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Naed Yar

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Everything posted by Naed Yar

  1. Sounds good, thanks for all of that.
  2. I got AH in the past month and am starting the campaign this Friday. I've got to say thank you (it didn't hurt that both AMC and TCM both had Western specials as of late). We'll see how it plays out though. Two concerns/questions though: 1: I wouldn't have minded some hints/examples for pulling off a train/stagecoach robbery (such as The War Wagon with John Wayne and Kirk Douglas). 2: Would you suggest bringing over the Core BRP Spot Rule for Dueling in AH, or leave it separate? I'm just curious.
  3. I know that there is a thread regarding the chase system in general. However, I am running into issues with the chase system and horses. My main concern is horses (Rated Speed of 2 & MOV of 10 - 12) and steam engines (Rated Speed of 6 & MOV of 67) do not grant themselves, mechanically, to a train robbery. Has anybody seen or created a mechanical fix for this? I understand that I can GM fiat this . . . I realize that one or two of my players enjoy the chance of the dice as opposed to narrative for narrative's sake.
  4. Thank you, but what do these stats mean in BRP terms? I would, but I don't have it. I'm kind of young for a BRP guy...
  5. I'm just bouncing off ideas here (i.e., looking for feedback). BRP, p. 271 has stats for a "Vintage Sailing" ship. This ship is supposed to be a galleon, and I would like a BRP Caribbean to have more than one kind of ship, so here we go... Frigate Skill: Pilot Rated Speed 3 Handling -5% ACC +- 1 MOV 20 Armor 15 Siz 96 HP 115 Crew 50+ Passengers 30+ Cargo (merchandise/cannon) 40 Sloop Skill Pilot Rated Speed 4 Handling +5% ACC +-2 MOV 24 Armor 8 Siz 80 HP 80 Crew 15+ Passengers 8+ Cargo 40 So, what do you think?
  6. I like the division of tasks/rolling responsibilities. It keeps the limelight on everyone. And those roles work, because of the number of players I should *crossing fingers* have. Now, I'm just curious for suggestions to handle failures in the chase. The RAW have the vehicles involved fishtailing, swerving, etc. What happens when a ship, a sailing galleon for example, fails its chase rolls?
  7. I told by my older bro that RQIII had ship chase rules, but they dealt more with Greek triremes, as opposed to galleons & sloops. Any suggestions, if RAW gives no clues? (Think outside the yellow book!!)
  8. My question is, how can your opponent know that you are casting a particular spell? Does he recognize the words you are mumbling, the way you hold your staff, etc.? I just have an issue with an instant spellbreaker, because of how Intent is supposed to be based off what the character knows, not the player. I do like the Refutation = parry/dodge though. I'm not sure about the Difficult label is necessary, but seems an adequate fix, given the extended lengths of time, usually employed by sorcerers.
  9. Looking at the Chase rules, esp. Vehicular, how should I apply that to ships? Or at least, what are you suggestions? I'm mainly thinking sailing ships, esp. galleons, ships of the line, sloops, etc. I may just be hitting a mental block with the rules only referring to automobile chases (I'll be getting to Bullit later...). Also, how would the chase effect the non-piloting characters, such as using a looking glass, firing cannon? The RAW saw that any other character's action are difficult, but ships are made for this, right?
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