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pansophy

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Everything posted by pansophy

  1. There were some initial problems with the PDF ... Looks like the RPGnow version wasn't updated. Ask Dustin of Chaosium about the issue, I bet they will make sure you get the newer version.
  2. Sorry, doofstructor, my BRP campaign on Fantasy Grounds went south due to lack of interest. As I wrote you in a PM, I have moved on to a more accepted game system that allows me to play Sci-Fi in a local group - it uses a d20, but is luckily extremly far away of being comparable with the "d20 system". I am still a huge BRP fan, but not having the acceptance locally and having my last game group spread around the whole globe, there had to be a change and I had to move on. A bit of marketing really would have helped, but there is next to none in my area and people even do not know BRP at all. Still, there is hope and at some time I belive there will be a new shining BRP star at the horizon.
  3. I think Soltakss summed it up pretty good.
  4. One can always simply ignore that rule. BRP is a toolkit, nothing is written in stone ...
  5. One has to accept the fact BRP has a deadly combat system. Characters really want to stay out of it. If you want more cinematic action, you always have the option to ignore the rule for the setting. Personally I always ignore that part of the rule and only use it as a guide if the character is trying something very exhausting/stupid. And even then you can use the initial damage and make a CON roll on the Resistance table. If the character fails, he gets half of the initial damage as stated in the rules. "Tiny items such as arrowheads or bullets can be left in the wound though this may present complications later, at the gamemaster’s discretion." This seems fine for most modern and Sci-Fi games, and I use the aggravated damage rule only for melee weapons.
  6. I would judge, if the character somehow manages to make the loged object significant smaller (breaking apart the arrow shaft, pulling out the sword, etc) the weapon will not inflict further damage. If it is a bullet, only demanding actions will add damage.
  7. it is faster again, since yesterday or so. Don't know why - must be Australia
  8. I would say 'Yes' as it does not include any rules or variations of them. The GM is completele left on his own to do the Character creation and which rules and options he wants to use. Which is a good thing in my opinion. You are very versatile, can use Magic, Psionics, etc if you like - or skip them. Because there are no needs to use them. If you need a character creation process and some Sci-Fi professions you could use mine from the 2300AD conversion - so you get characters with the skills needed in this adventure. Or come up with something completely different. The material provided in the adventure is such a lot, that you could call it a complete setting. Only missing is a history and character creation rules. Weapons, armour, equipment and vehicles, etc is provided. Nothing you need to create or provide on your own. So, yes, you can use it as a Traveller like setting if you add these two missing parts. Technology level it is like Star Wars and Star Trek. Space Opera, nice and easy, not too much tech everywhere, everything is reasonable. Could do Event Horizon, Pitch Black, Earth II, Pandorum, etc. And there is a second part coming ... Playing this Adventure will be a long campaign, nothing for three or four sessions, more like 12 to 15 and it leaves enough ideas to continue after it on your own.
  9. Chicken or egg, it does not matter. Fact is ther are cool, although unnecessary
  10. Fun skills from good old CoC, like "Baseball Cards", "lazy", "falling asleep", etc. But then, it would have distraced new players of BRP.
  11. Not sure, but the BRP WiKi is gone? will it come back at some point? At least the errata pages would be nice to have back ...
  12. It is a scenario book with a roughly described setting. Should not be too hard to implement it into an other setting. On the other hand, there is so much good material in the book, that is is a good start for a Space Opera sandbox game.
  13. here the updated Skill Percentages based on the correct formula. First column is for "Extras", last column for "Wild Cards": Normal Success TN4 d12 75% 88% d10 70% 85% d8 63% 81% d6 50% 75% d4 25% 63% d4-2 13% 18% Special Success TN8 d12 42% 50% d10 30% 40% d8 13% 25% d6 14% 25% d4 06% 17% Looking at these tables I would suggest to be very careful when converting characters. Maybe the "Normal Success" table is for profession skills and the "Special Success" table used for Hobby Skills.
  14. The Timezone problem is really a killer at the Moment I made a proposal in the other forum. Please post answers over there and not here.
  15. It's +10 at the moment. We don't do daylight changings, though.
  16. I give it a reading tonight and tell you tomorrow what it is. My bet is there will be a review sometime in the future ...
  17. OK, here we go. Withour READING anything, this is a awesome Monograph. Lots of b/w artwork, most of it of high quality. Not fancy like SW, Pathfinder or such, but I really like it and it helps a lot to set the mood! The text formatting is very good as well. Nearly no blank areas, all nicely done in 2 column style. Massive bestiary, robots and NPCs. And they are done very well. Not simply by using "Super Powers" to describe them, no, the enemies are described in a way I love it: simply stats and then a text section with Powers and Special stuff. Excellent! After that I see the Equipment section. Lots of pictures here as well, mainly weapons, weapons weapons. Cool! Then comes a section of aliens. Same here: pictures, pictures pictures. Woosh! The Adventure seems huge, the Ulysses is a big ship (Deck plans included), every room described by a text paragraph. The adventure looks to take place on a planet surface as well. Again: pictures and maps here. All in all: an excellent -or should I say awesome- first impression!
  18. And I already got it :-D So happy! Thanks to the author and thanks Chaosium Ah! And: I was the first to download it. How cool is that *lol*
  19. Hello, anybody interested in participating a Rubble and Ruin online game? Timezone is AEST, more infos here: FGII Forum
  20. Hi, during the last days I recognised the forum is extremely slow, mostly during the morning (AEST that is). Did anybody else experience that? -- cheers!
  21. You forgot to quote this part of p189: "Powers used in a previous round will “go off” at the beginning of a new combat round if their effects are not instantaneous" So if they are instantaneous, the power goes off at the characters INT rank (or DEX rank, if you use the optional rule). Otherwise, the power gets of at the beginning of the next round (again the INT rank), if it takes longer to cast. Some spells need to be cast longer than one round. To me it seems there is no discrepancy in the rules, only is a bit left off at one point.
  22. There's a nice series on History Channel called "Conquest" with different topics, one called "Knights in Armor". The series give a good view how weapons, crossbows, bows, axes, shields and armor was used during the ages. My impression is, none of the weapons and shields are presented in a correct way in any RPG. There's no psychological effect of axes, no deadliness of a dagger and no unwieldiness of a morning star. Shields seemed to be the nearly only way to block in a relatively save way. You do not want to block a great axe with a sword - it's too terrifying having a foe bashing at you in an insane way. To me shields seem to be used until plate armor was no longer of use, and shields were more a blocking than a parrying tool that was relatively easy to handle compared to parrying a blow with a morning star. RPG wise? I would give a negative modifier to melee weapons when using them to parry without a shield. If using parrying as a separate skill, it would start at the weapons Base Skill minus that modifier. The modifier could be in relation to the ENC value x10. Yes, that would make some weapons unusable to use for parrying - that is where the Dodge skill come in then.
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