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Atgxtg

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Everything posted by Atgxtg

  1. Well according to David Scott, when he replied to the OP about a Prince Valiant reprint: Since David Scott is in the loop, Prince Valiant will be available in the kickstarter.
  2. Iit is about the rules because: I'm trying to emulate the results of the source setting, which do not match the results of the BPR rule.I'm going to need vehicles to be able to kill each other fairly often with one attack. TO do that I need to alter some rules. This isn't about how the player see advantages and weaknesses but how weapons actually work against vehicles. In real life (and most fictional setting at least try to factor in a bit of reality) heavy weapons can take out armored vehicles, but that isn't really the case with the BRP stats. In BRP even a critical hit from a LAW rocket (8D6 AP) doing max damage (96 points) through armor, won't kill a modern tank (140 hit points). The weapon just can't do 140 points of damage, and by RAW nothing less can stop or otherwise impair the tank. Any method of altering that means altering the rules. BRP game mechanics do not factor in for weak spots, known or otherwise, other than by impales and criticals. To add in a way to exploit such weaknesses would require changing the rules. So yes, my issue is about rules. That said, I like your idea of adding weaknesses. Thanks, I don't think it addresses my problem but it does make things more interesting, and would help with a specfic vehicle in the setting which pretty much has to be taken down by targeting a particular weakspot. So the idea helps Now if all fairness to BRP, it's based around personal combat, and was never really designed to handle vehicle combat, beyond the occasional chase. What we got was stuff that was added in piecemeal and the actual values didn't really matter much, since 20 points and 50 points usually mean about the same thing to a character. Dead by 5 points of 500 points doesn't matter. I just looked at some test paper on battlefield statistics and the researcher broke down the "kills" in an interesting way, and one which might mesh with your idea of adding weaknesses. What the paper did was break down kills into catastrophic kills (vehicle go boom), mobility kills (vehicle immobilized), and firepower kills (vehicle weapons disabled). I was thinking that: A vehicle has to roll against it's current hit points when damaged. A roll under hit points means the vehicle is damaged but functioning normally. Maybe the difficulty of this roll could be adjusted based on the hit point state of the vehicle? A roll over hit points means a "kill" of some type. Odd failure means a mobility kill (vehicle stops moving, but is otherwise intact) Even failure means a firepower kill (weapons out but vehicle otherwise okay) A roll that fails by more than 20% is a catastrophic kill (vehicle destroyed, character make a LUCK roll) Weaknesses could be factored in by targeting a spot/system and having it apply a modifier to the survival roll for the targeted weakness. For instance targeting mobility or firepower would ensure that they are what get's taken out on a kill, and targeting something for a catastrophic kill could could the kill margin to more than 10%.
  3. They might but it's usually due to an autocannon, rocket, energy beam, nuke, etc. striking the vehicle. Yeah that could work, but it would mean coming up with hit locations, and even then I'm not sure if the attack could do enough to take out a system and knock out the vehicle. For instance, using my tank example, a typical hit is going to get about 28-29 points through the armor, which is less that 25% of 140 hit points. But it's still an idea. I don't relish having to do up hit location tables for every vehicle, but it might be worth the effort. It varies. In most cases in the primary source they just go boom is a nice fireball, but sometimes they just are intact but inoperable and one or more survivors get out. Some vehicles have ejection systems. I was thinking of allowing a LUCK roll to escape a destroyed vehicle. Maybe adjust the difficulty based upon how "destroyed" said vehicle is. A vehicle that get's "killed" twice over might be a hard LUCK roll to escape.
  4. I'm working on setting up a campaign for a specific sci-fi setting. One where characters in vehicles sometimes shoot at other vehicles and vice versa. In the setting various vehicles can often damage or destroy each other with one shot. My problem is in adapting the BRP rules. For example, lets say we have two modern BRP tanks (Armor: 24, Hit Points: 140) shooting at each other with tank guns (15D6). Doing the math, we can see that on average, it will take five hits for one tank to take out the other. Factor in for an impale and it might happen in three. Still too many for the setting. I've been thinking of ways to achieve the desired results, and am posting them below for other people's opinions and (hopefully) a better alternative. Option 1: All of Nothing If an attack gets past the armor the vehicle is destroyed. This is closer to my goal and to how it tends to work out in real life. But it makes hit points worthless, and would break down with bigger vehicles (tank gun takes out battleship). Option 2: Hit Point Save This is the same as option #1 exact that the vehicle gets a "saving throw" against it's remaining hit points to survive the hit. A roll of 96-00 is always a failure, and a 00 is probably a catastrophic one. It will probably still take several hits to take out a vehicle but at least there is always a chance of a kill. Option 3: BRP Mecha and Resistance Table The idea here would be to covert every to BRP Mecha scale (1/10) and then compare the incoming damage to the remaining hit points on the resistance table to see if a "kill" is scored. Anyone got any other ways to handle this in BRP?
  5. that contradicts what David said So if David has it right then this would be a way to get Prince Valiant?
  6. Sorry David, but most of us hear anything about it in four years. That'snot a good sing for a kickstarter. Has Chaosium managed to renew the license for Prince Valiant? The last posts from MOB and Rick Meints, in 2019, didn't indicate so. Also, any idea when the Concordance will be available?
  7. That's what I thought. I think that has changed. Remeber that the project was announced some years ago, by Stewart Wieck, who is sadly no longer with us. At the time he held the rights for both Pendragon and Prince Valiant, all of which has changed. The comments section do not look promising, and I fear this is probably a failed kickstarter.
  8. And often those holdovers are either incopatible with each other or with new rules added in the BGB/UGE. Basically most, if not all, of this stuff worked, back in the game where it orginally ame from. But the mix 'n match nature of the BGB leads to things being used together that were not created to do so. Yeah, it's greatest strength is it's greatest weakness. It's a great tool kit for experienced GMs who want to fine tune it to fit a specific setting, but it's very hard to get it all to work together until you do. Yup. How well it works will be the issue, and that is subjective, both by player preferences and by the genre being emulated.
  9. I'd go with: Weapons of the same type (1H Sword, 1H Axe, 2H Spear, etc) used the same skill (so Broadsword, Shortsword and Scimitar would all use 1H Sword). Weapons that were considered by the GM to similar (i.e 1H Club and 1H Axe) can default to one half the higher of the two skills. OPTIONALLY: Rule #2 can be applied to someone using an weapon that they are unfamiliar with at first, until they get time to become familiar with the balance of the weapon. For instance, if a PC loses their broadsword (1H Sword) and picks up a kopesh (also 1H Sword) for the first time. That seems a lot simpler to me, and is more in keeping with the spirit of older BRP games.
  10. Thanks for explaining. I wasn't judging, just wondering if you used S.D.C> and the various special training skills that came along with that expansion to Palladium. That's what I thought. I mean you'd sort of have to if you used Palladium's damage values for firearms. THanks for the clarification.
  11. DO you all that against all damage? Can someone roll with a bullet? Do you use S.D.C.?
  12. If it's held up for 30-ish years, I'd say it works about as well as anything official. I'd lve to see how you meshed the two.
  13. It is incredibly difficult to achieve! Especially when the comparisons between the IPs are like comparing apples and. oranges. It's why good crossovers are so tough to pull off. Usually they require the participation of the authors of both franchises, or that both properties be so old that nostalgia will override any reservations. Even then it's a tightrope to remain true to both franchises. Often you have to bend something in one of the franchises just to make the crossover work -like with King King. vs. Godzilla.
  14. Indeed. It applies to all crossover stories too. Except when you are doing the face-offs you have to deal with two sets of creators, who themselves might not agree. Now if you can find some common ground, and avoid playing favorites, you can get good answers, but that isn't always possible, or acceptable to fans of both sides.
  15. Sure, but only if there is a reson for it. I'm not so sure people in the future will need to snipe people from orbit with ship's weaponry, and I'm kinda worried if they do. Yup, and my first VCR cost $400 (over $1200 in today's money) back in the day, and now I can get one for $20. But today I don't have much use for a VCR, so the drop in price doesn't matter much. So sniper people from orbit might not be worth pursuing. Plus defense tends to try and keep up with offense, so chances are if they can make the targeting cheaper they can probably make the counter measures cheaper, too. Sure. But not every engagement uses precision weapon or should. You have to wonder if spending $10 million to blow up $100 thousand worth of equipment is worth doing. With a Sci-Fi setting I suppose it comes down to what the setting creators decide is possible.
  16. Not if the values work, and make sense for the game. In the end that's all that matters.
  17. Yeah. For that there is BRP Mecha. Basically something big, like a Battleship Gun does 3D6 mecha scale (or 3D6x10 character scale). Chances are even the minimum of 30 points will drop most PCs, and 3d6 Mecha scale will aggravate Godzilla. From at least one episode, longer at the end of a season or during sweeps week.
  18. Some have meter accuracy. Most don't, and for a very good reason- it costs a lot more. Most anti-ship weapons are not precision-guided either. The Circular Error Probable (CEP) for most weapons, even precision ones tends to be higher than one meter. Of Course if you bomb has a 50 meter blast radius, does it matter if the CEP is only 20 meters? I mean there is still a greater than 95% chance of the target being in the blast radius. Me neither, but I have a problem justifing it. Chances are if they can hit a porthole, they probably can just blow through the ship. I mean it a weapon is designed to blast through a ship in the first place, the porthole doesn't really matter. Plus, if the target has some sort of energy shields, it probably doesn't matter exactly where you hit, as the shield could deflect or absorb the attack. It all depends on how the tech plays out and why. For example, today most anti-ship weapons are not designed to target a single person because there is no real benefit for that kind of accuracy. They just need to be able to hit a ship. If some reason reason they needed to put a missile up someone's tailpipe, they might have (or call call in) something specialized that can do the job, but not a Harpoon or SLAM-ER.
  19. That's probably the least of your expenses. I mean, first you need to jump through all the hoops to get the proper permits and licenses ($$); then you have to buy the thing ($$$$$), ten you have to fill it with fuel (SS). Besides, all insurance are void if you go into a war zone. A direct hit is pretty much the end of the character (maybe a generous GM might give a PC a POWx1% chance to get thrown clear of the blast). There is a story about a tank that was unlucky enough tp suffer a direct hit from a naval shell. Not good. And that was a tank. The tricky part is for the ship to hit a man-sized target. Most big guns are designed for larger targets and probably can't place a round that accurately. Of course if the guns have a decent blast radius, you might not need to hit them, you only need to be in the right ballpark (literally).
  20. LOL! Yes they can, spending on where they live and if they can pass a criminal background check. It even possible to own things like heavy machineguns, and such. Possible doesn't mean easy though. Usually you need to have some sort of "collector's licence" (not cheap or easy to get). There are a couple of youtube channels where they show weapons that are going up for auction, and it's surprising the things you can buy. Good Guess. I think it's a FV107 Scimitar CRV-T (Combat Reconnaissance Vehicle Tracked). So technically it's a scout vehicle, not a tank. It has a 30mm RARDEN that can fire and high explosive, and two types of armor piecing rounds. The Scimitar is from the early 1970s and is no longer in service. I might just have BRP game stats for the thing, if you want them And you'd win that bet. A full tank is 423 liters (111.74 US gallons) on which is can travel 644 km (400 miles) by road, with an operation range of 450 km (280 miles). So about 3.58 miles to the gallon.
  21. Maybe not, but they usually care where they get their money from, or at least their governments do. Basically if a trader gets caught selling arms to someone they shouldn't, the government swoops down n penalized the company and the people involved. Just how badly varies on the item, circumstances and quantities. Keep in mind that one thing that all government officials want to do is to remain in power, and the best threat to them doing so is if somebody who doesn't like them can get their hands on military grade weapons and vehicles. Or if someone who doesn't like someone who does like them get their hands on military grade weapons and vehicles, and threaten said ally, causing the ally to hold it against the official. For instance, imagine if some US company sold some tanks, under the table to some people from France who then used the tanks to storm Paris. THe French would not be happy about it, and would let the US Government know that in no uncertain terms. THe US Government, in turn would be very unhappy with said US company, and take action. Now yes, there all all sorts of ways around this, but they are less about money are more about ways to smuggle and cheat. Basically in BRP terms you could probably up the price of the item at least one level (maybe more depending on how hot the item is. Smuggling walnuts or even arms ammo is one thing, smuggling backpack nukes, that's something else. You would probbly need to add in some skill rolls to see how the traders get pass the authorities and such. Yeah, but for modern military hardware you usually have to have friend$ in the local government who are willing to look the other way, for a cut. That assumes, that there will be no blowback on said Friend$ later on. I know Europeans think every American has a machegun, and two stinger missiles in the trunk of their Abrams tank, but in truth it's not that simple to get most weapons. Anymore more that a handgun, hunting rile or shotgun is typically unavailable to civilians, and in states where it is available it is restricted to licensed collectors, who can have all of their licenses revoked for any sort of violation. Or do a "tank' like James Gardner? To be honest most military vehicles in civilian hands are obsolete vehicles that don't have working guns or ammo. Yeah someone who rank amok in a Sherman Tank could pose a problem to law enforcement, but not for long, as the military would be called in to handle the situation if necessary. Oh, and in real life governments run background checks on the people who buy this sort of stuff before they are issued the paperwork that allows them to do so, specially to avoid someone doing donuts with thier tank in front of city hall. Well, most people can work out most of this stuff, but why reinvent the wheel? Yup. That's similar to what the One Ring Does with treasure and stand of living. Yeah, but I think the main reason why it works so well is that it has an established setting and some sort of economic system tailored to how the players will want to spend money. The problem with prices in the BGB is that the game is generic with no specific setting. So you don't really know what gear would be available, how the economy would work. It's easy to know what a Glock 17 should cost in the modern world, but not so easy to guess what it would cost a couple of centuries from now, in a world with laser pistols, or a couple of centuries ago before magazines with metallic cartridges were a thing.
  22. No, but it's true, somebody didn't get their Harrier. Well for him anyway. He should have won that in court. Pepsi did run an ad for thier contest claiming that you could get the thing with enough points. How is that not fraud? At least with the Joe Isuzu commercials they would post "He's Lying" underneath outrageous statements. ✈ī¸â˜šī¸ Oh đŸ’¯ for getting the reference. You can't trade them in for anything though. 😒
  23. Sounds like what you want is the system from The One Ring . There you got a Standard Of Living/Wealth Level, that determined what sort of gear you could have, but you also earned Treasure would could be saved up to raise your standard of living, or used up to get things that were above your Standard. So a rich merchant could start off with a horse, while a poor woodman would have to use treasure to get one. Yeah. The BGB has no econmic system to speak of. RQ3 had an excellent ecomic system, but required you to keep track of your money. In the BGB's defense though, since it is a generic book covering any sortof setting, there is really no good way to handle money that works everywhere. Yeah GURPS keeps redefining the $ for every setting but it doesn't really work all that well. Any economic system worth using has to reflect the setting. Well you could give PCs a die pool. When they try to buy something above their Standard of Living, they have to spend one or more dice, which are rolled to see if they make the purchase. A PC could get a certain number of dice each week/fortnight/month/etc. equal to thier Standard of Living, and extra dice could be awarded as pay for completing jobs. The problem with abstract money systems - they don't work. They're not really supposed to. Most people who use such a system don't wan't to be bothered wit money but want some method of limited what the players can get access too. Ususally it's "good enough" for play because the game isn't focused on money. Most Superhero RPGs can get by that way. No one really cares if Spider-Man can afford bubblegum, they just want to see him scrambling to pay the rent.
  24. Yup. I've seen and read several similar accounts about guys with flamethrowers, automatic rifles and such. As soon as one guy stands out as a greater threat they become everyone's #1 target. I've seen the same thing happen in RPGs too. We had a game session in Bond where the GM gave the bad guys a M2 Browing on thier boat, not realizing just how nasty that was in the game. My character literally spent the entire firefight with an AR-7 (I think?) doing specific shots to the head to kill anyone who went near the .50 cal. Had they got off one attack they could have killed our whole speedboat, and all the PCs.
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