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Jason D

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Everything posted by Jason D

  1. You can, but if, by the time you reach Step 7 (page 79) the total hits 100%+, you can't add any more to that ability. If adding a personal skill bonus puts a skill above 100%, the skill becomes 100% (see page 80, top).
  2. And as mentioned above, sometimes suggested corrections are just wrong, such as the insistence on capitalizing dodge when it's used as a verb instead of a skill name. Correct: "The pirates climb the rigging to get at the heroes." Correct: "The pirates must make successful Climb rolls to get at the heroes." Correct: "The player character must parry or dodge the attack." Correct: "The player character must make a successful Parry or Dodge roll to avoid the attack." We could technically go with: "The pirates Climb the rigging to get at the heroes" or "The player character must Parry or Dodge the attack" but this gets awkward when you apply the same principle to many other skill names that are also verbs.
  3. Unfortunately, edits to the .rtf had to be made by hand vs. a re-export of the material, and minor errors may have crept in, or corrections may have been overlooked. There were several hundred small corrections, and some things got missed. At times, when correcting the .pdf I needed to make small adjustments to text solely to keep the word flow intact, which is a thing that has to be done when adjusting heavily-indexed .pdfs. When in doubt, refer to the new .pdf. I know that's not ideal, but it will have to be the state of things until we can spare the time to reformat a new exported .pdf and prep it for .rtf (The process takes about a week of detailed cleanup.)
  4. Use a Charm roll to get someone to notice your character across a room. Use Persuade to convince them to do what you want them to.
  5. Just as a status report: We're just sending the updated files to the printer. We can't predict exactly how long it will take to go through existing stock, or how much existing stock is sitting in stores unsold, so we can't say exactly when the updated edition will be available commercially. We'll be making the revised/corrected .pdf available soon. We're also going to be releasing an errata document in the immediate future as well. (it's prepared, but needs some formatting and cleanup) There are some interesting/exciting announcements to come regarding BRP.
  6. Just as a status report: We're just sending the updated files to the printer. We can't predict exactly how long it will take to go through existing stock, or how much existing stock is sitting in stores unsold, so we can't say exactly when the updated edition will be available commercially. We'll be making the revised/corrected .pdf available soon. We're also going to be releasing an errata document in the immediate future as well. (it's prepared, but needs some formatting and cleanup) There are some interesting/exciting announcements to come regarding BRP.
  7. Just as a status report: We're just sending the updated files to the printer. We can't predict exactly how long it will take to go through existing stock, or how much existing stock is sitting in stores unsold, so we can't say exactly when the updated edition will be available commercially. We'll be making the revised/corrected .pdf available soon. We're also going to be releasing an errata document in the immediate future as well. (it's prepared, but needs some formatting and cleanup) There are some interesting/exciting announcements to come regarding BRP.
  8. We're sending the updated file to the printers in the next few days, so much sooner.
  9. I'm going to draw a line here and note that everything prior to this post has been considered for implementation or after much thought, rejected. A new .pdf is being prepared soon. Like any work of this size and scope, it is bound to have some errors still, but it is a much cleaner and error-free document than it was upon release. Thank you all for your contributions!
  10. This is lovely! It's very reminiscent of the old RQ3 sheets. Is that intentional?
  11. I'm currently making the edits to the file. The tables use a clearer and slightly larger font. We could not go with a much larger font, but it is noticeably more readable. I'm simultaneously creating an errata document for all changes that affect game mechanics. (I am not including things like typos or slight cleanup of language.)
  12. The new printing of the rulebook uses a (slightly) larger font, and everyone who purchased the .pdf should receive an updated .pdf when it is available. I'm not sure a larger-print edition is possible, given the effort in re-laying out the book and market confusion. That said, the text is all available under the ORC. Should anyone want to give a go for doing a version with larger font sizing, they are free to do so.
  13. Hey all - Thank you for your diligent error-catching. I'm working on a new version of the .pdf for a new print run, and will be incorporating many, if not all, of these corrections and we'll be releasing an errata document shortly. Best, Jason
  14. Yes, if you can find a copy of Magic World (or Elric!) it's an off-the-shelf fit for the material I created. I'd love to see that work back in print in some fashion, but as sales were unsatisfactory* and it competes to some degree with RuneQuest, it's a hard sell to management. * It was one of the worst-selling Chaosium products ever, period.
  15. Hi! Check out the downloads section. Long ago I created character sheets, character creation guidelines, and other rules suggestions for running a Hyborian Age campaign using Elric! rules. They may be of use. My suggestions to your questions: Magic - anything you want to use. There's no underlying scheme to how magic works in the Hyborian world. Believe me. I worked on the Conan RPG for Modiphius, and worked on the Conan RPG for Mongoose, and there are at least three or four distinct methods of spellcasting active in Conan's world, maybe more. In my short campaign I used the Bronze Grimiore, Call of Cthulhu magic, the Elric! magic system, psychic rules from ElfQuest, and even some Egyptian magic rules published in Different Worlds magazine. I may have also borrowed some spirit magic from RuneQuest. Pulp rules - I'd give the PCs heroic hit points as per BRP (CON+SIZ) and let them use fate points. No hit locations. Random armor values. Insanity - have you seen the newer, simpler iteration of sanity in BRP? There's definitely insanity in the Hyborian world, as characters are frequently gripped by madness and react in a maddened state.
  16. It's often quite useful to identify what country or continent you're in when looking for games. That way you can help focus the answers to options that don't involve ruinous overseas shipping.
  17. So kind of a Wartales sort of setup? As Nick says, if it's Storm Bull, the edict is clear. Fight Chaos or die trying. It's one of the few cults to offer the Hate passion, so that should indicate how strong the cult's anti-Chaos focus is. As a GM, it's up to you how much you need the god itself to intervene. The adventurer should already be looking for signs of Chaos at every step, and it's easy enough to feed them that, whether real or not. How they act and react, that's what's going to determine how favorably the cult and Storm Bull itself regard the adventurer's relative worth.
  18. Another thought would be to use personality traits to represent the animal companion's rating between Wild and Trained as opposed values equaling 100%. If they get a command that might require a test, make it using the personality test rules. If "Wild" wins, they balk. If "Trained" wins, they do as commanded. As this is a nonplayer character, essentially, the GM should be the ultimate arbiter of how the critter behaves.
  19. Ian's answered it as succinctly as I would. You can simply handle it as a follower, assigning the creature to the player character and letting them handle it as a controlled NPC (maybe asking for suitable Commication skills to persuade it to act). Another option is to create an Animal Handling skill (Communication, base 05%) to let the character guide their companion. As Ian noted, the Sidekick superpower gives you the ability to point-buy the creature and it is assumed to be an extension of the character, controllable as them as if it were themselves. I'd generally err on the side of letting the player handle the creature without repetitive skill rolls, letting it do most normal things automatically and requiring a resistance roll to convince it to do something complicated (INT vs INT), dangerous (POW vs POW), or outside its normal field of activity (CHA vs POW). Tell the player from the get-go that you're just figuring it out, and if it becomes too powerful or breaks the constraints you're wanting to impose, then start requiring more difficult skill rolls to cajole the creature into doing the character's bidding.
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