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soltakss

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Everything posted by soltakss

  1. All Advanced Skills cost 10 to buy. Normally, Backgrounds don't give Advanced skills out. If you look at all the culture skills in Legend then all are Basic skills. But, you can always handwave that in your game by saying that these are 0 cost Advanced skills, like Language (Native) or Lore (Regional).
  2. And I'm back - they've had a lot of SPAM lately - must have clicked on the wrong user to ban. Of course, I can now no longer claim to have never been banned from a forum
  3. Advanced skills cost 10 points to get, which should come out of your allowance.
  4. Hi All Sorry for the interruption, but I have apparently been issued with a permanent ban on the Mongoose Forums for being a Spammer. Has this happened to anyone else or is it just me? Hopefully this is a software glitch, which is why I am wondering if it has affected anyone else. I have contacted the Administrator. Has anyone seen any SPAM posts under my username (soltakss) on the Legend Forums over the past few days? Regards Simon
  5. Some skills are culturally dependent. many barbarian or nomadic cultures had carts, so I can see Drive as being a common skill. Similarly, many Bronze Age and beyound cultures had riding beasts, so Ride is fairly common. Pre-Columbian Americans would not have a Ride skill at all, even as an Advanced skill. This is one pf the problems with differentiating between Common and Advanced skills. Some cultures have the skills and some do not. I don't see a problem with removing Drive and Ride as Common skills and making them Advanced for some cultures, but others should still have them as Common skills. Steppe nomads would definitely have both Drive and Ride as Common Skills, for example.
  6. j0nnyfive is alive! Yep, that's about as good as you'll get, I think.
  7. Yep, exactly. If they developed nuclear weapons then they either nuked themselves, survived and still became technologically advanced, in which case they are a huge threat, or they managed to avoid nuking themselves and became technologically advanced, in which case they are an even bigger threat. If they didn't develop nukes then they either have something else or don't need powerful weapons, either way they are a threat. I always assumed that any encounter with a space-faring alien species is one of weak humans vs powerful aliens. You counter their weapons superiority by severely upgrading or being extremely hostile/persistent. The other technique would be to be nice and peaceful all the while, just in case.
  8. Legend either assumes that people are literate or not. Having a Literacy skill will work without any problems.
  9. Sounds good to me. However, I am interested in anything BRP/RQ/Legend based. PDFs tend to be cheap and don't fill my study, so I don't mind buying lots of supplements.
  10. What this really means is that BRP is not suitable for SuperHeroes.
  11. When you start playing it, you will see how easy it is to use in practice. Having said that, some people absolutely hate the idea and will not use percentile systems, often because of the very concerns that you raised. I can't see it myself, but people should use whichever systems they are happiest with.
  12. Yes, basically 90% means that you are a master of the skill, the "best" that a normal person is likely to be. Any more means that you are superb, incredible and so on. So, thinking of 100% as the best that a normal human could be works very well.
  13. Status is only important in settings where status is important. So, at a feast, the local bigwig puts you at the lower table, even though your Status is higher than his. You could use it to move to a higher table - "Don't you know who I am?". You play an impoverished noble who turns up as a beggar to a court. You use your Status to cadge a free meal and new clothes. You play a socialite who wants to get ion on the best parties but the bouncers try to stop you. Use Status to intimidate them into letting you in. Status measures your status in society. Allegiance measures your status in a cult or organization. They can be used together but are not the same skill at all. In fact, some cults might not care about your Status - "I don't care who you are, unless you have passed the fourth degree then you cannot enter this part of the temple". Obviously, having a high Status can win influence in certain situations.
  14. OK, try this. 100% means that you should be able to succeed in using a skill under optimal circumstances most of the time. However, BRP has modifiers for difficulty. A Difficult roll means your skill is halved. So, someone who is pretty good with a skill, say Climbing, most of the time should be able to climb a wall fairly easily. However, if he is climbing a mountain in a blizzard then his skill would be halved. Someone with 100% skill has a 50% chance of climbing the mountain in a blizzard. Someone with 200% Climbing can climb the mountain in a blizzard most of the time. Also, some special effects rely on scoring a Special or Critical roll. If your normal chance is 100% then you special on a 20 and critical on 05. If your skill is 200% then you special on 40 and critical on 10. This means that people with higher skills than 100% have a better chance of getting a better result. Finally, in combat, people with more than 100% skill can do more things. If you make multiple attacks then you split your skill across the attacks. So, someone with 100% could attack twice at 50% with the same weapon. Someone with a skill of 200% could attack twice at 100%. The higher skill indicates a higher proficiency. What happens if you are doing something very difficult? Do you automatically succeed? Nope. It is just a matter of perception. Your idea of what 100% means isn't the same as ours. With magic, if you can increase your skill level by 20% and are at 90% what happens? Sure, increasing crits gives you a way of handling that, but it is a less elegant solution than having skills over 100%.
  15. A few supplements have setting-specific creatures, which I prefer. Basic Creatures has all the creatures from RQ3 for BRP. Monsters of Legend has standard creatures, Monsters of Legend 2 has strange ones. It all depends on what you want.
  16. Hit points and hot locations, of you use them, are slightly different in Legend/RQ6. Strike Ranks/DEX Ranks are different. Movement is different. Most of the rest is the same.
  17. Yes. I have a number of people who have offered help, but am looking for some more.
  18. For Mongoose RQII it shouldn't be a problem as they are very similar. MRQ2 has absolute adds to skills, whereas RQ6 has skill lists to which you allocate your points, so all you need to do is to use the skills from MRQII and possibly convert them to their RQ6 names.
  19. Presumably the same for African, Asian, Central/South American and Oceanic authors?
  20. The RF (Rate of Fire) for Bows is 1/SR, which means that you can fire off as many shots as you can in a round. If you are using Strike Ranks, I take this to mean that you get the first shot at your DEX SR, the next 3 SRs later, the next 3 SRs later and so on. The Three Arrow Trick allows you to fire off more shots per round by preparing 3 arrows at once. If you are using DEX Ranks, I take this to mean that you get the first shot at your DEX Rank, the next at DEX Rank - 5 later, the next at DEX Rank - 10 until you run out of DEX Ranks. The Three Arrow Trick allows you to fire off more shots per round by preparing 3 arrows at once. It looks as though the Attk and RF options are mutually incompatible. I think that the Volley Fire is meant to allow weapons that use 1 shot per round to make more shots but at a lower chance to hit. If you want to combine Rate of Fire Attacks per Round/Volley Fire, then allow the extra shots to be a Strike Rank/DEX Rank faster, but make the shot harder. So, as couple of examples. Shergar Sunhoof has a DEX of 24 (He's a centaur with training!) and so has a DEX SR of 1 or a DEX Rank of 24. He fires arrows from his composite bow as follows: Strike Ranks: SR 1, 4, 7, 10, allowing him to fire 4 shots per round, assuming he has an arrow cocked at the start, or at 4, 7, 10 if he has to fetch the first arrow. DEX Ranks: DEX Rank 24, 19, 14, 9, 4, allowing him 5 shots per round, also assuming he has an arrow prepared, otherwise 4 per round. Using the Three Arrow Trick, he prepares 3 arrows with his first fetch, so he shoots as follows: Strike Ranks: SR 1 he gets the arrows, he shoots at SR 4, 6, 8 as he has 2 faster arrows to use. DEX Ranks: DEX Rank 24 he gets the arrows, 19 for the first shot, then at 15 and 11 for the next two shots, as he only has 3 arrows. For a more reasonable example, Arry the Archer has 13 DEX, so has a DEX SR of 3. Strike Ranks: SR 3, 7, 10, allowing him to fire 3 shots per round, assuming he has an arrow cocked at the start, or at 7, 10 if he has to fetch the first arrow. DEX Ranks: DEX Rank 13, 8, 3, allowing him 3 shots per round, also assuming he has an arrow prepared, otherwise 2 per round. Using the Three Arrow Trick, he prepares 3 arrows with his first fetch, so he shoots as follows: Strike Ranks: SR 3 he gets the arrows, he shoots at SR 7, 9 as he has 2 faster arrows to use, so it gives him no advantage DEX Ranks: DEX Rank 13 he gets the arrows, 8 for the first shot, then at 4 for the next shot, as he only has 3 arrows. The examples might be a bit confusing - I wouldn't use the Volley Fire rule, just stick with Rate of Fire.
  21. You could, but it saves so much time just having a "1H Sword" skill and allowing the PCs to use any one-handed sword at that skill. I used to care that a Bastard Sword and a Broadsword were different, but I also cared about different Attack/Parry and Right/Left-Handed skills. Now it's 1H Sword, 2H Axe and so on. Maybe one day it will be "Swords", "Axes", ignoring the number of hands used, but that day hasn't come, yet.
  22. Some dinosaurs are, others were created by Maran Gor. Things have different origin stories. As for traits which cause a dragonewt to turn into a wyrm, wisdom, perhaps, or Knowledge, depends on which Dragonewt Traits you use. The Empire of the Wyrms Friends chose to be friends with Wyrms, not Dragons. Maybe that's because Wyrms are easier to relate to, maybe because Wyrms are Dragons.
  23. Many Turkic tribes used the "Three Arrow Trick", whereby they drew 3 arrows, held 2 in their mouths, fired the third and then very quickly drew and fired the 2 arrows held in the mouth. This gave them a high rate of fire. In RQ3, I'd give them a shorter reload time (2 SRs rather than 3). In Legend/RQ6, it would not take a Combat Action to reload, allowing someone with 3 Combat actions to have 2 shots (1 to take out the arrows, 2 left for missiles). In BRP, if you are using Strike Ranks then treat reloading as costing 2 SRs, if you are using DEX Ranks then the next shot should be at -4 Dex Ranks, not -5 DEX Ranks. If the Persian archer draws multiple arrows at a time then that would be the equivalent of the Three Arrow trick.
  24. Hawkmoon is an interesting mix of fantasy and SciFi. Corum is pure Swords and Sorcery. Jerry Cornelius is a romp through an unstable time stream, with a psychedelic 60s/70s feel to them. Elric is dark, brooding Swords and Sorcery. Oswald Bastable is pure Steampunk, but with fate locked in. The End of Time books are comical rampages through a hedonistic far future. Von Bek is a serious alternate history with a bit of the Multiverse thrown in. Kane of Mars is a throwback to the old Space Fantasy/Planetary Romance books They are all worth reading, although Michael Moorcock was better, in my opinion, when he was dusting off a single book in a day than when writing huge, serious novels.
  25. I wouldn't expect any Eternal Champion stuff for D100 games at all. Although the systems fit the Eternal Champion line very well, there is just too much variety in the settings. Elric, Corum, Hawkmoon, Jerry Cornelius, Von Bek, Oswald Bastable and Michael Kane all have rich settings that could fill a dozen supplements each to do them justice. Who has the time and money to invest in these licences?
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