Naed Yar
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Posts posted by Naed Yar
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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.
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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.
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Just happen to have my Sailors on the Seas of Fate with me.
For a Frigate I'd use the Galley
Hull Type: Warship
Hull Quality: 120
Seaworthyness:20
Structure Points: 120
Length:250 feet
Beam: 40 feet
Freeboard: 15 feet
Draft: 15 feet
Capacity: 500 chained slave rowers, 100 rowers, 60 officers and sailors
Other Notes: 2 banks of oars (3/4 rower arrangement), up to 8 war engines
I'm using the Small Cog for the Sloop
Hull Type: Merchant
Hull Quality: 1d6+4
Seaworthyness:22
Structure Points: 45
Length:70 feet
Beam: 18 feet
Freeboard: 9 feet
Draft: 7 feet
Capacity: 40 tons
Crew: 15 officers and sailors
Other Notes: difficult to sail at a half wind angle
Thank you, but what do these stats mean in BRP terms?
If you want a sailing supplement then look at RQ Pirates - Ahar! It's very good indeed and is very compatible with BRP.I would, but I don't have it. I'm kind of young for a BRP guy...
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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?
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Interesting question...In a BRP/D20-ish Pirates campaign I ran, I found that simple skill rolls for the captain, crew and modified by the ship and environmental factors worked well for me.
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If I remember correctly, the PC's were basically all Bridge Crew...
The Captain
The Helmsman
The Gunner
The Master at Arms
Basically the Captain made rolls affecting the ship as a whole
The Helmsman actually "drove" the ship
The Gunner made rolls to shoot the guns
The Master At Arms decided when/where and how many men to board with...
I "abstracted" the rest of the crew in combat (though I did have about 20 NPC's on the ship...) so that the players either rolled for their PC's or they "led" their portion of the ship (via rolls).
Does anyone have MRQ Pirates and have opinions on it?I'd probably use a series of opposed rolls straight out of the current system:
Scan to determine at what range the enemy is spotted.
Luck for location of enemy vs. yourself (direction, wind, currents, etc.).
A series of opposed Shiphandling roles to determine if the ships close or not:
- Identical successes keep ships at same distance.
- Different levels open or close range.
- In either case, I'd provide hefty bonuses for ship/sail/crew.
If they do close, the continue with Shiphandling to bring guns to bear.
Use a gunnery skill (perhaps rank the crew as a group?) to determine accuracy. Roll damage.
That's my idea without sitting down and reading what's actually there. Btw, I could pass on the entirety of the RQIII ship rules pretty easily if you want them. My understanding is that Elric! had better rules, but I've never used them. I'll look into them.
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?
- Identical successes keep ships at same distance.
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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!!)
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:confused: Hello? *bump*
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After six sessions, we're having some entanglements with sorcery. Specifically, with Undo Sorcery and Refutation.
How does the timing of those spells work? For instance:
1. With INT 18, on Turn 1, I cast Flames of the Sun. It takes effect at Powers Phase INT rank 18, on Turn 2.
2. My opponent, with INT 17, starts casting Undo Sorcery on my Flames of the Sun.
So when do I cast Refutation? How long does it take to cast?
a) Do I cast it immediately? If so, can I do anything else that turn? What if I've already started a spell?
Do I cast it at INT 18 on Turn 3? If so, is it instant, or would it then refute in Turn 4?
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.
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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?
Wild West and Chases
in Basic Roleplaying
Posted
Sounds good, thanks for all of that.