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soltakss

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Everything posted by soltakss

  1. Also, some rules are not very clear, for whatever reason, so people interpret them differently. Don't be afraid to houserule your BRP - it is almost designed to be houseruled, by having many interconnecting modules.
  2. No wonder they are barbarians - spicing kumis indeed! Kumis tastes great when plain ...
  3. PDF/Spreadsheet are both good. Images are OK, but nowhere near as useful.
  4. With 13th Age Glorantha, D&D-style systems are back in, certainly for Glorantha, which is kin to RQ, which is kin to BRP. So, D20 is like a 4th cousin, once or twice removed.
  5. Don't forget that Loz, and many others, have played older versions of RQ for a long time in the past, as well as Stormbringer/Elric/HawkMoon, so it is little wonder that older versions are fondly remembered.
  6. Don't knock it - it is better to know the symptoms and how to treat it. Otherwise you'd just be going through the motions!
  7. With Magic World and the BRP Quickstarter, you have enough to run probably any BRP/RQ game reasonably well. There might be a few rules that are not specified in those two supplements, but you should be able to come here and we can clarify anything. That is, if you are not comfortable with making rules fit yourself.
  8. Merrie England has rules for lots of things! Ley Lines should have some power, but the intersections between ley lines have more power. A magician might be able to build a structure that harnesses the power of the ley lines, storing a little of the power and making it available. That is what the Sacred Architecture skill does in Merrie England. You could probably use that power to fuel enchantments bound to the area. Whether you could use it to create enchantments that are mobile depends on the GM and how the setting works.
  9. Is a person (STR 13) tried to carry another person (SIZ 10), then that person would be 60 ENC and would be virtually uncarryable, so using 1 SIZ = 1 ENC is reasonable for the purposes of carrying someone.. However, for the purposes of converting equipment to SIZ, it it worth using the 6 ENC = 1 SIZ, so you can see how much loot your flying carpet can carry.
  10. Here is what I do. Each side can apply one or more skills/talents/abilities/situations to their score, each of which adds 1 or more to a dice pool. At the end of the social interaction, a number of dice are rolled, added up and this gives the skill to be rolled on 1D100. Succeeding means the social attempt succeeded and so on. If two camps are competing, then each makes a roll and the results are compared, as for an opposed Roll. The Dice used in the Dice Pool depend on the situation and how difficult the roll should be. If a skill is used, then each level of success gives +1 to the Dice Pool. So, in BRP, a success gives +1, a Special gives +2 and a Critical gives +3. In Legend or RQ6, a special gives +1 and a Critical gives +2. Abilities or talents give +1 each, if applicable. Situation bonuses give +1, normally, but players are free to discuss each situation with the GM. For example, Tom and Harry are competing for the affections of Sabrina. The contest takes place over a period of time, with many attempts by each to bolster their position. Sabrina likes handsome, arty types - Tom is a poet with APP 15, Harry is a merchant with APP 12. Tom gets +1 for being a poet and both Tom and Harry need to roll APPx5% to see if they get a bonus, Tom rolls 50 (success +1) and Harry rolls 02 (Critical +3 in BRP). Tom: 2, Harry 2. Tom writes a poem for Sabrina and performs it to her, succeeding in Art (Poetry), getting a +1. Tom: 3, Harry 2. Harry brings Sabrina a necklace imported from far away, which the GM deems to be worth +2 (Gift and Exotic). Tom: 3, Harry 4. Harry saves Sabrina from being ambushed by thugs, which gives him +1. Tom: 3, Harry 5. Harry's cousin wounds Sabrina's cousin in a fight and Sabrina's family go off him (-2). Tom: 3, Harry 3. Harry climbs up to Sabrina's balcony and sings her a love song (+2) Tom: 3, Harry 5. Tom rescues the local baron's daughter, but turns down the chance of marrying her, as he says his heart belongs to Sabrina (+3 - Brave deed, Romantic gesture). Tom: 5, Harry 5. Tom gets a commission from the baron to become his poet, with a title and small land grant (+2, social position, wealth) Tom: 7, Harry 5. Tom and Harry give Sabrina an ultimatum to choose one of them, as they feel that she is stringing them both along. The GM decides to roll on 1D10. 1D20 would give a higher skill, but he wants them both to have a chance of failing, as Sabrina is not really committed to either of them. Tom's player rolls 7D10, 1+5+7+4+8+2+10 = 37%, Harry's player rolls 7+4+8+5+10=34%. Tom rolls 30 and Harry rolls 01, so Sabrina chooses Harry.
  11. If you are beside the protected character, then I'd allow a parry at full chance. If behind or in stretching distance, then I'd make it a Hard roll, whatever the penalty for that is in the system being played. If a long way away, I'd make them spend a Hero Point/Luck Point/Fate Point/Whatever and make an Acrobatics/Athletics/Whatever roll before being able to and make it the next step up from Hard.
  12. Damn kids - call that a century? When I was a lad, turn of the century meant around 1900.
  13. A dagger does 1D4+2 damage, one that impales does 1D4+8, so can do 12 points of damage. A critical hit ignores armour. This means that the elf with a dagger fighting someone in full plate (assuming 8 points for the plate) can hot on an impale or critical. In my opinion, this is reasonable, as I would not expect a fairly weedy elf with a dagger to be able to take out an opponent wearing plate armour. Just seen Mankcam's reply and agree totally.
  14. Have they got a reclusive old uncle who lives in a turn of the century house? I'd start there, if I were you ...
  15. Personally, I cannot see the advantages of balancing races. However, if you want to balance races, then you need an idea of what is "normal" and what is "disadvantaged". Once you set that idea, then balancing can be done by various means.
  16. I don't make it an easy attack, just a normal attack. The giant's sweep knocks PCs down like skittles/ninepins, until someone stands up and holds it off. I'd say that a parry does not stop the attack, but merely deflects it away from the parrying PC. Area attacks affect everyone in the area, parrying doesn't really have an effect, so dodging/evading is the only real defence. I cannot see someone holding up the Mother of Monsters' foot with a shield while everyone else runs away.
  17. The problem with giving extra skills to "disadvantaged" races is that it breaks down when you compare more than a few races. At extremes, let us consider a giant and a halfling. Giants have 3D6+6 STR and SIZ per 2m growth, so a reasonable giant, say 8m, has 12D6+24 STR and SIZ, so has 132 points (12x3.5+24, for each) in a points-build, just for those, adding in an average of 10 for the other characteristics, we get 182 points. A halfling comes out to a lot, lot less. So, do we up a halfling's skills to compensate for the giant's high points? What about humans, trolls, dwarves? They all have meagre points compared to the giant, so should they get a bonus too? You could argue that a giant is unreasonable, but RQ/Legend/BRP has always had the concept that any race is a playable one. Where do you draw the line? What is the baseline where you start from? Ig humans are the base, then anything higher does not get an advantage, but anything lower does. However, what about traits? A pixie who can fly and turn invisible has two extra benefits that a human does not. Surely, that disadvantages humans. Trolls get Night sight, Elves get Earth Sense, mermen can swim very well. How are they factored in? If you want to balance races, then you cannot just take into account characteristics. The whole process becomes incredibly cumbersome and becomes an exercise in book-keeping, rather than a quick way of statting up a PC.
  18. Call of Cthulhu is a great game, enjoyed by an awful lot of people and has been very successful over the years. I am sure that Call of Cthulhu players are no stranger than players of other RPGs. However, it has stuck me in the past that if you like angsty, creepy things and jump at horror films then you are probably going to like CoC. If you point out where the character in a horror film has gone wrong, enjoy the buckets of blood and laugh at zombies and monsters running around then you are probably going to miss the point. Although I have played a number of CoC games, I have, generally, missed the point.
  19. And that is the problem with separating the forums. When I say Stormbringer, I am talking about the one that I know and started with, Stormbringer 1. When I say RuneQuest, I am talking about all the versions of RQ that I have played/used (RQ2 onwards), but when I say RQ2, RQ3, RQM/MRQ, RQM2/MRQ2, RQ6 or Legend then I am talking about specific editions with specific rules. If we have a RuneQuest forum then that is managed by the current guardians of RQ and they generally talk about RQ6, which is fair enough. But there are times when rules/spells/skills/techniques from earlier versions are worth discussing as alternatives. There are also a lot of people who still only play RQ2, RQ3, RQM* or currently play Legend, they could raise topics in the RuneQuest forum, but would specific version forums be better for them? If I see a discussion in the BRP forum about a topic that was covered in RQ2, then I am quite happy to remind people of how RQ2 did that. Other people often do this with Stormbringer, Elric, Hawkmoon, Ringworld and all the other BRP-based games out there. So, we either fragment into different versions of different systems, each with a separate forum, or we have a general forum for any discussion about any D100 game. Or we have both, or some, or none.
  20. Normally, the defender does not bother with a roll, just to speed things up. However, a defender with a Swordbreaker can do damage on a successful parry, so it is worth making the roll. Also, someone trying to wrench the weapon out of the attacker's hands might want to attempt the roll. In Legend, the defender might want to try for a CM, so it is worth rolling in that situation.
  21. RuneQuest (3ish) as a GM HeroQuest 1 as a GM and player That's it, really, except for conventions where I play other systems to try them out.
  22. We've all heard that one before ...
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