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pansophy

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Everything posted by pansophy

  1. Finally it is finished: 34 pages of 2300AD conversion rules, flavoured with text blocks of the original GDW book. It will be a free download available at Far Future Enterprises (www.farfuture.net) and I will upload it to the Downloads section here as well. Everything has been approved by Marc Miller, and as soon as I get the final "go" I will make it available. I hope there are some people out there who want to play this hard sci-fi setting You will need the original 2300AD rules (for setting information) and the BRP rule book. This is not a stand alone product. Here's the TOC: Game Options 5 Optional rules needed 5 Optional rules recommended 5 Character Creation 6 Step One 6 Step Two 6 Homeworld 6 Body Type 7 Step Three to Step Four 8 Step Five 8 Gravity 8 Step Six 8 Step Seven 9 Professional Skill Point Pool 9 Personal Skill Point Pool 9 Homeworld, Nationality, and Languages Known 9 Renown 9 List of available Professions 9 Military Careers 9 Ground Military 9 Sea Military 10 Interface Military 10 Space Military 10 Exploratory Careers 10 Scout 10 Contact 11 Academic Careers 11 Academic 11 Frontier World Careers 11 Colonist 11 Troubleshooter 12 Core World Careers 12 Servant 12 Government and Civilian Careers 12 Administrator 12 Field Agent 12 Law Enforcement 13 Journalist 13 Independent Trader 13 Ship Crew 13 Extralegal Careers 14 Thief 14 Pirate / Smuggler 14 Step Eight to Ten 14 Skill conversion chart 15 Equipment 16 Skills 16 Encumbrance 16 Weapons 17 List of Weapons 17 Armor 20 Armor Materials 21 Powered Combat Armor 21 Weapons for Powered Combat Armor 21 Renown 21 The Uses of Allegiances 22 Mission Types 22 Losing or negative Allegiances 22 The Reach of Allegiances 23 Effects on Allegiances 23 Non Player Characters 23 Converting NPCs 23 Animal NPCs 24 Alien NPCs 24 The Kafers 25 The Pentapods 25 The Klaxun 26 The Ebers 26 The Xiang 27 The Sung 27 Human NPCs 28 Character Appearance 28 NPC Career 28 NPC Skills 28 NPC Attributes 28 NPC Motivations 29 Minion rules 30 Minions Game Mechanics: 31 Stronger minions 31 After the battle 31 Leading minions 32 Minions for the Gamemaster 32 Adding Flavor 32 Example Minions 33
  2. Hi Steff, I sent you an email regarding this. Maybe there is something else to contribute to the Challenge Magazine, the conversion rules will be made available as a PDF soon anyway
  3. I will contribute my 2300AD conversion rules, now that Marc Miller gave his 'go'. It will include character creation, the complete list of professions available, converted weapons and armour listed in the main rules book, conversion rules for equipment and a skill conversion chart. All in all it's about 17 pages now, still counting as some parts are still missing.
  4. Damn, created a new site without the error: http://basicroleplaying.com/wiki/doku.php?id=appendices:unofficial_errata_and_clarifications
  5. corrected the link above. http://basicroleplaying.com/wiki/doku.php?id=appendices:unofficial_errata_and_clarificarions
  6. Hi Simon, your rule is added to the "Unofficial Errata" as an option in the WiKi
  7. It's in the WiKi now, here's the URL: http://basicroleplaying.com/wiki/doku.php?id=appendices:unofficial_errata_and_clarificarions
  8. OK, I wil put that up into the WiKi then as a rules clarification together with your last example. @Merak Gren: Yours is a nice optional rule I will include as well I think there are a lot people out there already doing it the way you suggested (myself included).
  9. Most Character sheets offer the possibility to add new skills as a sub category of Technical, Knowledge or Repair. Usually a new skill fits into one of these categories. Which skills would you like to see on the sheet that are not in it?
  10. so, to summarise: - a stunned character looses all his actions during the current round - attacks against a stunned character are Easy as long as the stun wears (DEX ranks) - a stunned character may try Idea rolls as actions during the last round he is stunned, at each DEX rank he could normally act if not stunned - each successful Idea roll will delay the action rolled for 5 DEX ranks - if this delayed action still falls onto a 'stunned DEX rank', or the action would be at DEX rank 0 or below, the action is lost - otherwise the character might act normally correct?
  11. I got an email back from RPGnow.com. It essentially says the publisher can set the price of the product. They will get in contact with Chaosium and let them know our worries.
  12. 1) I think it is a valid advantage of being faster. A character with a higher DEX rank is able to 'adapt' to the situation in the next round and so can use his advantage to still make an attack roll - even if that happens at a later DEX rank caused by the stun. 2) the character would still be the last one attacking during that DEX rank 3) ok, that is a valid point. Maybe the stunned character should be urged to make his decisions for the following round before anybody else. So he looses any advantage. If you disallow the deferred attack, it would make counting DEX ranks for stunned characters useless, as they simply are not allowed to act the following round at all. Not a bad idea though.
  13. And here's the better landscape version. I included some more tables and the Attack & Defence Matrix, as well as a Mythic table. http://basicroleplaying.com/downloads.php?do=file&id=385
  14. 747 downloads

    so, here's te Landscape version, a bit better and some more tables on it. I think it's superior to the portrait one. I tried to put the tables together in a way they seem useful during play. My favorit version Front Back p1 p6 p2 p3 p4 p5
  15. so, as a summary, would this be correct? Clarification: Combat Round and Stun effect Assume there is a combat between an orc and a knight. The orc acts at DEX 16, the knight at DEX 10. The knight is able to stun the orc at DEX 10 for one round. Now, the rules do not give a clear definition about how this round is handled, so here is a short explanation: The orc is stunned for the remainder of the current round. It can plan for an attack after the stun effects wear off the next round. However, any benefit gained by delaying such an attack should not be applied. Basically, for the round in which the stun effects wear off, the orc has a temporary DEX rank of the DEX rank the effects go away (assuming it would normally attack earlier in the round when the stun effects are still in play). For the situation mentioned earlier that would mean, the orc looses all its actions until the next round, DEX 10. Then it could act again, but it would not benefit from a delayed action - so it would not be able to attack before the knight would. If there would be more knights attacking the orc, they would gain the benefits of attacking a stunned target (e.g. all attacks are made Easy) until the combat round where the stun wears off.
  16. :-) looks that we all do agree now ! BTW: Jason Durall?
  17. I wanted a logical solution why Ian said the orc would not be able to attack in the next round at a later DEX rank. Anyway, I think it is like I said before: everyone has his/her own interpretation of a combat round. Even the amount of time can be flexible as the rules say, so I do not see a point why the definition of a combat round can not be flexible as well Whatever works for a group might not work for an other, but as long as the rules are applied every time in the same way, it should not be a problem.
  18. Do I get this right: If the orc is stunned at DEX 10 and the effect would wear until DEX 10 next round, it would be unable to act further during phase 4 of this round (sure, that's where everybody agrees so far). Now, the new round starts at phase 1, but since the orc is still stunned until DEX 10, it is unable to do any actions during phase 1-2, because it is stunned. That means the orc is essentially stunned until the end of DEX 0, because it cannot state/declare any actions during phase 1?
  19. eh, where do the rules say a stunned character goes prone? What I see is the rules say: "A stunned target cannot attack while stunned, and can only attempt to dodge or parry an attack if he or she makes a successful Idea roll for each attempt. Furthermore, all attacks against the target are made as if Easy actions. The stunned target can attempt to flee, but to do so requires a successful Idea roll to discern an escape path and a successful Agility roll to get out of danger." - p195 Nothing about being prone. And the rule I stated earlier was not mine, but it is out of "The Laundry" rulebook. And yes, if you stun an orc that has already acted, and the stun effect starts the current round, there still is an game effect: all further attacks against this orc during the current round are Easy. It is unfortunate, if there is nobody left how might attack after the stun effect takes place, but such is life. Maybe it is just a matter of taste and game style. I think it does not really matter when the effects of a stun take place and when the effects wear off. This is BRP, and not GURPS or HERO! If your rule interpretation works with your group, that is all right. We play it different, and it is still fun. The most important part is the rules are applied in the same way every time the situation comes up. As long as that is true, no player will object - except for Munchkins and rules lawyers, which I simply overrule during a game session, because I am the GM, the final Judge.
  20. The Laundry, p54: "When the last character involved in the round has completed their resolution phase and the DEX rank countdown reaches 0, any potential effects that are ‘once per round’ or anything that lasts for the duration of the round ends at this time. This might include poisons, acid, fire, sorcery or other miscellaneous conditions." Going from here, I would say a one round stun effect ends at DEX rank 0, giving other characters the chance to make an Easy attack against the stunned target. A two round stun effect would last until the DEX rank 0 of the following round.
  21. see my example definition above (in the thread). I still think you are overcomplicating the issue. Im interested though how your power rules work, if a character casts a spell at INT 16 and the spell needs one round to get off. Does that mean it will go off at INT 16 the 'next round', even if the rules say spells go off at the beginning of a round? If so, does INT 16 take place before DEX 16?
  22. That would leave the orc in a big disadvantage, as it already 'lost' 9 DEX ranks. Penalising it for an other round seems to be unfair to me, if you 'calculate' DEX ranks. Your 'DEX calculation' could now be simplified by saying 'the orc loses its next action' - no calculation needed.
  23. I started an unofficial errata in the WiKi as well - so maybe some people can contribute their 'finds' in there as well. @eric71: thanks for looking it up. I had a look at "The Laundry" rules, but they use the simplified version.
  24. Meh. Reading the official Errata helped: p193 - Attack and Defense Matrix Definition of the term “FULL DAMAGE”. The term “full damage” crops up several times in the Attack & Defense Matrix. Precisely, it refers to “the damage which that type of attack would normally do”. It is not the same as “maximum damage”: a Greatsword “full damage” would be 2D8 on a normal success, 2D8 bleeding damage on a special success, and 16 damage ignoring armor on a critical success. Damage bonus in all cases is rolled and added afterwards. (Source: Jason, added by Sarah)
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