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threedeesix

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Posts posted by threedeesix

  1. You're not the only one. While that whole lunar rocketing through space bit doesn't make sense, Space 1999 would make for a fantastic near-future setting if limited to our solar system.

    Of course I'd enjoy playing in a strict Space 1999 setting, but doubt my players would.

    Zane

    I agree, the premise that the moon could have been ejected from earth orbit at faster than light speeds and manage to "accidentally" arrive at a new world every week or so is far fetched. But that didn't stop me from getting the while series on DVD a month ago, and loving every episode. :)

    The thing I always liked was how "realistic" the tech looked. Just like what I imagine NASA would be using on and around Luna orbit had we kept up with the moon missions. I love Gary Anderson's stuff, even the stuff with strings.

    Rod

  2. I have a website I want to get running that is going to be a BRP

    conversion database with characters from film, comics, novels,

    etc all converted with setting information.

    Character Conversions for...

    The Micronauts (Marvel Comics)

    Selene and Michael (Underworld Movie)

    Sky Captain and Polly (the girl and the plane) (Sky Captain and the World of Tomorrow Movie)

    Electra Woman and Dyna Girl (1970's Saturday morning TV show)

    Isis (1970s TV show)

    and many more

    Setting conversions for...

    Basic Dungeons and Dragons Mystara setting

    Star Frontiers

    Fallout Computer Game (My brothers conversion)

    Warhammer Fantasy (Mostly notes)

    I continue to convert/adapt new stuff every few days.

    Rodney Leary

  3. Current projects:

    1) BRP Old West stuff

    2) BRP Vehicle Quite Write UP rules

    3) BRP Vehicle Modfication rules

    4) BRP Vehicle Design System

    5) BRP Space:1999 setting

    6) EABA Space:1999 setting

    7) Star Trek for SotC

    Probably something else that I forgot about.

    While i'm interested in all the projects on your list I'm VERY interested in

    the BRP Space 1999 setting. Keep me posted.

    Rod Leary

  4. OK I am confused and not getting the reason for the big smiley. At the risk of spoilng the joke could you please explain it? Also are you related to SD, I noticed the 'Leary' on the end of both your names.

    No joke to spoil. I just liked my comparison and thought I gave a good reason to choose the .45 over the .22. even if I misunderstood your actual comment.

    And while I don't know SD personally, you never know.

    Rod Leary

  5. Who said the target had a .45? Just place two PCs side by side and let them fire at the same kind of targets. In a round the .22 gets the opportunity to fire three times and the .45 only once. Absent any other optional rules and assuming equal skill the .22 will outperform the .45. The other arguments are all reasons to choose the .45 but they don't mitigate the disparity in actual dice-o-damage on target. That is where I am saying there are consistency problems.

    Sorry Joseph, for some reason I thought the point was that no one would want a .45 as the .22 did more damage over the course of a round. But damn it, I still made a good point. :D

    Rod Leary

  6. Venomous Pao wanted to know-

    Here is my problem- it looks like the numbers for several different parts of the gameworld/system don’t work out. And I have to admit that I am just guessing on some of them because I don’t have BRP0. But I do have what people have posted here and the fact that Jason wasn’t supposed to bring about any great changes so I feel safe in making some assumptions about some systems. If you have a copy of BRP0 let me if I am wrong OK? :) For instance I am betting that not much changed in the firearms from CoC. That would mean that the .22 still does 1d6 but can be fired 3 times a round. That lets you put 3d6 on an opponent in each round while the .45 only did a single shot of 1d10+2. Hmmm, which is the manstopper here? Had a GM that couldn't figure out that the game system was dictating unconventional choices.

    There are other factors that come into play that you may not be thinking of. Jason brought up the point of armor, which is a good one. But you also have to take into account that the attacker with the .22 can only do 1D6 damage per 5 DEX Ranks. Even assuming he has the higher DEX and shoots first, it will only be for 1D6 damage. More than likely, the target with the .45 will get the next shot for 1D10+2.

    Throw in the optional Hit Location rules and even a low damage roll with the .45 to an arm or leg is more than enough to cripple it and a crippled location pretty much eliminates most targets as a threat.

    Rod

  7. I started gaming back in 1978 with Traveler. Having never game mastered or even played an RPG I did'nt really know what I was doing. My players pretty much created their characters and I said "heres you 100 ton scout ship, heres the map of the Spinward Marches, where do you want to go?"

    It was maybe a year or two later that I discovered Gamma World and we jumped into that. Then maybe a year after that that I get into AD&D quickly followed by RuneQuest. Since then I have played more games than I can count.

    It was with TSR that I found out how structured published adventures tended to be and I have not been able to break myself from the structured format since.

    The players that are still with me from the beginning still talk about those early Traveler days and I want so much to run a BRP Traveler campaign where I have them create their characters, I say here is your 100 ton scout ship, here is a map of the Spinward Marches, what do you want to do?

    Maybe this year.

    Rod

  8. DAMAGE BONUS CHART

    STR + SIZ Damage Bonus

    01-04 -1d4

    05-08 -1d3

    09-12 -1d2

    13-16 -1

    17-20 +0

    21-24 +1

    25-28 +1d2

    29-32 +1d3

    33-36 +1d4

    37-40 +1d5

    41-44 +1d6

    45-48 +1d7

    49-52 +1d8

    53-56 +1d9

    57-60 +1d10

    etc… etc…

    I like the chart and could see myself using it in my campaigns. The only problem I would have with it, would be in Super Hero games as now you would need muck greater STR+SIZ to damage tanks and stuff.

    Nice balanced spread though and good for 90% of the campaigns I run.

    Rod

  9. Our forum I mean. Jeanette, her e-mail & IP adresse is now banned. I'll try to look into how to limit the pm's for new members.

    SGL.

    Can I have her e-mail address? I'm sure I have some extra spam sitting around here someplace. >:->

    Rod

  10. That's now an optional rule, but works just like that. However, -1% per 1 ENC over the limit isn't much of a penalty. Dodge is also a Physical skill, rather than an Agility skill, so isn't affected by bulky armour, which might have been an interesting touch.

    Sarah

    I don't have the book with me but the playtest said...

    "Skill Modifier: This is a modifier to a number of your character’s skills while this armor is worn. The GM may assign this penalty to any appropriate skill, such as Spot if a helmet, or Swim if in full plate."

    This would at least imply the GM can assign the penalty if he chooses. I know i will.

    Rod

  11. Hi all,

    Can anyone see a reason, other than Colour and Good Roleplaying , why you'd ever bother to run up a separate Parry Skill when a single Dodge Skill will serve all your purposes?

    Cheers,

    Sarah

    I think that your Agility skills are panelized by armor and enc. I know Plate gives a -25% penalty for example.

    Rod

  12. I have played a lot of videogames though, starting with the Playstation, then Dreamcast, Xbox and Xbox 360. Online football is a favorite, along with a few other games. I guess those have filled the "RPG void".

    ORtrail got me wondering as I have an X-Box 360 as well just how many other BRPers may be on X-Box Live.

    I'm threedeesix on X-Box Live as well as here. Anyone interested add me to your

    friend list and maybe be can get together on Live.

    Rod (threedeesix)

  13. I think generic adventures should for the most part use the core system with very little optional rules but, in the "Settings" chapter, it lists all the optional rules suggested to capture the feel of a particular genre. I think anyone designing adventures for a specific setting/genre should include as many of those as possible to maintain a consistent "feel" from one persons adventure to another.

    For instance, the pulp setting suggests Total Hit Points (CON+SIZ), skills over 100%, fate points etc. If everyone writing pulp adventures stick with those then all pulp adventures will be compatible.

    But the final decision should rest with each writer.

    Rod

  14. I've got no idea if Chaosium will release a .pdf of BRP, but I certainly hope so.

    Up until the beginning of 2007, I was typing up my notes and adventure materials on my desktop, printing them out, and bringing a mini-DVD/CD player with speakers to game sessions to use for musical accompaniment.

    Then, after the baby arrived and I lost my office space, I moved primarily onto my laptop. Racked for time, I was often scrambling to type up my notes up to five minutes before leaving for game sessions. Then a switch went off, and I realized:

    "Hey, we sit around BSing for the first half-hour waiting for people to arrive.... I end up making notes all over my printouts... and it's a pain in the ass lugging the DVD player, speakers, and all those loose CDs. My laptop holds all my notes, itunes has all my music and integral speakers, the screen doubles as a GM screen, and I can even do stuff like Initiative and HP as simple docs rather than a lot of scratch paper. Plus, I can instantly look up stuff on Wikipedia if there's a real-world question I can't answer on my own!"

    So now, I generally do all of my prep on my laptop, and take it to the game. I save the relevant files onto a thumb drive and email them to myself as backup, but it's worked like a charm.

    So I buy any rulebook I can in hardcopy and .pdf (if available), if I'm going to be running it more than a half-dozen times.

    I do pretty much the same thing. I convert a lot of old adventures over to BRP from other systems. I used to practically rewrite the adventure. Now I find a PDF copy online (yes I know, I know. but they are out there), and use Adobe to create "footnotes" and even link the encounters to an excel sheet that handles the creatures hit points, power points etc, all converted.

    After, the encounter is over I get out of excel, and continue the adventure right from the PDF.

    I have pretty much no written notes.

    Oh, yah. And my laptop is my GM screen as well.

    Rod

  15. When I was younger I used to collect a comic called "The Micronauts" based

    on the line of toys. It was a very good comic with a very "Star Wars" feel and

    I always wanted to adapt it to an RPG. I still own them all.

    My last attempt was GURPS but that was to "realistic" to fit the feel of the comic.

    I may look into this.

    Rod

  16. drohem is correct in that the Chase system values are not intended to be plugged into the character scale - they are their own subsystem and have their own purposes.

    However, I am looking at this thread and the soon-to-be-created thread for last-minute changes, and if you see anything that raises a red flag, let me know here or there.

    Maybe add "Human" to the chase table.

    Rod

  17. By the way, doe anyone know if there is a Run skill in the new BRP book?

    I suggest this a while ago but there isn't. I created one as a house rule that is based on the climb skill. In other words, a successful Run roll lets you move at "normal" MOV rate and each degree of success or failure modifies that.

    Rod

  18. You're right, I missed that. I will point out that the horse MOV is 4 on that chart and the Creature write up is MOV 12.

    Mind you, I'm not being critical of the book. I'm just pointing out an inconsistency because Atgxtg asked.

    I noted this a couple playtest reports ago. Granted this was more than likely after the zero edition was laid out so still may get taken care of.

    Rod

  19. The big difference between the films and the TV series is the level of development of the humans. In the films they were almost the equivalent of herd men in Glorantha, semi-intelligent with no language skills, almost ape-like in nature. In the TV series, the humans were much closer to us, with language and civilisation, acting as slaves rather than animals.

    If I recall correctly, the TV series was set not as far in the future, when the apes and humans were closer culturally, before the total collapse of human civilization.

    Rod

  20. Technically speaking if you run an ape culture at the level of the film series, you are roughly close to late 19th-early 20th century. Historically, that was the high point of the bolt action rifle. It is just the best design for what it was intended to so. Machineguns, and even submachineguns (machine pistols) did exist back then.

    Since the films has a strong moral code of "Ape shall not kill ape" that the apes do seem to live up to, the the absence of autofire weapons is probably more a matter of choice. If there isn't another culture to wage war against, there is really no need for machineguns.

    Rifles are probably used more for defense or hunting, and so a bolt action rifle is a good choice. Hunting with a submachinegun is impractical and so such weapons would be rare. Probably a hold over weapon is case there is some unknown danger.

    Admittedly, I'm not all that up to date on when automatic weapons came into use.

    I have to admit that as I watched the movies again I was thinking of doing an adaption myself.

    I cared very little for the remake.

    Rod

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