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threedeesix

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Everything posted by threedeesix

  1. Hi Verderer, Currently I have no rules for enchanting items in Classic Fantasy due to space limitations and I'm already struggling with making cuts to get the manuscript down to a manageable page count. However I'm figuring on pitching a Companion to Loz and Pete if the first book does well. The companion will contain all the cut stuff as well as have more monsters, spells, magic items, and NPC classes, in addition to the rules for enchanting magic items. I really can't speak for what rules are in RQ6 on the subject as I have yet to need to reference the material for research purposes, so I don't know how they compare to those of Legend. However, if someone doesn't pop up here with the answer, I would consider posting the question in another thread so it may have a better chance being noticed by someone in the know. Thanks for your interest, Rod
  2. Hi, unfortunately due to circumstances beyond my control, there will be no BRP Classic Fantasy II. I have since signed on with the awesome Design Mechanism, publishers of the acclaimed RuneQuest 6, and Classic Fantasy will be published using that system. The entirety of BRP Classic Fantasy has been rewritten and will be included along with all of the unpublished material, and a complete set of rules under one set of covers. The entire package is nearing completion and should be turned in no later (hopefully) than the end of January. I'm sorry for any problems this may cause, but I am very proud of this new book and I believe the added playtesting and extended experience on my part will make for an even better product. Rod
  3. From a player perspective, I have no problem with it either way. However from a game designer perspective, I kind of like having just two levels of success to go with the two levels of failure. It just seems more balanced. But for the most part, I don't have a problem when "playing" using either system. Edit: Also, with Legend/RQ6, multiple levels of success are handled differently then first appears, You have to also take into account that with Special Effects being directly related to the difference between skill rolls, its possible to get as many as three different Special Effects on your opponent. So if you get a Crit and your opponent Fumbles their roll, you could choose three different Special Effects. Impale, Choose Location, and Bypass Armor is just one nasty example. Rod
  4. Yes it is very true. I'm finishing up Chapter 15: Treasure hopefully this week. I have about 40 more magic items to convert and have already converted/created several hundred. Sorry for the off-topic post, back to simplifying weapons. ;-) Rod
  5. Hey Chaot, If you (and anyone else reading this) don't own RQ6 I suggest popping on over to... http://www.thedesignmechanism.com/downloads.php ... and rectifying that situation right now by downloading RuneQuest Essentials. To quote the website: RuneQuest Essentials is free, but you can always make a donation of whatever you feel appropriate by clicking on the Donate button below the cover image. Rod Edit: Sorry, I didn't realize this was a thread from the dead. If you have already taken advantage of this awesome offer, then your all set, however, if you have not than my post still stands. ;-)
  6. Sorry but no. It was my brother campaign and he "mostly" ran things on the fly. He may have had some mutant write-ups at one point but not sure if he still does. I know I uploaded the character sheet years ago. On a side note, now he's all stoked to run a RQ6 version of Wasteland. Not sure if he'll get around to it though, life seems to have gotten busier over the last couple years. Rod
  7. In my brothers BRP Fallout game, I had a boxer character called Tyrone the Cyclone. He was a big guy and at campaign end, he had a skill in Martial Arts of 112%. He used to punch the heads off people. It may not have been realistic, but it sure was fun. Rod
  8. I use a simplified system where you typically don't need to track Fatigue in combat, assuming that pure adrenalin will carry you through most short fights. After the fight is over, roll for the loss of one level of Fatigue. Longer fights, those lasting more than CON in rounds, track Fatigue as written. However, to be honest, I have yet to have a fight last that long. Rod
  9. I don't think racial balance is as important as racial desirability. To me every race should have something that makes them interesting and fun to play. In a game where every race has several special abilities, I do add one or two to those that don't, but not so much to bring balance to them as to "fix" what to me is an oversight. I don't however have some point system that says, "there, now everything is equal". It really comes down to what a player is looking for that determines how balanced a certain race is compared to another. Sure, that half-orc fighter may not be balanced with my half-elf thief in a fair fight. But my half-elf thief doesn't fight fair. Of course, I don't think any one race should be better at EVERYTHING. But, that isn't typically the issue. I usually find that when someone says that race "A" is unbalanced when compared with race "B", they're only thinking of combat, and even then usually only the "blunt force" parts of it. I can design a little halfling slinger that can pick apart your half-orc barbarian without them ever laying a hand on me. But on paper, I would have bet on the big guy. So to reiterate, exact balance shouldn't be necessary, as long as everyone feels they can contribute and has fun doing it. All races should have something to offer. However if a player finds himself sitting out 90% of a game session because his character is inferior to the others, is that the fault of the game, or is the game master not doing his job and finding ways to let all his players shine? Rod
  10. Depends on which order your write them in. After finishing the Chapter on Alchemy in RQ: Classic Fantasy, I couldn't wait to convert some monsters.
  11. I voted for "average" as I tend to use that for normal encounters. However, with the main bad guys/villain, I tend to choose my characteristics from the possible range to best fit my adversaries. Only rarely do I roll randomly. Rod
  12. I agree. You just never know, someone that brings such joy and happiness to others can at the same time suffer from such inner turmoil. He will be missed.
  13. These are awesome. Thanks for the hard work. I plan on giving them to the groups I have playtesting RQ: Classic Fantasy as many of them are new to RQ and this will help considerably. Thanks again, Rod
  14. That would be correct. And yes, as maybe 75% of the material for the BRP version was already written up, most will be converted and used in one form or another. However, a lot of the stuff I came up with for the BRP version, RQ6 was already doing, so where this was the case I dropped mine. Rod
  15. While not specific to the original post exactly. There is a pretty detailed write-up for finding and dealing with secret and concealed doors in BRP Classic Fantasy that may also be of some use. I have the authors permission to post them here in their entirety, were good friends. Secret and Concealed Doors When exploring the dungeon environment, the characters will be on the lookout for both secret and concealed doors. Secret doors are those that are designed to blend with the surroundings of the dungeon, while a concealed door is typically camouflaged by placing an object of some type, such as a mirror, dresser, or bookcase in front of it, though it is very common to conceal a trapdoor in the floor with a large rug. It is not out of the question to find a secret door behind such camouflage, increasing the odds of it going unnoticed. Concealed Doors: Concealed doors are generally easier to find than secret doors, assuming the characters think to look for them, though both elves and half-elves possess a POW x 1% chance to notice a concealed door by merely passing within 3 meters of one. In this case, the character’s keen senses have noticed an anomaly rather than the actual concealed door, for example, a dresser pulled out just a little too much on one side, a rug flipped up on one corner or a mirror slightly askew. When actively searching for a concealed door the player needs only to tell the GM that he or she is looking behind a particular object to see if there is anything there. This will generally only take 1 combat round for items equal to half the character’s STR in SIZ points or less, like a small rug or a mirror. For anything up to twice the character’s STR in SIZ points, like a dresser or desk, this will take one minute. Anything larger than this will require an Effort roll and takes one full 5 minute turn. Characters may work together to move large objects following the rules for Cooperative Skill Rolls in Basic Roleplaying page 172. Each additional character reduces the time required by one minute to a minimum of one minute. There is no roll required to find a door concealed behind an object unless it is a secret door, in this case follow the rules on secret doors below. If moving an object to gain access to a concealed door, an amount of noise equal to the item’s SIZ will be made unless made of a soft material like a rug or blanket, if that optional rule is in use. Secret Doors: The only chance a character has to spot a secret door is to actively search the area for one, it is impossible to just stumble across it. Therefore, players are required to tell the GM whenever they are searching an area, though they do not have to specify secret doors, as a successful roll will turn up a secret door if one is present, along with anything else a successful spot roll will reveal. This typically requires one minute to totally search a 1-meter square area and if the characters are searching an entire room, the GM should just count the total area in meters to determine how long the search will take and require one roll per character for the area, rather than once per meter. This assumes each character is double checking where the others have already looked increasing the chance of success. If time is of an issue, they may divide the area of the room between them; in this case the GM will ask each player which section of the room their character is searching to determine which character has the chance to find an actual secret door, if any. In either case, the GM should roll these dice for the players behind the GM screen so as to not give away whether there is an actual secret door there or not. Sometimes finding a secret or concealed door is not as easy as just pulling out a dresser or spotting the secret door as some portals may only be opened if a hidden trigger of some type is first found. This could be anything from a loose brick that, when depressed, causes the bookcase to slide into the wall revealing a hidden chamber, to a torch sconce that, when pulled down, causes a section of the dungeon wall to swing away, revealing a descending stairwell beyond. The GM should use his own judgment in these cases, for example, he or she may rule that finding the correct brick to open the bookcase requires a Difficult Spot roll, while finding the torch sconce will require a player specifically telling the GM his or her character is actually pulling on it to see what happens. It is possible to find the lever or button without even finding the secret or concealed door. In this case, the door is automatically found when and if the trigger is activated.
  16. This sounded interesting so I tracked it down. I have only seen the first two episodes so far but its really pretty cool and informative. I only found four episodes and assume that's all they made? Rod
  17. Newt, you are a fantastic publisher with some of the best customer service in this industry!!! Oh, and you produce some fantastic product as well. Rod
  18. You see this on The Walking Dead all the time. Zombies still "alive" but impaled on spiked barricades that they simply walked into. Imagine the players reaction when the zombie gets impaled by the spear, and simply walks down the length of shaft to start grabbing for the player's character. Fun. When in doubt, WWWDD. What Would Walking Dead Do. Rod
  19. But to be fair, the fact that BGB has any EDUcation at all was purely... Optional. Rod
  20. No, at least I don't believe so, I think in this case the character has three wounds equaling a Serious injury. Therefor all of the rules for a Serious injury kick in. Specifically... First Aid: Treatment restores the location to partial functionality, permitting it to heal naturally. Healing: A successful Healing roll restores 1d3 Hit Points to a Seriously Injured location. I suppose that after the injured location has been brought up to a Minor Wound level with a successful Healing roll, First Aid could take care of each of the remaining "wounds" separately. It's a great question however. Hopefully Loz or Pete can chime in with additional information if I'm way off base. Rod Edit: For what its worth, I never bother tracking separate wounds to the same hit location. I just assume a First Aid/Healing roll takes care of all damage to that location.
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