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Atgxtg

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Everything posted by Atgxtg

  1. DO you all that against all damage? Can someone roll with a bullet? Do you use S.D.C.?
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Not if the values work, and make sense for the game. In the end that's all that matters.
  7. 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.
  8. 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.
  9. 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).
  10. 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.
  11. 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.
  12. 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. ✈️☹️ Oh 💯 for getting the reference. You can't trade them in for anything though. 😒
  13. 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.
  14. 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.
  15. I didn't mean anything by it. But that is often come doesn to how each group runs a game. Yeah, plus text doesn't have inflection. Oh, no need for that. We weren't even disagreeing. I was just trying to show how it's not just a player preference thing, but a game design and setting design thing LOL! Somehow a game where PCs try to hide thier Cayman Island slush from from the IRS auditors has a sort of oldskool computer RPG vibe. Weell, to be honest the various weapon damage might not be all that authentic. Romans used Gladius and Scutum instead of a longer sword for good reasons, most of which don't translate into most RPGs. But yeah, Steve was trying to make RQ less abstract than D&D. Spend 20 minutes going over the weapon tables. Pick the biggest baddest thing you can get your hands on. Jump through all sorts of hoops so that yor character can get thier hands on one Run into Mythos Nasty (TM) "Tink" Although I muss confess to running a RQ3 game where I sent a PC out on a quest to get a magical sword to fight a dragon only to have a somewhat similar result ("tink"). But at least the implaes got through the 24 point armor. THe look on the players face on that first "tink" will stay with me the rest of my days. PC won, BTW. I don't think it was the first, but it probably was the game that made such things widespread, and I think that might have been because it was one of the early games to be set in the real world, rather than a fantasy world. So they had all this real world stuff to draw from. It would have been foolish not to use that as a soruce.
  16. Not quite. Yes there were anti-tank rifles, but wen the aror got to thick they were just replaced with man portable anti tank rockets and grenades. Anti-material rifles are a fairly recent thing and really stemmed out of extra heavy caliber sniper rifles,such as the .50BMG Barrett which were considered overkill for a person, so they marketed them as being able to "kill" light vehicles and aircraft. But the .50 BMG round was orginally effective against tanks. But the hunting rifles were not really a civilian anti-tank gun, just something big and heavy enough to get though an animal's skull (not armor) and do enough damage to drop it before it go to the hunter. Because an angry Tiger or Elephant isn't a fun playmate. That's why a lot of the big hunting guns were doubled barreled- to give a backup. Noe of the anti-tank guns I can think of were. Yup. Plus there is also some wield escalation effects and target choices that occur if someone starts carrying a bigger, badder weapon. In WWII guys with submachgineguns, automatic rifles and flame throwers tended to draw a lot more fire, because they draw a lot more attention. Everyone else is going "bang" while they are going "bang, bang, bang, bang, bang" or lighting a tree on fire. Who would you shoot at? It's actually a case of player's survival instinct working against them. A player grabs a bigger weapon to one up everyone else, and makes themself a higher prioty target, thereby reducing their chances of survival. Yes, because you don't need an elephant rifle to drop a man. RPGs tend to have a damage stat and hit points, so it looks like more damage is always better, but in real life pretty much any firearm can take someone out, you don't need to kill them ten times over. You do need to hit them though so having more ammo and a fast rate of fire is worth more than sheer power. Likewise lower weight means more ammo, so lighter weapons. There is a bit of a range factor here too. The switch from single shot 7.62mm to automatic 5.54 mm and such had a lot to do with what the practical effective range an average solder could hit a man at rather than what their rifle's effective range was. Most soldiers can't hit a man in combat condictions who is 1000 yards away, so why build a rifle that shoots that far? Uh, slightly heavier. It really more of a intermediate design (6.5mm) compared to what they had before (7.65-7.92mm). That depends on what sort of game and adventure being run, but it can be interesting.
  17. LOL! Don't feel too bad, shotguns tend to get hyped up a little in TV and film. Not that they aren't deadly weapons. It's just that ad shotgun has about the same energy as a mid-to-high powered rifle, but that energy is divided among several small pellets. THe orginbal idea was to increase the changes of getting a hit on a fast moving bird, which didn't need a lot to stop, compared to stopping a man. BTRC (Blackbird Tactical Research Center) is the name of the company. They (well actually he, since Greg Porter is the owner/game designer)produce several games,. EABA is the RPG that stuff is made for, although BTC is produced CORPS and several RPGs based on thier Timelords Game system. Most of Greg's RPGs are fairly well grounded in science, and use some sort of mathematical method to stat up things, rather than eyeballing it, which helps with putting things onto some sort of scale and keeping everything internally consistent - especially when you want to stat up a lot of stuff. I know the feeling. I thing every GM does. Yes, plus it helps when trying to find the best method or system to emulate a certain genre or setting. In what way? I've seen a few different approaches. It all comes down to what you want, and for what type of game. Basically what happens is that every game focus on the stuff that seems the most important and then takes shortcuts in other, less important aspects. This results in some unexpected, and unintended consequences that don't make sense. For instance, in old D&D thieves required fewer XP to advance than fighters, resulting in thieves eventually passing fighters on the combat tables, and maybe even having more hit points than the fighters. Not really a feature.
  18. No you didn't. But you parting statement of " but I still understand those who like to have it as part of their RPG system." sort of suggest that it is a feature that players add to a game, and not intrinsic to a game. To be fair, all genres and RPGs have some aspect of this, although not necessarily gear or weapon related. Namely all RPGs emphasize some aspects of RPGing (combat/conflict, story telling, role-play) over others. It's just that we tend to focus of the gun/gear porn and combat over others because they are the aspect most commonly emphasized. I mean nobody's made a RPG about Certified Public Accounts with a strong emphasis on double-entry book keeping. Or if they have, they had the courtesy to keep it to themselves. It's probably the literary poster child for that sort of thing, although plenty of RPGs match it's love of detail and stats. Oh, and there is also a sort of "clothes make the man" aspect to all this too. A character is described in part by the gear they carry. Giving Indiana Jones a Smith and Wesson Revolver chambered for Webley .455, as opposed to a Browning High Power, Colt .45 Revolver or M1911A1, says some things about his character. Just like having a character carry a Luger is usually a way of showing that they are a bad guy. BTW, Isn't it kinda ironic that of all the BRP games Call of Cthulhu is the one that goes into the most detail about firearms, and Call of Cthulhu is probably the BRP game where those details matter the least? It's almost as if they are expecting the Shoggoth to stop in mid attack and ask "Is that a Freedom Arms Model 83 you're shooting at me? And are you using .45 Colt, .45 ACP, or .454 Casull ammo?"
  19. Yeah, but I think there is more to it that just player/GM "gun porn / gear porn." There is also a bit of game system/genre/style "gun porn / gear porn." here as well. For instance the James Bond RPG, tries to emulate the world created by Ian Fleming, whose style involved lots of detail. So Bond didn't just carry a small pistol, he carried a .25 Beretta with a skeleton grip and spur on the magazine., in a Berns-Martin Triple Draw Holster. He didn't just drive a car, he drove a Mark II Continental Bentley with an Arnott supercharger. It didn't matter than the .25 Beretta described by Fleming didn't actually exist (the .25's do not have a butt spur, as that could snag on clothing), that you can't use a pistol with a the Bern's-Martin Triple Draw Holster (it's for revolvers only), or that the Mark II Continental Bentley doesn't exist as such (it's a 4/12 litre Bentley Blower). What matter was the detail gave the setting more verisimilitude and was important to setting the tone and style. Therefore the Bond RPG is steeped in such minutia, to the point where there are almost not generic weapons or items. Everything is a brand name. If a GM were to simply things and take that away, it wouldn't feel like Bond. Now if you look at, say a Star Trek RPG, or most super hero RPGs, it's entirely different. The exact model and details of a firearm don't usually matter much, and they just note things like pistol or sub-machinegun. It could be a Tommy Gun, a Masden M-50, an MP-40, but it's all just a SMG to Star Trek (where the PCs carry phasers) or to Superheores (who either are bullet proof, or very hard to hit).In a setting like Doctor Who, carry a firearm is often a sign that the PCs probably don't need to bother with the detail of the character carrying it, let alone the details of the firearm. Different emphasis. There are also game mechanics considerations too. For instance in some RPGs gear and weapons are tied to character advancement. So you need better weapons and gear to advance the characters and well as to elp each PC have their own niche. Hence D&D's lists of nearly every archaic weapon ever created regardless of setting, date, or culture, along with all sort of magical perks. SO it's not just a GM/player thing.
  20. LOL! Welcome to the club! Some of us have reservations about the adds given to some weapons for precisely that reason. For example, thick leather armor (2 points) is actually pretty good protection against a dagger (1d4+2), but the add ensures that a dagger will always pierce leather in the game. It's pretty much one of those minor, unintentional, but irksome flaws built into the system. The ability for low CON low hit point characters to survive multiple served limbs while high CON characters cannot, being another. All RPGs tend to have odd quirks like this. In fact, at one time, one of the RPG magazines used to run a regular column where somebody would point out several such flaws each issue. Over the years several of us have posted ideas on how to get around this particular flaw, but there is nothing official. Sorry, you're probably wrong on that. Consider. In BRP an "elephant gun" does 3D6+4 (that's why I never get into a shooting war with elephants), so a firearm that did 3D6+2 would probably be something like a .300 Winchester Magnum, powerful but not quite powerful enough to go hunt a elephant with. A .300 Winchester Magnum round has somewhere between 20% to 200% more energy that a typical 12 gauge shotgun round. And at close range, shotgun pellets don't spread out, and strike much like a slug. So the higher mimimum isn't all that wrong. The best firearms damage stats for BRP, IMO, are the ones used in the Investigator Weapons series for Call of Cthulhu. They are both internally consistent, and are fairly reasonable compared to other BRP products. But they focus on late 19th to early 21st century weapons. It focuses on specific weapon models rather than generic examples, so there is more variance. Not all assault rifles are exactly the same. Investigator Weapons also generally scales a bit better for the minimum damage too. For example you will see a progression of rifle damages from 2D8 to 2D6+2, to 2D6+4, giving a smoother progression between minimum, mean, and maximum damages, with fewer oddball values. Overall, I think the the best set of firearms stats for any BRP game. It's not perfect, and I don't agree with every design choice made, but it's still as good as anything else out there for BRP, and better than most. If you want I can post some sample damages from the book to show the progression. Investigator Weapons is probably the closest thing to a definitive firearm damage progression for BRP. Oh, and the author of the Investigator Weapons series, Hans-Christian Vortisch, is also the author of GURPS Hi-Tech Weapons Tables and a co-author of GURPS High Tech (4th Edition), so Investigator Weapons sort of does the Conversion from GURPS for you, with similar rules, a lot of the same weapons, and I suspect the damage tables probably easy to match up as a result. Looks like you visited Anydice. 😉 First off I'd like to point out that BRP games do not use the D12 anymore, a design decision made way back in RQ2. Secondly note that the adds/minimum damage problem still exists: going from 1D4+1 (min 2) to 1D6 (min 1) for instance. For the most part you won't see this because of BRP's focus on characters and the inherent lethiality of weapons in the game. I mean when a 5 point wound will probably take a character out of a fight, and a 10 point wound is probably an autokill, do you need stats for anything that does more than five dice?There is Investigator Weapons, as I noted above that gives a nice progression, and there are a e a couple of formulas for working out damage an other stats for a firearm (I can dig one or two up if you need them, that give mostly good values for BRP or Mythras).One the thing to note here is that the firearm stats mostly originated in Call of Cthulhu, and the author there based damage more on momentum, caliber, and perceived "stopping power", basically an old school approach to damage stats, while where most formulas base damage on muzzle energy and/or penetration, that is a more new school approach. That's why the .45 does more damage in CoC than a 9mm. Something that has been hotly debated in real life, and rather hard to prove one way or the other as we can't just start shooting people under laboratory conditions to find out. I'd also strongly recommend BTRC's Stuff! supplement for it's EABA RPG. Stuff! has rules for design weapons (among other things) based on the size of the weapon, technological capability of the culture, and a list of modfies such as how many hands are needed, single shot or multi-use weapon, size of the ammo, and so forth. It uses a penetration based damage model, but can be adapted to BRP (I think I have a conversion table to Investigator Weapons/CoC damage on a hard drive somewhere).Stuff! is a great toll for designing things, especially weapons, and it has conversion guidelines for multiple other RPGs, including GURPS. It's also nice in that it uses the same design method for all weapons, and can handle anything from pellet gun to a 16" naval gun, and beyond, which makes it easier to see how the stats for futuristic laser rifle would compare to a modern assault rifle. BRTC also has 3G3, a more detailed, and more crunchy method of designing weapons for it's Timelord's RPG series but since Stuff! is both simpler and compatible/convertible to 3G3, I'd recommend it first. In a nutshell,IMO, probably the best ways to go are either Investigator Weapons, or one of BTRC's products. Anyway, let me know if any of that helps or what sort of direction you wish to go in.
  21. Yeah, I think that is mostly because there isn't lot of sci-fi stuff for BRP in general so you end up with a small weapons table with generic examples. Now there are quite a few alterative RPGs that could be used as a source, and several ways of converting, depneding on what systems you are coming from, but...if you want a way to convert weapons that will give you a decent match with BRP, and keep it simple, I'd suggest start by looking at the firearms in comparison to the energy weapons. For example, under"Modern Missile Weapons" a medium pistol does 1D8 damage. Under "Advanced Missile Weapons" a medium laser pistol also does 1D8, while a blaster pistol does 1D8+2 (2 points more than the laser), and a disintergrator pistol does 3D4+1 (or three times a die two steps lower,plus 1). Now, Assault Rifle 2d6+2, laser rifle 2d8, blaser rifle 2D8+8 (8 points more), and disintegration rifle 3D6+2 (three times a die one step lower, Plus 2) follow a similar pattern. So you could create more weapons by converting other firearms to lasers, blasters, etc. by applying similar modifications to them. For example , a derringer does 1D6, so a hold-out blaser could do 1D6+2. THis method not only works with the sample firearms provided in the core rules, but would also work with other firearms from other BRP realted supplments (such as Call of Cthulhu). It could aos be applied to weapons for other RPGs by finding a BRP analog for comparison. Fopr instance, the 40K Lasrifle would be analogous to the BRP laser rifle and should probably have damage stats that are similar (2D8), with some variation between models based on the decription and characters of each individual model. Again BRP firearms can help here to get a idea of the difference between say a Assault Weapon and a Sporting Weapon. Now for the bolter is is essentially a advanced slugthrower that fire a big, heavy .75 caliber round, so I'd probably look at the BRP Musket for an baseline. The Musket does 1D10+4 which is pretty close to the 1D10+5 you mention for the bolter. How well this works for you kinda depends on what you are expecting. In BRP getting hit by a musket will probably ruin your day, unless you got good armor or other form of protection. In some other games, a single hit by a weapon doesn't have much of an effect on an experienced warrior (i.e. in D&D a .50 cal bullet does 2D12, but a typical mid level PC might have 40 or 50 hit points). SO when converting over you need to decide if you want the results to be in tune with BRP, or with the source game system. If the latter, you might want to consider doubling hit points or maybe increasing the armor a little. Hope that helps.
  22. I believe the strategy is definitely not to send the letter. The idea is for the person to vent without running the risk of suffering the consequences to doing so. I half recall a example of this that went horribly wrong with the writer's spouse or secretary (I can't remember which), thought the letter was genuine, stuck in in an envelope, and sent it off in the mail.
  23. Thanks. Sounds interesting. I'm not worried about the actual planets being fictitious because it is a Sci-Fi setting, and it's not like we actually have detailed information on the planets in other star systems. I was mostly interested if in these systems would be be used in a Earth-centric campaign, or in some distant region of space. Now I know.😊
  24. Just wondering but are these actual star systems, that is stars that we have charted on Earth, or something factious in a distant region of space? Either are perfectly valid, I am just curious as to which as I would use them differently.
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