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soltakss

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Everything posted by soltakss

  1. That's what I am planning to use for Legend:SciFi, if I ever get back to working on it.
  2. I get that, I just can't see why HQ2 is more fun than HQ1.
  3. I meant the first edition of HeroQuest, (HQ1), not HeroWars (HW). It has changed a lot, as far as I can see. HQ2 seems to be more about the story experience, so your chances of succeeding at something depends on how important that is to the plot/story. There are a load of mechanics I can't get my head around, but I can't remember what they are. I am getting old. I got HQ as well. I don't really get HQ2, though. I see what they are trying to do, but my overriding question is "Why?".
  4. I spent a couple of hours on Sunday putting some of the the information into a spreadsheet. When I am done, I'll generate a whole host of random entries, but it might take a week or so to type in the data.
  5. Exactly, and it is surprising how often similar things come up as players find inventive solutions to problems. I've done some conversions to RQ3 for HQ Cults at Hero Wars Cults Conversion - Cults and creatures at Converting HeroWars Creatures and my views on why HQ1 didn't really work as well as I would have liked at Why HeroQuest Doesn't Work At its core, HQ has a very simple, very scalable resolution system that can be used in any situation. The rest is just additional stuff to confuse things. I prefer RQ in many ways, but I have taken many of the ideas from HQ and used them in RQ. HQ2 doesn't appeal to me at all, I understand what it is trying to do and agree that it's a jolly good idea, but it doesn't grab me in the same way that HQ1 did.
  6. In HeroQuest, an Innocent Smile ability could beat a Sword ability. That just wouldn't happen in RuneQuest. It invites a different style of play, in my opinion, where the players are far more inventive about how they use their abilities.
  7. If you have them in a text file, that would be even better. I could use them to generate a D20/D100 table pretty easily based on a text file.
  8. That might not be a bad thing!
  9. The thing that a lot of people don't realise is that you can use whatever rules you like in your own games. So, the new edition might lose the Resistance Table. All this means is that you can choose to use the new way of doing things or can keep the Resistance Table from other versions. I have been slow to take up changes to new versions in my games. Usually, I only use them if they are better than the old rules. This makes my games a hotchpotch of rules, but means that I get the best of both worlds - better rules when they come but stable rules when I need them.
  10. Yes, BRP and CoC combat can be drawn out, especially if the dice roll badly. Ways of making it more interesting: Move about in combat - get bonuses for being behind someone, beside them or above them and the bonuses can mount up. Try and make the opponent fall over - shoulder barge them or trip them. In BRP, use magic to boost your skill. CoC doesn't normally have that. You could try and be imaginative in combat - Legend has Combat Manoeuvres that allow you to do things on a critical hit and you could use something similar.
  11. What I do, and what I have always done, is: 1. Look at the description and try to write down what special abilities the creature should have 2. Work out its body shape and hit locations 3. Work out its relative size, in comparison to other creatures (is it about as big as a horse, but intelligent?) 4. Write down characteristics based on other creatures of similar STR, SIZ, INT and DEX 5. Add weapons, magic and skills 6. Compare with other creatures again to check that it is power-rated correctly If it is a writeup of a creature from real-world legend then this should be fairly easy as Wikipedia gives a nice summary of these creatures and also has links to other similar creatures.
  12. Not quite my local business, but local enough. 72 votes so far ...
  13. It all seems to have gone now - the seek and destroy beetles must have been unleashed.
  14. Bargain never really worked in RuneQuest and has the same problems in BRP. I'd make an opposed roll, with each person making a Bargain roll. The difference between levels of success would determine the penalty/bonus to the sale. Seller/Buyer Critical/Critical - No Difference Critical/Special +10% To Price Critical/Normal +20% To Price Critical/Failure +50% To Price Critical/Fumble +100% To Price Special/Critical -10% To Price Special/Special No Difference Special/Normal +10% To Price Special /Failure +20% To Price Special/Fumble +50% To Price Normal/Critical -20% To Price Normal/Special -10% To Price Normal/Normal No Difference Normal/Failure +10% To Price Normal/Fumble +20% To Price Failure/Critical -50% To Price Failure/Special -20% To Price Failure/Normal -10% To Price Failure/Failure No Difference Failure/Fumble +10% To Price Fumble/Critical -75% To Price Fumble/Special -50% To Price Fumble/Normal -20% To Price Fumble/Failure -10% To Price Fumble/Fumble No Difference With Wealth Levels, it is unrealistic to have too many jumps, so I'd say that for more than 2 difference in levels the Wealth Level would be adjusted 1 in the winner's favour. So, Critical/Fumble would be sold at one wealth level better and Fumble/Critical would be sold at one wealth level worse. Wealth levels don't really work with normal trading as the trading is part of the wealth level. Finding a treasure hoard might increase wealth level but buying and selling goods won't.
  15. Hi and welcome aboard. Are you a newbie to roleplaying or new to BRP? As for tips, the first thig to do is ignore any advice and play how it suits you. If you want concrete tips for roleplaying: 1. Rules are just guidelines - use them or ignore them at will 2. It's only a game - play it for enjoyment 3. Use the roleplaying style that suits you - some people are into characteristations, others are competitive, others like building a character, others like powergaming - all are OK as long as the end result is fun 4. Ignore books on how to roleplay, the theory of roleplaying and so on - they are pretty much a waste of time, in my opinion 5. Try and get a game to play in - playing is far better than just reading about it or thinking about it If you want concrete tips for BRP: 1. Use rules from other D100-style games (RuneQuest, Legend, OpenQuest) to enhance your game 2. BRP is a toolkit - if you want to play in a particular genre you need to work out whcih rules suits you and suit the genre and which don't. 3. If you don;t like a rule then don't use it 4. If you want to modify a rule then modify it 5. If you want to add a new rule then add it 6. Rules should never get in the way of the game - nothing kills a game like arguing for an hour over the interpretation of a rule Above all - play to have fun.
  16. They are spreading to other fiorums as well - it makes it harder to see what is actually a new post and what isn't.
  17. The broos seem to be breeding - now rahikalhasan21 is telling us about entertainment.
  18. There seems to be a lot of SPAM in the Shared World forum. rahikalhasan seems to have been a busy boy.
  19. Unfortunately, my wife won't let me play online roleplaying games - once a week gaming is more than enough for her. However, there are a number of people here who do play online and I am sure that there will be games available fairly regularly. If you are new to roleplaying games then you should enjoy online roleplaying and it will give you an idea as to whether you would like tabletop/face-to-face roleplaying. Good luck in finding a game.
  20. It's the one you started ... http://basicroleplaying.com/call-cthulhu/brp-coc-critters-2865/
  21. Actually, thinking about it, I've been coming from a RuneQuest/BRP approach. A CoC approach might be different, because of the different approach to gods. As in the Creatures Stats thread, it really does depend on the setting and system that is used.
  22. Thanks for the quotes - Rereading the Illiad after I started roleplaying, I was struck by how much it sounded like RuneQuest. The descriptions of the combat involving the gods could have been a game writeup. Now, if only somebody could do a Heroic Age Greek RuneQuest supplement ...
  23. Elementals are interesting because they are very setting-specific. Moocokian elementals are not the same as Gloranthan ones and these aren't the same as medieval European elementals. Vampires are more likely to be generic, apart from their vulnerabilities. Gloranthan vampires, for example, can walk in the daytime and do not have to be invited into a house. I would say that most creatures should be tweaked for a particular setting.
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