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RosenMcStern

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RosenMcStern last won the day on May 12

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About RosenMcStern

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    Senior Member
  • Birthday 08/25/1964

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  • Website URL
    http://www.alephtargames.com/
  • Skype
    paolo.guccione

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    Somewhere in the EU

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  • RPG Biography
    BRP, RQ, HQ, what else?
  • Current games
    BRP, RQ, HQ, what else?
  • Location
    Somewhere in the EU
  • Blurb
    Now roll for 1d6 SAN loss for seeing my actual picture....

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  1. RosenMcStern

    Best Rules for Comparing Successful Rolls

    Your Memory roll was too high, Jakob In fact, Revolution allows even starting characters to go beyond 100. When your adjusted skill roll is above 100, you add your quota beyond 100 to your die roll for the purposes of comparing it to the opposition. This means that if for instance you have 140% and roll 49, it counts as 89 for comparisons. But you only need to make the calculation if a comparison is needed, whereas the "subtract to the skill before rolling" requires that you make the maths for all rolls. This completely eliminates the need for two-digit subtraction, and any kind of multiplication or division. I never found these operations difficult, but many people do. As for the "philosophical" reasons why the blackjack method (roll as high as possible, but within your skill, as it happens in Pendragon and HeroQuest) is disruptive in classic percentile games, it may help to think in a slightly different way: You roll low -> Thing went very smoothly and you went for the simplest approach to the problem. You did it, but not so elegantly and anyone who adopted a more sophisticated approach will outclass you. You roll high -> Things went in the most complicate way you can think of, and only a real master could cope with this specific situation; if you are not such a master, you failed; however; if you were skilled enough to succeed, then your success outclassed anyone else's.
  2. RosenMcStern

    First time with Revolution, and was great

    And in fact, if you read the news in the crowdfunding campaign, hacking conflicts were the thing that really made me think "a generic conflict system is needed" in the first place.
  3. RosenMcStern

    Red Moon Rising

    Here is the package for Red Moon Rising. Very basic information, but it gives you the idea about what game experience the full product will yield.
  4. RosenMcStern

    Red Moon Rising Package

    Version 1.0.0

    11 downloads

    Another package for Revolution D100. This one is the basic character creation info for the upcoming supplement Red Moon Rising. It contains info about magic and rules for steampunk prosthetics using magic energy to work.
  5. RosenMcStern

    Advice BRP For Fantasy

    Let's say more precisely "It isn't D100 if you can't lose either a limb or your mind".
  6. RosenMcStern

    Rise of the Yōkai Koku - crowdfunding NOW LIVE!

    Unfortunately, finishing the Ninja Crusade in two different languages took much longer than expected and it will take another two weeks at least to have Yokai Koku ready. We are all leaving for Lucca in a few hours so we cannot be quicker than this. The good news is that I might be able to reuse some of the new graphic solutions we developed for Ninja Crusade to make it look nicer.
  7. RosenMcStern

    I would love to see a Native American monograph

    Already done...
  8. RosenMcStern

    Advice BRP For Fantasy

    This is exactly the point: the OP wanted something that does fantasy "out of the box", rather than something that does "almost everything, including fantasy". So, BGB and Revolution D100: not recommended. Magic World, OpenQuest and Mythras: easier to apply.
  9. RosenMcStern

    Strike rank conundrum.

    Nope. Character B begins to act at SR 0, as normal. On SR 2 he is ready to strike, and as soon as he has a target (SR 8) he can strike. Having a Melee SR of X does not mean that you strike "X SR after someone is in range", but "on SR X at the earliest, provided the target is in range". If the target is there on your SR, you strike. If it is still approaching, you wait until it is there. Again, this is a consequence of the problem of SR not being "the time needed to strike" when you attack in melee, which sometimes is not so intuitive, as Jason highlighted in another thread. This concept might be hard to grok, and requires some time to get accustomed to. Your doubts, as you can see, are understandable.
  10. RosenMcStern

    Advice BRP For Fantasy

    Magic World is the BGB adapted to fantasy, so it is a better solution for "out of the box" play. And it is relatively simple. Or you could go for OpenQuest, too. If you are not afraid of a little bit more tactical thinking, Mythras is a very good alternative, too.
  11. RosenMcStern

    Strike Ranks: initiative order or action allowance?

    You see? This contradicts the assumption that Strike Rank is not "the time it takes". If you allow extra actions when a foe is down (I don't, do the rules allow this?), then basically you are saying that Bubba did it faster because he is big and has a long weapon. Edit: ah, you mean splitting under the 100% rule. Yes, he might be able to do so with a SR of 7, but only if he has a huge skill. Which is better used lowering his opponent parry than making two attacks at a reduced %ile.
  12. This is a theoretical subject, so it does not belong in the clarification/potential errata threads. Better open a new discussion. As Jason said, there is an issue here. Not everyone will mind it, but someone will. And as I said in other threads, the good old Perrin&Turney Strike Rank System is still a solid, usable, fun-to-run combat system 40 years after its initial release. Yet it does show its age, as nothing is perfect. The big deal is that there is one basic assumption in how RuneQuest handles [melee] combat: Your character will do what he or she planned to do at Statement of Intents time. No "deciding when your turn comes" in RuneQuest (as it happens in D&D initiative system). As a RuneQuest GM, I have learned that the best way to referee complex games is to enforce the simple-but-effective rule of "You stick to your plan, period" rule. Change of intents to "Heal eviscerated comrade" (or sometimes Dismiss Befuddle) was the only exception. Strike Rank is only an attempt to give an order to the pre-planned course of actions: missile attack comes first, then spear attacks, then swords, then daggers, then weapons that were still sheathed at the start of round, etc. etc - it does NOT represent the time it takes to swing that weapon, as in fact you are swinging more than once per round (moreover; swinging a longer blade takes more time, not less). If you stick to the above principles, and only handle hand to hand combat in your battles, then RuneQuest combat is extremely easy and intuitive: strike when your SR comes, the opponent defends, if the attack connects and the defense does not, then OUCH! Drawing swords, moving into combat or buffing yourself with magic beforehand delays your action. Hard to find anything simpler and more intuitive in a simulation-oriented combat system. The problem comes, as Jason remarked, when your main action is not melee combat, but something that can be attempted more than once per round, such as firing a missile or casting a spell (which happens quite frequently in a magic-rich environment like Glorantha). Then Strike Ranks become a measure of how long it takes to perform that action, with fast characters acting more frequently than slower ones. It is still quite intuitive, after all, but the different way Strike Ranks are treated in the two cases can generate some confusion. And the obvious question arises: if I can cast Befuddle more than once until I have Strike Ranks left, why can't the same apply to swinging my battleaxe? We are all human, and sometimes you cannot wrap your head around these details. There is also another point, which is the one that nags me the most. Whenever you mix up melee combat and repeatable actions - for instance when you throw your javelin and then charge into combat, or cast non-offensive magic and then engage your enemy - then your SIZ and Weapon Length Strike Ranks are counted in determining how many actions you can perform. Take note: not in determining in what order you perform your single melee action, in which case it makes perfect sense, but in determining how many actions you perform. Bulky Bubba the Uzdo gets to do more "things" (spells, missiles, etc.) because he is big and wields a maul, whereas Quicky Quacko the Durulz can only fight in melee because his puny SIZ and short gladius give him a very high SR. Notwithstanding the fact that Quacko has possibly twice as much DEX as Bubba. Honestly, this completely destroys my personal suspension of disbelief. Given that there are other non-trivial deviations from the RQ2 tradition in the rules, and that all (or almost all) variants of BRP published after RQ3, Chaosium or non-Chaosium, managed to solve or circumvent these issues, I would have expected RQG to contain some sort of solution, too. Apparently, it does not. Thoughts?
  13. RosenMcStern

    Chapter 4: COMBAT

    Sounds sensible.
  14. RosenMcStern

    Chapter 4: COMBAT

    Yes. This is typical of Basic Combat, which is very similar to non-violent conflicts. And in generic conflicts RPs are always taken away from one side or the other. There is no "nothing happens" result. This also means that the defender must ALWAYS roll his defense. There is no reason not to roll (whereas in Advanced Combat the defender might be willing to save Strike Ranks if he does not feel confident to succeed in the roll).
  15. RosenMcStern

    Revelation when using Stunts

    Uhm, this is doable, but it is not what I would recommend to do. Here is why: 10% is too small a bonus, it makes the Trait insignificant; 20% is a good compromise, we have tried it and it works well, but 10% is basically a "why bother?" kind of bonus. using Stunts to further specialize Traits is something that has been discussed in depth on several threads in the general section: it would create a "tree" of skills, something that has been attempted only in the Ringworld iteration of the BRP rules, and never again after that; in general, when an experiment is never repeated, there is a reason. Of course , some people will still like it and use it, but not everyone. most important of all, using stunts as specializations that give a further bonus for something you are particuarly good at overrides and hides the most important and fundamental functions of stunts: enabling your characters to do something that others cannot do. A stunt is the ability to do something special: stopping an aircraft in midair, making an extra attack with the off hand, ignoring your social victory if your status is inferior, keeping your opponent at bay even when you roll lower, extending the range of your magic or psionics beyond normal. All of these are feats you are simply unable to do without the stunt, you do not just get a bonus to do them. These are the reasons why I have not described Stunts that have this effect in the core rules. There are some examples in the characters I have uploaded so far, but they are all extremes, a kind of "superhuman" skill level (Count Julan's Scimitar skill from YT gifts and Hawkeye's impossible marksmanship with the bow - superhero stuff). Nothing that should be generally available, as players would invariably try to stack as many of these bonuses as possible for their main weapon(s) rather than diversifying techniques. If you wish to use Stunts as bonus-providers in your game, I recommend that you introduce the new category of Specialty Traits along with Stunts, rather than making all Stunts work this way. Otherwise, you would be throwing away a good half of the game.
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