Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

43 Excellent

About nDervish

  • Rank
    Advanced Member


  • RPG Biography
    No real "credentials" per se. Been playing RPGs since Red Box Basic D&D at the tail end of the 70s and pretty much exclusively GMing since the early 90s.
  • Current games
    Currently between games, due to my ACKS group falling apart after the last Christmas break. Trying to pull a new group together for some post-apocalyptic RQ6/BRP.
  • Location
    Lund, Sweden
  • Blurb
    Expat former American, now in southern Sweden for the foreseeable future. Perl programmer by trade, general geek by inclination.

Recent Profile Visitors

1,216 profile views
  1. Well, RQ6/Mythras has Luck Points which serve that purpose (spend one to reroll any die affecting the character, or to downgrade a potentially-fatal wound to potentially-incapacitating, or to get an extra action in combat) and the number of Luck Points you get each session is POW/6, rounded up. So there's at least precedent for doing something similar to what you're thinking. Personally, I'd prefer to make them a per-session resource instead of a permanent POW loss, but YMMV. (Note that Mythras omits POW gain from routine play. If you're allowing POW gain on a regular basis, then burning P
  2. You're describing the RQ6 version. Mythras modified it slightly to allow use of Regain Footing while engaged, but you must win an opposed Brawn or Athletics test or the action fails.
  3. That's demonstrably impossible. Even if the skills are perfectly balanced mechanically, the specific campaign and specific GM will change that balance, often radically. If you're playing a campaign where the PCs are pirates, then Sailing is going to be a pretty important skill, regardless of how useless it might be in the kinds of campaigns you're envisioning.
  4. While Mythras is my preferred flavor overall, I do agree with both of these criticisms, to the extent of having bikeshedded some potential solutions that I'd like to try out, although I haven't actually gotten around to testing either one yet. For the first, the obvious solution is to limit which SEs are available on any given attack, which is made even easier with TDM's release of the SE cards. In principle, I could now print myself a customized deck of SE cards and, whenever someone gets an SE, deal them one card for every 20% skill (or whatever) and have them choose from those SEs. O
  5. That's certainly the most common way to do it. The problem, in my experience (and my opinion; you may not consider this "a problem") is that nobody ever uses the tactical options when they're a special form of attack, declared before rolling to hit. This is partly because it's easiest to just take the default action (a normal attack), but, also, most game systems actively discourage their use by first penalizing the attack roll for these special attacks and then making them all-or-nothing. Except for highly-situational cases where the special attack is basically a desperation play to get th
  6. Given the context of it being a BRP-family game, if you want to replace opposed rolls with a single roll, wouldn't the Resistance Table be the obvious way to do so? Note that I like opposed rolls in general, and blackjack-style opposed rolls in particular, but, if you don't and you want to get rid of them, then why reinvent the wheel?
  7. He recently popped up in a related thread on Big Purple and said that he's "moved on from BRP games", with a pretty clear implication that he wouldn't be interested in doing any further work on MW-related projects.
  8. Ah, sure... Make me break out the actual rules... BGB, p. 13 defines a Special Success as "A roll of 1/5 of the required score for success indicates that your character performed exceptionally well and achieves a greater result than a traditional success." Note that it says nothing about the actual chance of achieving a special, only the roll which indicates that you have done so. p.11 defines a Critical Success as "This is the result of a skill check roll that is 1/20 (or 5%) of the regular chance of success." Again, it is defined solely in terms of the roll which produces it, not the od
  9. While that's technically true, an attack vs. parry "tie" (i.e., same level of success) will still do damage if the parrying weapon is smaller than the attacking weapon, so it's still not necessarily a "no effect" result. The real point here being that RQ6 has more factors playing into this than just "crit or no crit?". Note that this makes specials more common than in the vanilla rules. In vanilla, it's actually only a 15% chance of a special, not 20%. (Special isn't just "under 20% of skill", but "under 20% and over 5% of skill".) The way I'd personally do it is: - Units
  10. Can't speak to other editions, but the RQ6 Tap is characteristic-to-characteristic, at a 5:1 ratio. ("For instance if a sorcerer cast Tap (STR) at Intensity 7 on four targets, each of the victims would lose seven points of STR whilst the sorcerer’s own strength would be augmented by +6 points.")
  11. Am I correct to assume that this is coupled with a house rule that you can only spend one XR on a skill at a time? Otherwise, it seems that players who would normally say "I get three rolls, so one each to Combat Style, Endurance, and Evade" would just say "I get twelve rolls, so four each to Combat Style, Endurance, and Evade" for the same net effect, just chunkier. Also, doesn't this dilute the effect of the Experience Modifier from CHA? Getting 1 extra XR when 10 are awarded is much less significant than getting 1 extra when 3 are awarded. (Not that I think this is necessarily a bad
  12. Not currently running anything, but bouncing back and forth between working on two homebrew settings and trying to decide which one I want to try to get people together to actually play in. The first is a post-technological, Dying Earth/Xothique-type setting focused around an ancient city on a fragment of the shattered Earth. Definite Tekumel-like influences in social structures and organization-centricity, but based in smaller guilds rather than wide-ranging clans. I think this is the stronger option, but tend to either bog down or waffle on a lot of the social and historical elements,
  13. Check-based advancement can cover specialization implicitly: The one who wants to be the thief does thief stuff. The one who wants to be the spell caster casts spells. The one who wants to be the healer heals. If they're the ones using those skills the most, then they're going to be the ones getting the most checks on those skills and will be the ones who are most likely to improve in them. The thief is the best at climbing walls because he's the one who climbs walls most often. Also, training. Even if everyone uses all skills equally during the session, they can still choose to eac
  14. 2H swords within reach, you say? Time to stage a practical demonstration! "First, throw this sword at <insert target here>. Then hit it with the sword normally, and we'll compare the damage done each way."
  15. Not quite. The System Notes on BGB 83 say that you can add half your damage bonus to an improvised thrown weapon's base damage. Nowhere does is say that a greatsword has the same base damage as an improvised thrown weapon as it has when used normally. On the contrary, when you throw a greatsword, you're not using it as "a greatsword with range", you're using it as a SIZ 3.5 improvised thrown weapon. The fact that the object you're throwing happens to be a greatsword is largely beside the point. So set the base damage as you feel is appropriate for any thrown SIZ 3.5 object (which
  • Create New...