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soltakss

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Everything posted by soltakss

  1. soltakss

    Broos

    I refer you to the point made earlier ... So, just how sick are you?
  2. There's Goliath, a trained warrior, nurtured from birth, one of the noble elite, with a king's ransom's worth of armour on his back, armed with a spear and shield. A Rune Lord of his cult, Battle Champion, probably spelled up to his teeth. Then this little pipsqueak comes along and challenges him. First round, critical to the head with a sling shot - 1D8+1D2 damage, maximum rolled, so 10 direct and Goliath falls dead to the ground. No Hero Points/Fate Points to spend. One thing is true, it wouldn't have happened that way with D&D! You need a game like RQ/BRP to do this.
  3. Well, they've released Magic World ... Sorry, couldn't resist it.
  4. soltakss

    Broos

    If broo meet something then generally then will infect it, screw it, kill it or eat it. In your situation, the spring virgin is out of bounds for all those, except maybe infecting her. So, what's an up and coming broo to do? Take his frustration out on other people. Either people they meet, livestock they come across or each other. Failing that, what is the penalty for deliberately failing the mission? Bad for the clan? Broo don't normally care. Their turn in the barrel? Depends on how graphic the game is. Public Castration? A definite option. Ripped apart by other broo? Another favourite. If the broo don't have an idea of what will happen to them if they don't complete the mission, then they probably won't complete the mission. As for broo being comic relief, they are in a way. Bear with me here. On the one hand, they are vicious, infectious rapists, who can turn a game around into a very dark place simply by being involved in the scenario. On the other hand, they can be dangerous threats who are always thwarted at the last minute. Just, don't, don't, don't have the spring maiden as a PC.
  5. It's probably better asking on the Mongoose Legend forum http://forum.mongoosepublishing.com/viewforum.php?f=79 - Matthew does check here, but I think he checks over there more often.
  6. Logic has never played a great part in the design of Dr Who opponents.
  7. Except that your interpretation is of a different world entirely!
  8. I'm not sure if that was the case. I saw it as being Alternate Earth with a liberal dose of not caring where the PCs came from. In fact, someone in Byzantium could well have met Picts and Near-Eastern Sorcerers, as this was a massive melting pot with links to almost everywhere in the western world. The supplements were very set to a specific place/culture (Vikings, Land of Ninja) and did not have the same mix of NPCs.
  9. I get a product not Found message for each of them - must be because they are not due until 01/04/2014.
  10. soltakss

    Superworld

    I bet that was a fun read!
  11. It would make sense for everything to be handled the same way, at least when building the starship. One thing guaranteed to irritate me is a single generation system that needs several different methods of generating each individual thing.
  12. soltakss

    Superworld

    Physics and Super Heroes don't mix.
  13. Hawkmoon is SciFi, in that it is set in the far future and has high technology. No space-faring in that, though. Legends at the End of the Universe is also SciFi, as it is set in the very far future and has ultra-high-technology. However, the SciFi elements are pretty much magical in all but name. A lot of Moorcock's works have time travel of various kinds. They would, in theory, be regarded as SciFi, I suppose. However, Moorcock is well and truly a Fantasy writer.
  14. Using Dodge rather than Defense would work OK without any real problems. RQ2 combat is basically the same as RQ3/BRP combat, some things might have changed slightly, but it is still Attack, Parry, roll damage, roll hit location and see how much gets through. High skills are not problematic, or weren't in our RQ2 campaign. In fact, Defense counters high skills very nicely, so it might be worth keeping it. A Rune Lord with 150% attack fighting someone with 65% Defense is at 85%, for example. Using Dodge removes that skill reduction. I liked RQ2 Anti-Parry, so someone attaching at 150% reduces parries by 50%, making skills count.
  15. Not just dragons, basically any very large/strong monster has had its damage bonus reduced. It takes away the fun of rolling handfuls of D6s as damage, but doe make even gross creatures beatable.
  16. Damage Bonuses in MRQ2/Legend/RQ6 work differently to those in BRP/RQ2/RQ3. The incremental steps are smaller, which means that creatures with higher STR/SIZ don't do extreme amounts of damage. It also tops out at a certain point, meaning that the tables cease to make a lot of sense. One rationale is that, beyond a certain STR/SIZ it doesn't matter as they all do the same incredible amount of damage. Also, weapon sizes make a big difference in RQ6, so having an Enormous weapon has a big effect in combat.
  17. Traditionally, shields, clubs and spears. Maybe nets, if they were tied on. An Animal Lore (olden RQ skills), or its equivalent, roll should be enough to work out if it is a beast or just a dull human. Of course, if it chews on chaparral bushes or craps inside the tent, then you might have a good idea. One of the things about herd men, especially in Glorantha, is that they can be awakened as Allied Spirits, or can be given INT to act as familiars. They would still have their herd man diet, but would be intelligent and can speak. They can be a lot harder to spot and can make excellent spies. Herd Men can also be used in a Planet of the Apes setting, as the dumbed-down humans.
  18. The trouble is, Daleks are not robots. They are very small, weak, genetically engineered creatures who sit in a robotic suit. That means, their SIZ, STR and CON should be very low (1D6), but their Mecha should be very tough indeed. Also, a hit on the Mecha should only affect the dalek itself if it is a hit location containing a dalek. In my opinion, of course.
  19. Does anyone remember the Special Weapons Dalek? It made me laugh at the time. As if Daleks needed to be more deadly. makes sense, though, when they meet something that is really hard to kill.
  20. Skills and Idea Rolls really help. Playing a highly intelligent character is difficult, as the PC will have ideas and brainwaves that the player might not. Use Idea rolls as well as relevant skills to work things out. Playing less intelligent characters is also a struggle, as the player will have brilliant ideas that the PC might not. Again, use Idea rolls and skills to determine whether the PC would know something or would have a brainwave.
  21. What I would probably do is to convert the levels into a pool of points, then spend those points on spells, skills and so on. That way, you could build a more powerful character that more accurately reflects the D20 power level. No, I wouldn't do that. BRP skills have a basic chance for a reason - if you don't have the skill then you have the basic chance of succeeding. If you use the skill categories and their bonuses then you often get a good chance of a skill anyway. I would, however, look at the character classes and see which BRP skills they should have. In fact, I'd use a template for each class, in the same way as Professions get a template, but with special abilities included.
  22. Yes, extra mass means more momentum, which means that the impulse on impact (Change in momentum) is higher. How much higher and what that means in terms of BRP game mechanics is always tricky to work out. My degree is in Pure Maths, so I don't mind formulae at all. I tried doing something similar in the past, working out the Terminal Velocity and how many D6s that related to, but couldn't get a consistent answer. It was frustrating, to say the least. It is easier to make up the answer with nothing to back it up. Spreadsheets are the key! No point working things out in your head, well my head anyway! You can try out the calculation using varying mass, distance and velocity that way. So much easier. Yes, I agree. Stick it into a table or simple formula and it is usable by everyone.
  23. It evolved a bit, so originally was pulled by a horse along a river. Then it was used for coastal trade, then for carrying bulk products between Flanders/Low Country and England. As such, it was a sea-going vessel and needed a larger crew. you are going to need captain. helmsman and mate regardless, then you need riggers (one for each mast, maybe even 2 per mast), a cook, maybe a cabin boy and before you know it you are up to 15 people. The early ones, which were pulled along a river, could get away with 1-2 crew, as they are essentially a barge.
  24. In a roleplayuing game, you don't really need to consider different terminal velocities and drag coefficients, as most falls are short enough for them not to take effect. I'd simply have a maximum damage to the distance fallen representing the maximum velocity achievable. But, I do like formulae and it is always interesting to see how they can be applied to games, so please don't stop.
  25. Mecha rules would probably work for Space Ships. The same thing applies to any military unit, no matter which genre. How do you deal with PCs on a battleship, on a pirate ship, in an army? They have the same issues as crew on a space ship. Do you need everyone to be involved in a spaceship battle? Unless you are a gunner, pilot, commander or engineer then you probably won't have a part to play. What if the life support system is hit? Then the different technicians come into play. The Sewage Disposal Technician Second Class comes into his own when the sewage pipes are cracked and can cause bacterial infection of the whole crew. Finding roles for each of the PCs to play is not an issue for BRP. The same thing would apply to a Traveller game, for example. Sure, BRP has a strong history of playable aliens, no matter that the aliens have been fantasy races. It is no big jump to playing people from a different planet.
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