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soltakss

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Everything posted by soltakss

  1. http://basicroleplaying.com/downloads.php?do=file&id=479 links to the 1.4 SRD http://basicroleplaying.com/downloads.php?do=file&id=3 links to the PDF and works OK for me, so it might be you.
  2. The general rule in BRP is that Special/Critical chances are derived from the chance to hit after any penalties/bonuses. So, in this case a 13% chance to hit means a Special on 03 and a Critical on 01. If you missed the main target then, I agree, that you couldn't impale any of the other targets. It's not firing into a crowd, it's firing into a moving, jostling crowd. If films and TV are accurate, even modern-day snipers struggle with that. That would be better - it's effectively an aimed shot into combat. However, if you miss then should you get an Impale? I am not entirely sure. In any case, if you are trying to hit anyone in the crowd then you should roll your normal chance and then roll randomly as to who you hit.
  3. That makes sense - I'd have the CON rolls each turn, to add suspense. However, I would also allow the infected part to be amputated to stop the infection, for a limb that is fairly easy, for anywhere else it might require a Luck roll to get rid of the infected part. That allows PCs to stay alive, or to choose between disability or death.
  4. Yes, for habitual, well-practised liars then I'd have a skill for it. However, for of the cuff lying, then I'd use Fast Talk, as that has an element of lying built in, otherwise nobody will be able to tell a believable lie.
  5. I'd rather they went to good homes where they would be enjoyed.
  6. They would also be able to speak to various people around the world, as American is spoken in many different countries.
  7. BRP is good at gritty combat, low-magic settings, Alternate History of all kinds, Science Fiction and Horror. It is especially good at high-impact games where you don;t have superheroic abilities but a good blow to the gut could discommode or kill you. Where I find that BRP shines, though, is in its flexibility. All you need for a setting is a set of backgrounds, professions, setting-specific skills, setting-specific magic if relevant and you are good to go. The basic combat and skill resolution is the same regardless of the setting, and that it a big plus point for me.
  8. Trying not to be unkind here, RuneRiter was of an age. That was the age when a fanzine on photocopied double-sided A4 paper, folded in half was fine. At that time, yes, it was great to have ideas about RQ in print. However, now? It would be done differently in the modern age. I'm not the best salesman in the world, I must admit.
  9. Because age hath no meaning on the interweb. Ummm, you'd think so, wouldn't you. Actually, they are still sat there gathering dust. I couldn't be bothered in the end. So, if anyone wants to take them off my hands for me, I'm open to offers.
  10. In Mythic Earth, I use something similar to Balkanised, in that languages are by region or by people. Some languages are similar to others, some are not. So, French, Occitan and Catalan are similar, as are Spanish and Catalan, but none are similar to Tartar. The Tartars of the Crimea and the Tartars of Kitay speak virtually the same language, and so on. Greek, Tartar and French are common languages at various times. In Glorantha, many cultures speak similar languages, so someone should be able to speak with someone who lives nearby. However, different cultures have different languages, so someone living a couple of miles away might speak a completely different language. Tradetalk is a common language for everyone.
  11. I've never heard of Reddit and, having looked at the Wikipedia page, I am not sure I understand what it's about. It seems to be a collection of articles that you can vote up or down. I'm getting far too old
  12. Many settings use different alphabets. In Middle Earth, Elvish uses a different alphabet to Dwarvish, for example. In the world there are many different alphabets, often quite close together, even historically. In a D&D-style setting, the alignment languages would be in different alphabets. So the standard setting would probably have multiple alphabets. I agree that knowledge of an alphabet is quite straightforward. If you know Cyrillic then you can probably read most Cyrillic-based languages, the only problem with them is the extra letters for different languages. However, reading is by no means understanding. I can understand very little Serbo-Croat, for example, unless it is similar to Russian. I can read and pronounce Bashkort, but can only understand one or two words. That is why I use a different skill for each language and have the ability to read in a particular alphabet. I finds that it enhances fun in play.
  13. soltakss

    Potions

    I can't speak for Magic World, but there are some examples of potions at http://www.soltakss.com/alchemy.html#Header8 - mainly RQ-style, though.
  14. What do you mean by alternate cults? If you mean cults that are not described in RQ/BRP/Legend then yes - have a look at the websites in my signature for some examples. If you mean variants of cults that have been described then I have done a few. If you mean brand new pantheons, then I haven't done many as most of my gaming is in Glorantha. Merrie England contains a writeup for the "Pantheons" of medieval Catholic Christianity, Islam and Judaism. Sounds good to me. Pantheons tend to be very setting-specific and can take a lot of work. I wrote up some Dark Age cults at http://www.soltakss.com/indexnongloranthan.html#aePantheons but they are very sketchy indeed. It all depends on what you are after. I would love to see the major pantheons of Mythic Earth written up (Celtic, Viking, Greek, Roman, Egyptian, Babylonian, Canaanite, Aztec, Mayan, Incan and so on) but I can't find anyone who has done that yet.
  15. If they spend a lot of time investigating something then they may well find out a fact or too that might be relevant to the current scenario or to a different scenario. You can make these up on the fly. For example, someone in the painting might be wearing a brooch that contains a symbol that is seen elsewhere in the building, perhaps a cultic symbol, or an identifier to a secret doorway or something else. It may be that someone in the painting has the same face as someone in the scenario - what you do with that is up to you.
  16. It is so easy to use Mythic Russia with any D100 game that conversion notes are hardly needed. Backgrounds and Professions: These can be made using standard ones from Legend, RQ6 or BRP, just tweak those in Deus Vult, Merrie England or Stupor Mundi if you need a medieval flavour to them. Replace exotic skills with skills from the rulebooks or make new skills up. Magic: Use standard magic from Legend/RQ6/BRP - Mythic Russia has very little in the form of special types of magic. Cults: Use Divine Magic or Common Magic for the magic granted by the cults. Otherwise, the cults work just as RQ/Legend cults do. Again, replace Feats with spells or make new spells up. Creatures: These would need stats for D100 games, but should be pretty easy to do. And that's about it. I suppose each cult could be converted to a D100 format, in the same way as I did the HW/HQ Gloranthan cults, but is that really necessary?
  17. Basic Magic, I suppose, as I tend to use RQ3-style magic in my games. Generally, POW vs POW roles. It is the easiest way, in my opinion. I am not keen on Legend's opposed Persistence vs Resilience rolls. Most of my games allow anyone to use magic. I very rarely restrict magic to certain professions. Magic specialists, such as Priests, Shamans and Sorcerers, can be a bit unbalancing, but very rarely does this cause too much of a problem.
  18. If the halfling is strong enough then yes. In BRP, most halflings won't have a damage bonus, or will have a negative damage bonus, so a fist (1D3) or a kick (1D6) would not bring down a troll even on a critical hit. A strong halfling and a weedy troll, maybe. Give a halfling a broadsword and it can do 9 points of damage, probably enough to bring down a troll with a single blow. Add magic and it is possible. Using your system, the chance goes down a bit more, I think.
  19. BGB was more Stormbringer than RQ3, but a lot of the optional rules are like RQ3. If you wanted to do a retro-clone from the MRQI or Legend SRDs then it would certainly be possible. I wouldn't keep Sorcery and Fatigue the same, personally, but the rest of the rules should hold up well. The magic systems are virtually the same anyway, as are skill rules (to an extent), so combat would be the main thing to change.
  20. I assume that it means that if you keep the Allegiance then you get the benefits, regardless of whether you achieve Apotheosis.
  21. Would you seamlessly transfer all posts/threads/files etc to the new software? Continuity is important in a content-rich site like this. As for what I want: Viewing forums/threads in a simple way Ability to see new threads/posts Ability to submit new posts and reply to posts Download site Maybe a wiki, but not essential Pretty much what you have now, but I am easily pleased.
  22. If you succeed in attacking with a halberd, the next action could be a STR vs STR roll to pull the rider from his horse. You might want to make the first roll a special, so that it acts a bit like a swordbreaker. As a swordbreaker, it could be used to disarm people, make a special roll and then make a STR vs STR to tank the weapon out of the hands. To trip a character up, make a special and then make a STR vs DEX roll.
  23. The trick with contradictory historical and academic source material is to ignore it. This is a game and supplements are not theses. However, you could include the contradictory elements as points of view, notes in the text or just setting weirdness.
  24. A rough guide for man-sized humanoids is 1 SIZ = 1 Stone or approx 6.3 Kg. I think it used to be 1 SIZ = 6 ENC, so 1 ENC = 1 Kg. Work out how heavy the object is in Kg, divide by 6 and that's the SIZ equivalent. YMMV.
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