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RosenMcStern

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Posts posted by RosenMcStern

  1. Not quite, Trif. Some spells work differently if the roll to overcome the target resistance is a special of critical success (Fear, Madness, etc.). Other resistance rolls have additional effects if the roll is a special success, for example the intentional knockback is (or used to be) STR+SIZ vs. SIZ+DEX, and it allows specials or critical successes like all other attack rolls. If you use a d20, you have no simple way to find out what is a critical and what is a special success.

    As for skipping the table, you can do it with d100, too. I have never used the table in twenty years: 50+(Active-Passive)x5%.

  2. You could also just roll on a 20-sided, and then you wouldn't have to multiple. Which may come in handy when dealing with scores above 20.

    eg,

    Strength 14 vs Size 28 rock = Str 6 vs. Size 20.

    Wow. kind of felt dirty suggesting the use of a d20, but in my defense, I did play Hero Wars. :innocent:

    Bad idea. Using a d20 for an opposed roll does not allow for criticals/specials based on your actual skill. No success roll in a true BRP game should be rolled on anything other than a d100.

  3. :focus:

    People, we are very grateful to you for reminding us that "BRP Law and Order" would be a great supplement, but GrokLaw is a much more appropriate place for this. Loz was just trying to remind me (the culprit) that mailing Greg was appropriate. Greg mailed, no reply so far, so all that was due is done. Before you go on defending the culprit (me), I must warn you that I ran out of money last month and can no longer pay my attorneys' bills :(

    (Hope my real attorneys are not reading this)

  4. I still say balls to it. Sticking to the normal resistance table is fine and dandy, if you have stats above 30 or so then there's something going wrong, unless your playing a dinosaur :D

    Or common Dark Trolls (STR 23) who know Strength 8.

    GM: You enter the Giant Termite Lair

    Player: Ok, I grab the nearest Giant Termite and throw it at the Giant Termite Queen.

    GM: :lol: What's your STR?

    Player: 46

    GM: :shocked: Uh, er, make a Throw roll....

    Believe me, it actually happened to me

  5. Marvel and DC both had RPGs I seem to recall, and I believe neither has done as well as Champions.

    A common mistake in the gaming industry (computer games, too). You have a license that guarantees you will sell something, and so you design crappy rules.

    Still, Marvel SuperHeroes wasn't that bad (for a TSR product >:->)

  6. Sounds good. A public domain d100 system would be great. But will it be adjusted for Glorantha or Glorantha-specific? Cause as Loz said, we don't have the right to make anything Gloranthan public domain. One option would be to go with generic names for Gloranthan stuff, just changing the names, but what was your ideas on this Paolo?

    Clarification required, as the discussion is entering the minefield of IP and copyright: we will not be discussing any public domain d100 system. Just adaptation rules to use the published stuff (mainly magic) for BRP and MRQ in Third Age. You still have to own the official supplements to play.

    For other information, I have given you membership in the group.

  7. Sorry for the fans of the "Evil Mongoose Conspiracy" theory, but Loz is correct (and as a licensee of Issaries for Age of Glorantha I am perfectly aware of the risks).

    In any case I have invited Greg to the group (I do not think he'll join or be very active though, as the discussion is gonna be very rulesy, and not about HeroQuest at all), and will e-mail him later today to explain what the intents are. But as there is no public site so far, I do not think we may be subject to Issaries fan policy. Yet.

    Loz is right in pointing out that publishing anything, even a mere wiki, requires permission. Before putting anything on a public site, I'll manage (we'll manage, as it is gonna be a cooperative effort) to have Greg's permission. But getting him to say yes or nay is easier if he can have a look at the contents, which are not present just now.

  8. Now that people are back from Tentacles (I'll be there next year, I swear it :mad:), I want to make my new discussion group "D100 Glorantha Third Age" available to the public. The group aims at providing rules to play d100 in Glorantha third age, for those who still prefer d100 to HeroQuest (and there are many). All the stuff I have written so far is MRQ based, but is ultimately aimed at using it with BRP, which is more detailed and does not contain some "flaws" that do not represent Glorantha very well.

    The purpose of the group is to create some general consensus around a cross-system ruleset, and then make the ruleset available via a Wiki (or the Alephtar Games website). At that point everyone is free to take it and use it with BRP, MRQ, CoC, RQ2, etc.

    I have already written a bunch of rule adaptations and sketchy cult descriptions, but everyone is asked to comment, modify and add. We will be running a lot of polls.

    Here are the rules of the road. The group is moderated, so by requesting to join you are accepting the rules. I am sending nominal invitations to people who are actually involved in writing official rules like Jason, Loz, Pete, Jeff etc., but everyone is welcome if he has some contribution to provide, however small. I could name a couple of people who will certainly join :rolleyes:

    Mr. Quacko the Defender of the D100 System was kindly provided by Dario Corallo.

    Rules of d100glorantha : Glorantha (Third Age) with D100

    Rule 0: No negative comments. If you want to state that this or that system sucks or that d100 was incredibly better in the year xxxx, or whatever against a system, please do this elsewhere. We are here to make things better, not to complain about what we dislike.

    Rule 1: We discuss only d100-based systems. Other systems must be discussed elsewhere

    Rule 2: We discuss only Glorantha. Other fantasy worlds must be discussed elsewhere. If you want to adapt what you found here to another world do it but take the discussion elsewhere, and remember that Glorantha is Copyright © Issaries!

    Rule 3: Although cultural discussion is also welcome, we are here to discuss d100 roleplaying rules in Glorantha. The world in itself has its discussion group.

    Rule 3: We discuss only Third Age. Second Age has its official rules forum.

    Rule 5: We want to support all d100 systems currently in print (BRP and RuneQuest – which means Mongoose RuneQuest – at the time I am writing this). A solution must always be found to integrate a rule or spell or cult with each of these systems, or that rule/spell/cult must be discarded.

    Rule 6: We do not want to support out of print systems (which includes all previous, albeit beloved, editions of RuneQuest). We want to support game publishers, not ebay. If someone wants to adapt what we write to out of print games, he is free to do so, but he must take the discussion elsewhere.

    Rule 7: Although technically we are not discussing HeroQuest, we must take as much inspiration from it as possible, as it portrays many aspects of Glorantha that have not yet been represented in d100.

  9. Hey Trif, calm down. No need to hurry. How was Tentacles? Did you lose SAN for watching Charlie Krank doing a barbecue? And what exactly was the meat? :D

    :focus:

    Ok, I am posting a link to the discussion group in a separate thread. There is no content so far, but you can join it while I post all the juicy stuff.

  10. Stat vs. stat in the 1-10 range handled with an opposed roll is not a good idea. Resistance Table is better in that interval. Let the GM decide when it is the case to roll opposed instead. After all, most contests are human vs. human (or dwarf/elf/troll). Bronto vs. Mother of Monsters should be the exception, not the rule.

  11. Halving rule works well with both skills 200+, but is broken with, say, a 150 vs. 90. (101 vs. 90 is actually WORSE than 100 vs. 90) So they fixed it with the Player's update, which is less effective at 200+ level but works well at 101-190 level. But characters rarely have more than 200, so it is a better solution. Overall is is acceptable. But dropping the resistance table was a bad idea.

    I think STR 50 vs. STR 90 must not be resolved on the resistance table, but as an opposed roll of STRx1 as a skill. This handles STR 200 vs. STR 21o equally well. Resistance table is for characteristics up to 20-25, it breaks after 30.

  12. I guess I was thinking about anime, overall, as a lot of genres within it does have its conventions. Basically, just pick and choose the conventions.

    I wish I could think of a really good setting for a BRP game. One that would sell really good.

    BRP Anime superobots? BRP Gundam?

    This niche has a lot of fans and very few games available in the West (FASA Mec. I only remember a Palladium game about Macross/Robotech. The only time I actually touched my GURPS rulebook was to try a game set in the Universal Century (Gundam universe), and just because at that time "Advanced TFT" was the only system flexible enough to represent that setting. Now that we have a BRP with rules for sci-fi and psionics, though....

    But Japanese licenses cost too much :mad:

  13. But if we take it at face value, both are 3x as popular as Horror. Shouldn't that mean each of these genres might get triple the sales of CoC stuff...? :)

    I am afraid it is just the fact that nobody voted horror because BRP already has the best Horror RPG (I would say the best selling, but unfortunately WoD is technically a horror game and it sells more).

  14. Anyone who was able to read the whole list without giving up, make a SAN roll. If you fail, you lose 1d100 sanity. If you lose 20% of your current SAN, you go permanently insane and preorder D&D 4th edition instead of Deluxe BRP. If your SAN drops to 0, you are insane beyond cure, and also burn all of your BRP stuff in sacrifice to the Great Old Ones of the Coast.

    (Armor Class 50 - OMG :shocked:)

    • Haha 1
  15. Fantasy, please. (Runequest with NO Glorantha would be great).

    It is already out there: take RuneQuest and use all the non-Glorantha sourcebooks with BRP.

    The point is rather: "What will the new main setting for BRP Fantasy be?", given that both classic fantasy settings used by Chaosium with BRP (Glorantha and Young Kingdoms) are now Mongoose's domain?

  16. As an option: if you like it, use it flat. If you do not, use the dice.

    ALL systems (including D&D) use the same system: damage is weapon + personal. The difference is just:

    SYSTEM--|D&D/RQ4|GURPS/Pend|BRP/MRQ

    Weapon--|-Random|--Fixed---|Random

    Personal|-Fixed-|--Random--|Random

    All combinations were attempted except the Fixed/Fixed that would be incredibly boring. Frankly, I think fixed damage for weapons is not realistic (there are many ways you can deal an effective blow with a weapon, and a die roll is a good way to represent them), so it all boils down to whether your STR provides a fixed amount of damage or a rolled amount.

  17. I'm not sure why the chart has to follow the same progression forever. Having one progression at the bottom for differentiating PCs, then having it increase in spread as it goes up, seems to make more sense to me.

    This is approximately what BRP does, except that the "more granular" increase at the low end of the scale fails because the (in)famous D2 is not included. A table with D2/D4/D6/2D6/3D6 etc. would be fine to me, but again, D2 is not very popular. Which is a shame, since it is the cheapest die (one cent :lol: ).

  18. So if you were in search of granularity but wanted to keep the 4 point step progression that could become:

    No version of d100 has ever had a 4-point granularity in the table. RQ3 and DBRP are "+1d6 per 16 points" (+3.5 per 16 points), while RQ4 and MRQ are "+1 or +1d2 per five points". Your table is a nice synthesis of RQ4 and MRQ, but the curve is definitely too steep. I have had player characters in my game with STR+SIZ normally enhanced to 66, and the bonuses you suggest are too high (4d6!).

  19. The point is that this works well if the damage dice are connected to the weapon impact and the "+" to sharpness (as it happened in RQ3 where maces had no +s and curved blades had +2). But with maces and axes doing smaller damage dice with a higher flat bonus, this might limit the damage bonus for blunt weapons more than it does for sharp weapons. Not very realistic IMO.

    I think this discussion has little practical value. Shifting from a flat to a variable damage bonus is easy if you do not like the "official" values. 1d2 -> +1, 1d4 -> +2, etc. And weapon damage benefits more from special effect to be differentiated than on average rolls, though different rolls add to the enjoyment of most groups. Still, all the complications that can give damage values more realism are not well suited to all groups. Some like detail and realism, others just want to roll dice and get the game flowing.

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