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dragonewt

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Everything posted by dragonewt

  1. How about either of the following? Alternatively they could be titles for additional source books, or sections for additional rules that address the style of play for the genre they cover. Wǔxiá 武侠 - Wuxia - Wikipedia, the free encyclopedia Jiānghú 江湖 - Jianghu - Wikipedia, the free encyclopedia
  2. I would say that we have the Orlanthi pantheon to thank for leading the cost cutting initiative using divine visualization by introducing Cloud Communing. Speaking of the airy disk Array, I am going to lose SAN points for that one...
  3. Meanwhile.... Giant rats and Frogs with fangs have been found... Giant rats, frogs with fangs in an extinct volcano (With reference to Classic monsters of this genre)
  4. That sounds like a healthy challenge. I am interested in participating.
  5. In a simulations world, natural selection would completely undermine Divine magic with such a slow recovery time. The cost to benefit ratio is not good. Some unique effects are provided, however in general, the return on investment seems low. So I did what most people seem to do, and speed up the recovery time. What is the 'cost' of one permanent point of POW, compared to the day it takes to recover, when a priest can recover at least 18 or so temporary POW (Magic Points) in the same day. Someone is being ripped off.
  6. How about 天下大亂 [Tiān Xià Da Luan] - "Chaos Everywhere"?
  7. Unguents and Flagons? Are these similar to air bisquits?
  8. There are four volumes. And worth every cent/penny (depending on what products you already own). Note that they mostly focus on RQ2 content (which I like), however they are easily used with BRP. See the bottom of the page of this link: Issaries, Inc. Product Listing
  9. I tend to second this view. One issue I noticed was the occasional inconsistency regarding the power level of some divine spells (usually too weak). However these were often "third party" additions, or from later works.
  10. Why would people want to parry rather than dodge? If I had endless endurance, I would dodge all the time. I am assuming that in the real world, a parry might be more efficient, especially for a long fight or battle. This also depends on the genre that is being emulated. Eg: Shonen style martial arts (Dragonball-Z etc..., although, these super dodges would use an energy pool) compared to classic western fencing.
  11. I might be. Although I am giving this thread some background thought. Certain martial fighting styles have a discipline of "every punch is a block, and every block is a punch", while others just "block" and do nothing with the result. Wing Chun and "Sticky Hands" would be something to consider, relating the the first. Other styles also turn a block into throw or joint lock, such as Eagle Claw or Aikido. The first thing to consider would be whether a practitioner knowingly acts with the intent of follow-through action or whether this happens by chance. It would complicate a system if it took into account the degree of "follow through" that a practitioner had trained in and developed though experience. And which player would deliberately choose a "weaker" skill that represents a fighting style that does not encourage riposte? I guess a riposte capable skill would be more expensive (although once understood, the concept is easy, and becomes an attitude), or a secondary complementary skill could be used, such as the "martial-art" skill. I like how Steve's SPQR uses "levels of success" with one of the options being riposte. Such that a really good parry leaves the opponent open for a counter action. Maybe a "special" result for a parry could allow the chance to riposte, but then a skilled practitioner aims for all blocks to follow-through, which means that it should occur more often than "special" when a counter-action is intended. If (in a fight) I have the opportunity to shield-jab (with edge or corner) someone in the face, I would take it. Part of the skill of "fighting" or combat strategy is making those opportunities. Just some food for thought.
  12. "Ho! Haha! Guard! Turn! Parry! Dodge! Spin! Ha - THRUST!" -- Robin Hood Daffy
  13. Regarding a stripped-down BRP, you might find some suitable ideas on the following pages: Dales RPGs page
  14. I agree with the comment. FATE v2 was good, yet lacked some focus. Then FATE v3 came out (Spirit of ...) with a similar set of initial core ideas, yet spends 90% of a large document providing meta-rules and explaining how to use them, which seems counter productive compared to the promised simplicity. I recommend at least looking at FATE v2 as it might spark a few ideas regarding skills, stats and task resolution (and possible ideas regarding stripping down BRP). http://www.faterpg.com/
  15. Soltakss recently listed some skills that might be appropriate for a stripped down fantasy.
  16. For a rules-lite approach that is similar to HQ, you might also want to look at the FUDGE and FATE systems.
  17. Would it be possible to store the content via a Wiki on this site?
  18. Ok! Ok! BRP: The World of Synnibarr :shocked: (or; The World of SynniBRP)
  19. Is that an extremely distant Spawn of Fashan variant, or an extremely unrecognizable Spawn of Fashan variant?
  20. Well done. Thank you! OpenQuest puts the RuneQuest back into RuneQuest. It was certainly worth the effort.
  21. Would the following be what you are looking for? I am not sure where I found them. Or: Or: I will organise an upload once the Beetle Master is in a position to do so.
  22. This is good reflection and a healthy questioning of the situation. Excellent advice.
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