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LivingTriskele

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Posts posted by LivingTriskele

  1. One point of ENC equals a range between 1/6th of a kilo and one full kilo

    One point of ENC equals a range between one full SIZ point and 1/6th a SIZ point

    When one point of ENC equals 1 kilo, then when one point of ENC equals 1/6th a SIZ point, one full point of SIZ equals 6 kilos

    Therefore one point of SIZ = 1 to 6 ENC points or 1/6th a kilo to 6 kilos

    Therefore one kilo = 1 ENC or 1/6th a SIZ point to 1 full SIZ point

    ...yeah, I know I'm obsessive ...

  2. That's what I thought. I've been working on clarifying/understanding some of the rules regarding encumbrance/lifting/throwing. So far as I can tell STR 10 can pick up SIZ 10 and throw it without a roll on the Resistance table (however, SIZ 10 can be a weight between 1.66 to 60 kilos or up to 132 pounds).

  3. I'm finding the wording in the book a little unclear.

    The book says that if the object you're trying to throw is within 10 SIZ points of your STR a successful roll on the Resistance Table is needed to pick it and throw it properly. I'm taking this to mean if the object's SIZ is equal your STR + 1 to 10 you need to roll on the Resistance Table (but not if its SIZ is equal or lower to you STR). Is that correct?

    For example: If a character with a STR 100 picked up an object with SIZ of 105he/she would need to roll on the Resistance Table, but not if the object had a SIZ 100?

    If so, does this mean that you can't throw objects with a SIZ score 11 or higher than your STR?

  4. Thanks! I have the feeling I'm going to have to define Speed Rates to make this work. I'm actually considering transcribing the characters we used in a one-shot Mutants & Masterminds game to BRP... We'll see how that goes...

  5. Thanks, I appreciate the responses.

    Yes, any advice would be welcome. I don't have SuperWorld or WoW. Actually, I wouldn't mind doing both (building a formula for speed and creating a consistent method for a smash attack). And the idea of this super suffering damage from his own attack is perfect as far as I'm concerned (I like the superhero genre but I prefer a gritty more realistic RPGs). Thanks again.

  6. I’m creating a superhero with Flight. I want him to be able to body slam his foes. According to the vehicular chase rules on page 216 a car does 1d6 points per level of speed, but I’m not sure what a level of speed is. Can anyone clarify? Thanks.

  7. For those of you who have expressed an interest in the Merchant’s Scale, I just wanted to let you know that I’m back on board with it.

    The trials of starting a family in a suffering economy (while attempting to keep alive a withering musical project I’ve been apart of for nearly ten years) demanded that I focus my attention elsewhere. But now, hopefully, things have settled (or have been weeded out) enough for me to finish my monograph. It’s been refreshing to finally begin work on it again.

    On a completely unrelated note, if you like Boards of Canada, Cocteau Twins, Dead Can Dance, and The Cure, you might want to check this out http://dropblacksky.bandcamp.com/ (some of the music from that withering musical project). Heru Ka Pet is my personal favorite so far.

    Cheers.

  8. I like to think so. The thought crossed my mind the other week. I really appreciate your interest, and I hate the idea of wasting all the work I've put into it so far. Life (job/parenthood) just seems to get in the way. I will do my best to finish it eventually. Do me a favor Conrad--keep asking me, lest I slip into the forgetful haze of a working stiff :)

  9. To be honest (and this may seem counter intuitive) I've postponed work on The Merchants Scale in favor of another monograph Dustin has agreed to publish first-- I haven't posted any info on this new monograph yet because I've been waiting to complete the first draft-- which I have been working diligently on (I already feel like my creditability is pretty low, considering I announced The Merchant's Scale so long ago, and it's still hanging in incompletion). The reason why I've decided to complete this second monograph first, is because it's the actual campaign setting in which The Merchant's Scale is set (as well as the setting of a novel I've been working on). In short, it's my baby. Once I get it out of the way, I know The Merchant's Scale will follow quickly on its heels.

  10. As for Germany, the differences are probably not very big. In my view the

    main differences are that many German roleplaying gamers are somewhat

    less interested in military themes and somewhat more interested in the at-

    mosphere of a setting than their counterparts in the U.S., and that sex is

    not as much of a no go in roleplaying.

    Lucky you guys weren't founded by Puritans :)

    Kult is another ambiance-filled game I appreciate. There are quite a few gamers in this area that aren't so attracted to the more militant styles of gaming, but I personally know more who'd rather kill things. It can be frustrating.

    I think Call of Cthulhu is more popular in Europe.

    CoC is very popular in this area, but then Chaosium used to be literally five minutes away.

  11. Over here the point buy system with advantages and disadvantages was the

    fashion in game design a few years ago, when every new game had to have

    it.

    Meanwhile this fashion has died down a lot, mainly because it was so easy

    to abuse such systems for min/maxing bordering on munchkinism, with cha-

    racters that were wheelchair bound, blind and allergic to flowers from Ant-

    arctica, but could read minds and fly through walls ...

    Right now the trend is once again more like "You can have what you can ro-

    leplay" than "You can have what you can buy for your points".

    I think this is a really good point. It's interesting that there are (generally speaking) differences in game style between the U.S. and Europe. I've always been under the impression that BRP is a little more popular in Europe than here. The idea is particularly relevant when discussing ideas to make BRP more popular globally.

    I confess that I'm probably injecting a more, ehem, American approach to the goal of making BRP more popular. My thoughts in providing an Advantage/Disadvantage component would probably be in lieu of the superpowers already available (though I still need to check out that supers PDF mentioned earlier). But as I said, this would be an optional component. BRP to me is like an old BMW motorcycle, not a lot of frills but its engine is pretty much bulletproof. I wouldn't want to change that.

  12. Over here the point buy system with advantages and disadvantages was the

    fashion in game design a few years ago, when every new game had to have

    it.

    Meanwhile this fashion has died down a lot, mainly because it was so easy

    to abuse such systems for min/maxing bordering on munchkinism, with cha-

    racters that were wheelchair bound, blind and allergic to flowers from Ant-

    arctica, but could read minds and fly through walls ...

    Right now the trend is once again more like "You can have what you can ro-

    leplay" than "You can have what you can buy for your points".

    I've seen that problem before too. I think the point-buy system requires a degree of 'role-player maturity' (oxymoron?) when used without guidelines and restrictions. My thought is to provide it as an option. Fundamentally I don't think BRP needs to be changed much (if any) at all. It would be nice to have some optional components to play with though.

  13. As long as your re-writing everything in your own words you should be ok. GURPS cant copyright Berserk, nor the fact that it makes you disregard your own safety or attack your own friends any more than Wizards of the Coast can claim copyright infringement if Classic Fantasy happens to have a Fireball spell with a 3 meter radius.

    I hate to say this, but at this point the quickest/easiest way for me to do conversion of GURPS Advantages/Disadvantages would be to copy the whole section from a PDF and transcribe the rules information from GURPS to BRP-- leave the wording the same. The obvious problem is that I wouldn't be able to distribute it in good conscience until I changed the wording, which could take a lot longer.

    Still, I guess it could be used as a play-testing prototype.

  14. We should be able to type them up, even if just into very rough unfinished form, and publish them... somewhere. So others can appreciate and maybe enhance (or finish!) them.

    I'd love to be involved, it's just a matter of finding the time (I have two unfinished monoliths, grad school, band, work and parental duties to contend with as well...)

    I will see how far I can get with my point-buy project and keep the forum posted.

    Monographs... I meant monographs.

  15. Yup. A good example would be running a firefight using D20 Modern. Once the characters hit a certain level, they are not going to drop from a single hit--even from a .50 caliber rifle! Most character have more that 20 hit points and the weapon does 2D10. This leads to tactics such as charging machinegun nests.

    I'm running a Pathfinder game right now in grim dark fantasy setting I've been working on. Everyone has a 'handy haversack'. It's like Walmart had a going-out-of-business sale. Granted, I'm to blame. But creating encounters using Pathfinder/3.5's system of determining Challenge Rating assumes the party has a certain level of magic items in its possession. The mystique of magic is hard to maintain under these circumstances.

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