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threedeesix

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Everything posted by threedeesix

  1. Charles gave me permission to include them in Sword & Spell. :thumb: Rod
  2. Not really mecha, but I would love to see a supplement dealing with an old WWII battleship rebuilt into a space battleship. I'd go back to school all over again just to be able to run home after and watch (or read) it. Rod "Its a space battleship, the biggest I've ever seen"
  3. When I first read it on their website a couple days ago I just took it as Dustin forgot to add the little "smiley :)" icon at the end of the sentence. It honestly never crossed my mind as anything other than what was supposed to be a humorous comment. One of those things that comes off differently when someone reads it, as opposed to if it had been mentioned verbally. Of course, I have no idea how it was originally meant to be intended. Rod
  4. Beyond chase rules... Car Wars/Autoduel anyone? :thumb:
  5. Any number of settings should mix with few if any problems. BRP keeps high tech weapon damages low,so damage wise a pistol isnt really any better than a bow, the advantage of the pistol is primitive armor only offers half its armor points against modern weapons, so full plate only offers 4 points of protection instead of 8 against that same pistol. The only part that could be an issue is if you allow supers to play along side normals. It can be done as long as you read the suggestions on mixing power systems, and you dont care if everything is in perfect balance. I've done it and my group had a ball. Edit: You ever play TORG? Your background sounds similar. Have fun with it. Rod
  6. But sometimes the game mechanics ARE integral to the feel of the setting. If someone wanted to they could run all the D&D adventures using nothing but the RuneQuest rules. But then everyone would be casting spells. This is definitely not in keeping with then feel of the setting. In this case I think most would agree that this rule could be changed, so why not others to get closer to the feel of the setting? And when I say new rules, I don't mean to add rules from D&D that are completely alien to BRP but instead to make minor changes to existing BRP rules to better reflect what you want for your campaign. Even Magic World and now by default the core Magic rules from BRP added rules for memorizing and forgetting spells which was a change from the way spells worked in RQ. What game do you think inspired this system? This allows spell casters to memorize their spells from their spell books before an adventure just like in D&D... but doesn't come with the additional baggage of forgetting each spell as it is cast. Essentially a system that "feels" like D&D, yet is more versatile like all of the other Basic Role Playing rules. I'm not completely dismayed by your confusion here but just want you to understand the reasoning for my upcoming Sword & Spell and by default Harshaks thread in the first place. Thanks for your interest.
  7. I can never understand this statement when someone comes out with it and people tend to quite a lot. Following this line of reasoning, no one should make a BRP Star Wars game becouse there is already a WOTC version and a WEG version, just play one of those. Don't bother with a BRP Star Trek becouse FASA and Last Unicorn (?) already had their versions of that. Someone should tell Fergo113 that he can quit his conversion of Middle Earth becouse if someone wants the Middle Earth experiance they can play the ICE version or the Decipher version. Why do some people think that the D&D experiance has to mean the D&D rule system? For me the D&D experiance is The World of Greyhawk setting and the adventures Against The Giants, Decent into the Depths of the Earth, Vault of the Drow, and Queen of the Demon Web Pits, just to name a few. And being able to enjoy those old "classics" of role playing again with an awesome game system is what this thread seems to be about. Thanks Harshaks
  8. I love this as well, way better than what I was using. You may want to make a Special take out the 2-hit guy as long as damage results, otherwise it would be easier to take out a bad guy with a dagger (1D4) than a great axe (2D6+2). Rod
  9. How I handle it in Sword & Spell is each class has a set of skills, class skills, that increase at a rate of 1D8 per skill increase instead of 1D6. That way everyone can climb walls, but the thief is going to do it better, everyone can perform, but the bard excels at it, and everyone can fight, but the fighter gains the most from it, etc. In addition, each class has some specific skills that can begin 10% higher than the same skill in another class. Granted, this may not be a system for everyone, but Sword & Spell IS trying to emulate the D&D class system, and thus avoid the jack of all trades outcome of a normal RQ/BRP campaign. Rod
  10. I have all the White Dwarfs in storage here. I'll poke around this weekend. If I can find a 1st or even 2nd edition precedent for it I'll leave it in, but otherwise i'm going to nix it. Thanks, Rod
  11. You know, I realized that as I was re-reading Unearthed Arcana last night. When I wrote up the barbarian for Sword & Spell it was over a year ago, and at the time was not firmly basing it on 1st ed. AD&D, but a mish mash of all of the editions. For the last 8 to 10 months S&S has been firmly based on 1st ed. only, but somehow I forgot all about the barbarians not having a rage-like ability back then. It's been removed now, thanks. As for the hating of magic, I originally had a system that was based on the AD&D rules almost verbatim. But in playtest it caused way to many problems within my home game that I threw it out and replaced it with a lesser hatred/fear of magic but only when the user is unknown to the barbarian. It was a pain, not to mention downright dangerous to have to tackle the barbarian everytime our magic-user cast magic missile. :eek: Rod
  12. Thanks everyone for the quick response. I just want to compare existing info and find a nice balance. Rod
  13. Unearthed Arcana I already converted it but just wanted to compare notes so to speak. Thanks, Rod
  14. I no longer own RQ Vikings and it has probably been close to 15 years since I have even looked at it. I need to model the 1st ed. AD&D barbarian and was wondering if anyone can tell me how they handled Berserkers and the act of berserking itself. Rod
  15. Plugging along at Sword & Spell. When I gave Dustin my last progress report a couple weeks ago he informed my that with what I already have its already to large for a single monograph and that I should think about dividing it up into a volume I and volume II. So volume I is to be called Adventurers and will consist of... Chapter 1: Characters Chapter 2: Skills Chapter 3: Spells Chapter 4: Spot Rules And volume II is to be called Gamemastery and will consist of... Chapter 1: Monsters Chapter 2: Treasure Chapter 3: The Realm Chapter 4: Adventures This is still subject to change as I finilize what should be added to flesh it out but its what I'm thinking about right now. My original intention was to have the manuscript turned in to Chaosium at the end of June. Now with the chance to add some things that I was not able to fit before that may change. Either way, I at least hope to have volume I submitted by then. Rod
  16. Sword & Spell is to have about 60 new creatures, but if your looking for Scifi stuff I can't help yah there. I would love to see some scifi stuff though. Rod
  17. Sorry, I always forget that. Its a small world, unless you need to have something shipped someplace. I can buy one at a discount at my local game store and ship it to you if that would help. It would be full shipping but maybe 20-25% off the price of the game. Do you have a PayPal account? Rod
  18. I can't speak highly enough about Arkham Horror. It most definitely has an RPG feel. You choose a character with a nicely detailed back story, skills, and special abilities. You gain skills in play and lose sanity as you confront the mythos threats. Lots of expansions available but not necessary to enjoy the game. Go to Fantasy Flight Games website for additional info. Fantasy Flight Games [Arkham Horror] - Leading publisher of board, card, and roleplaying games. Rod
  19. The closest I know of still in print is Arkham Horror, an excellent Call of Cthulhu board game. It is currently published by Fantasy Flight Games. It it NOT a BRP board game, but is based on a BRP RPG and in my opinion retains the feel of the parent game nicely. There were a couple board games based on RuneQuest back in the late 70s early 80s but I never owned them and can't comment. Rod
  20. Thanks for this article, it reinforces the reasons I want to add so many of these monsters to my book in the first place. As I got looking at the various pictures and reading about combining part of a vicious creature with part of a harmless one, an image came to mind of a squirrelbear. Giant bear body, squirrel head (actual size). Edit: While the idea came to mind, as the book is no longer parody, rest assured that it will not be included. Rod
  21. Actually, the entire subject needs its own supplement. "The Ecology of the Frog", going into detail on the typical giant frog and covering everything up to and including frog deities, frog spell casters, fire breathing frogs, Frog Valhalla, etc. It would be the definitive source of information of frog gaming in any system. Included would be characteristics for the Type I through Type VII Killer Frog.
  22. I've contemplated "spawning" giant toads as they are a common "low-level" monster from several classic modules like the moat house from Village of Hommlet. Would that be close enough? Rod
  23. Thanks for the suggestion, I like it and will use it. :thumb:
  24. I may go with Birdbear. Doesnt sound any sillier than owlbear.
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