and get their shield. I with you on this. I started a thread on this awhile back noting that APP is essentially a dump stat, and Morien had a way to adress this fix it but I think you might be readying too much here. It is just a quickstart, so they probably just listed the skills that might actually come up during the adventure. I have mixed thoughts on this. While folk lore wasn't used a lot in my games, I'm not all that thrilled with the idea that someone who knows a lot about his peasants in now an expert of faeries or vice versa. Really? Heraldry and Recognize come up all the time in the published adventures. Maybe. They might have just dropped skills that wouldn't come up in the adventure, especially the ones that would normally start at 0. IMO a slight improvement, as Literacy implies the ability to write, too. Once again, the "missing skills" are all those that would normally start at 0 during the early periods, and were probably omitted as not being relevant to the adventure. Again, it might have just be omitted for the quickstart characters as it wouldn't come up in the adventure, and is a skill that normally starts at 0. Once again, I doubt it's gone. It just wasn't required for the adventure. I hope it isn't gone, as we did know what to do with it. Yes, no real change, other than to be more historically accurate. I think this one is a rule change, but a subtle one, as the charge action doesn't seem to reguire a lance (or spear) to execute. This seems to indicate that a knight who descides to charge using a sword rather than alance can do so but that he still rolls his Charge skill AND he doesn't get the +5 bonus (which does require the lance or spear). I might make for Ladies. Seems problematic to me, as it will ususally negate the mounted vs. foot bonus. Seconded. Brawling doesn't seem to come up much in our games. I don't think it hurts shields in anyway, as 6 points of protection from a heater sure beats 3 from your sword. I think these will be a non-issue. The new passions are all pretty low in value, and would be omitted for most NPKs.I think the reasons why we see Devotion and Stationthen in the write-ups of the sample characters is because this is a quickstart, and to show Agreed. I think these might be a misstep. While it did work that way in KAP1, I think this is just a case of poor rule wording, as the "critical = 20" bit has been omitted. Well that's you opinion. Having played with piecemeal armor in KAP3-4, I disagree. It can be fun to piece together a better suit by getting a new helm or better body armor. It not all that more complex to buy 3 pieces of armor rather than one suit.
  9. Well it is a quickstart, so I expect the actual rules will have some changes, just like RQG did. So far I'm more interested in the obvious rule changes: First Aid can now be applied to oneself, at -10. It also heals damage equal to the healing rate/double healing rate rather than 1d3/1d3+3 Critical hits now do +4d6 instead of double damage Passions & Inspiration now give a inspiration bonus based on the passion value as well as the die result, but (IMO) at the expense of critical successes. Brawling damage is a small fixed amount, making it difficult to harm an armored foe. Weapons now have a parry value and can stop some damage, on a partial success, like a shield. Weapons also seemed to be classed into groups now, rather than specific weapons. Armor has become piecemeal again, similar to, but different than the system in Knight's Adventurous.
  10. 1. Dive behind cover. 2. If you are already some distance away you can drop prone and hope the fragments go over your head. 3. Grab grenade and throw it away, hopefully making it someone else's problem. 4. Find something to cover the grenade with, such as a helmet or a ally you're not that fond of.
  11. Perhaps, but most of the alternate locations that have been presented (Cadbury, Caerleon) have the same problem. Logistics pretty much ensure that any place that could have been Camelot would have been a prominent city or town. Unless you put it somewhere in Faerie.
  12. Yeah, the Tolkien stuff was something of an afterthought. Baiacally "cashing in" on LOTRs popularity. But that did lead to D&D and AD&D developing a sort of pseudo-Middle Earth type setting as the default. Whenever I run an RPG set in Middle Earth, a big hurdle is the various preconceptions players bring with them about Middle Earth thanks to D&D. I've known players who thought it was wrong for wizards to wield swords (Gandalf did), and who thought Grey Elves were smarter and more knowledgeable than High Elves, Wood Elves bigger and stronger than High Elves, and that the Middle Earth-based RPG got things wrong somehow. This despite the fact that Tolkien invented the Silvan (Wood Elf), Sindar (Grey Elves) and Noldor (High Elves) and that Gygax mixed things around in D&D by making High Elves the "common" elves (and HIgh Men the standard man). But back to my main point: While the Prince Vlaint comic strips are chock full of great ideas and characters, not everything is a good fit for Pendragon.
  13. The only problem I see with not using Winchester is that it contradicts Le Morte. That's about it. Still, Greg went with Cadbury Castle in KAP1. If you pick a city outside of Logres, it will probably lead to some difficulties.
  14. I don't know if this would work for you or not, but a few years back I was working with someone on a bestiary, and I did some work deconstructing the creatures from RQ3. Here are a few things I worked out: STR typically is similar to SIZ. Realistically it should increase at a 2/3 ratio with SIZ due to the sqaure-cube law, but most large creatures in the game are magical, and so can be considered to be supernaturally strong. CON tends to increase in proportion to 2/3s the SIZ increase. Ths a creature that's SIZ 40 will probably have a CON around 25 ish. Armor is susally a multiple of the damage bonus. Typically 1 point per db, although values of 3 or even 4 times db are possible for creatres with tough natural armor, such as dragons. Damage dice tends to shift up a dice if the creature is a carnivore, and also for every 8 points of SIZ past a certian point (I'd have to find my notes to get the actual progression). Also, some smaller animals either have a larger damage stat than normal to offset thier db peanlty, or a smaller damage stat but ignore the db modfier. We were using this stuff to stat up animals based on the nearest analogues that had stats- i.e. stating up a Megalodon based on the RQ3 "Large Shark" stats and the square cube law, and we have a database with lots of animals, but then general ideas could easily be adapted to a table with generic stats for creatures of a given size. Probably in increments of 8 SIZ points (double the mass), or 4 SIZ points (about a 40-50%) increase).
  15. Good find. I was speaking more in general terms. What happened was that pretty much every place that liked the Arthurian legend would link itself to King Arthur in some way, retconning the story to suit their needs. That's why practically every region of Britain claims to be Arthur's birthplace or the real Camelot. Many of the famous characters we consider core parts of the tale (Lancelot, Galahad) were such retcons. I think the key thing here isn't if a GM can do this, but what does the GM get out of idea. If a GM has some good story ideas, almost any alternation can work. I still kick around my infamous idea of having one of the player characters turn out to be Arthur during the Sword in the Stone adventure. I've been kicking it around for over 25 years. It's just that such an idea would really alter the campaign. But for any radical idea to really work, there has to be more to it than the novelty of the change.
  16. Yeah, that's because the strips were written to appeal to the readers of the day, most of whom would go to the movies to see guys like Errol Flynn and Tyrone Power in Swashbuckling adventures, where hoisting a villain on their own petard was considered fair play. Foster drew the strips in a very cinematic style. I really like Foster's Prince Valiant comic strip and was collecting the reprints at one time, but the adventures have a much more modern (i.e. 1940s) tone to them than Pendragon does. Now that does make the Prince Valiant adventure easier for modern people to grasp compared to D'Morte or the HRB, but a GM needs to be careful when incorporating PV ideas into Pendragon or else it might change the way the players play. A good parallel would be Middle Earth and D&D. While the generic fantasy setting common to most versions of D&D has a lot in common with Middle Earth, and a GM running a RPG set in Middle Earth could adapt D&D material, doing so runs the risk of destroying the fell and tone of Toklien's world and just be a generic FRPG campaign.
  17. Just a suggestion, but what if you allowed POW points to be used for other things? Sounds like the Ood.
  18. Yeah, but Greg did mention it previously. He often tinkered with and changed things here and there. I think tinkering with events is a good thing, probably essential for those who are going to play the campaign more than once. It really helps to keep things fresh. As to Arthur's sons, introducing any son would open up a whole new can of worms. So would a daughter. A daughter would lead to all sorts of new problems as every major king and duke would view her as a path to the throne. Hmm, imagine if Mordred was unaware of his true parentage and tried to marry Arthur's daughter instead of Guinevere.
  19. That would seem to make INT value only to those with PSI powers. Now if everybody has some level of PSI in your setting INT has a lot of value, but if it is rare, then INT seems mediocre. Somewhat useful, but still not twice the value of other stats. In game terms, it doesn't ususally matter how fast you are, only that you are faster than the opponent(s). SO if the average person has a DEX of 10-111 something like a 12 DEX will be as good as an 18. Assuming you are using the BRP damage table, the +1d4 at STR+SIZ 25 is the real value here. Probably the most universal and consist of the stats, since more CON points equals more HP. That is a biggie, since it has a long term, cumulative effect. The thing is not every stat will impact every character equally, not every point of stat. For instance 2 points of STR mean a lot more to someone whose STR_+SIZ is on the cusp of the next damage bonus. That will certainly make a difference, and will probably reduce the value of DEX unless at the extremes. For instance if the average DEX is 10, a PC has more incentive to bump a 15 DEX to a 16, than to bump a 14 to a 15. On the plus side this means you could fine tune the importance of DEX by adjusting the die size. The bigger the die the less important DEX will be and vice versa. BTW, if you wanted to include things like combat experience/coolness under fire, you could have characters initiative die increase as they get more experienced. I'm just mentioning that to bring it to your attention, not to endorse such an idea. STR could be useful to lift stuff, obviously. Oh, and you could use INT to help figure out tech by pitting it against the tech level. What is POW used for, PSI points. What if you treated them more like hero points that could be spent to bump the results of social contests (and possible science/tech type contests)? For instance a character with a 15 APP could have 15 points to spend when making social rolls during a game session. These could either be spent one for one after the fact, or bump success levels or whatever. The idea being that the pretty (APP 15) girl behind the wheel of an aircar, who gets pulled over for doing 1000 kph in a 700 KPH zone will have a better chance of talking her way out of a speeding ticket. Again, just putting stuff out there for you to pick through -I've no sacred cows here.
  20. THE PV game was designed to emulate the style of the comics and even ported over some elements of those stories (including the aforementioned croc-dragon). If anything the comics port over to the PV RPG than to Pendragon, as the comics and the PV game share a sort of "Golden Age of Hollywood" feel. That is the look and tone of the stories fits that of films of that era. Pendragon, on the other hand, has an older, more archatic tone, and some PV stories won't adapt as easily. For instance Val does quite a bit of sneaky stuff that fits with the morality of the 1940s-50s -namely that's it's fairplay to cheat a cheater. With Pendragon however, a lot of his actions would be considered decieftul in not dishonorable.
  21. I think that depends on how useful those stats end up being in your ruleset. In generic BRP there isn't much difference between INT 13 and INT 15. In BRP with category modifiers, there might be a bit more of a difference. But it's hard to evaluate them out of context.
×
×
  • Create New...