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pansophy

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Everything posted by pansophy

  1. You might be right ... I only used it, because it was a one shot adventure. Not sure if I agree to all of your points, but you certainly are right in some cases. 1. Yes, you are right, it can be a hazard 2. could be, but then the 'others' always argue Power users are too mighty. Not only in RD100 but in all game systems. Might be just a preference. 3. yes, might be too crunchy and not old school for some people. But I had to get them used to the whole concept of Effects first, before I can drop the Strike Rank part on them. They simply felt overwhelmed by the options. I heard the word 'beaan counting' more than once, although I know it really comes down to SR counting in Advanced Combat most of the time. 4. A combat in RD100 most of the time comes down to deal enough damage to inflict a Major Wound. Which is OK with me and the group. Does it take long? Depends on the Armor rating of the foe (or luck, or Combat Effects). Is it faster than when stripping off Strike Ranks? No, but I did not get the impression it is slower. Overall I find the Advanced Combat fast and tactical as I like it, but I like the Basic Combat, too, when I just want to break up things a bit. Most Combats usually last two to three rounds, depending on the opposition and the amount of enemies, but most of the time on a two to one relation I never experienced a combat being longer than 5 rounds. Which is good and enjoyable. Problem is, I need to 'get the players there' first. They simply shut down their brains (new group, playing a one shot) when I tell them about Strike Ranks and costs and options and special rules. Sometimes it works well by reducing the amount of Combat Effects. But Sometimes they complain about 'why is there a difference between me Blocking an attack, or Dodging it or Parrying it?'. Yes, there is a difference, and it makes totally sense, but some people do not get their heads around it. Anyways, the system I suggest here is not something I would use for a campaign, but it is meant to be a transitional system to 'bring players' to the Advanced Combat system. For one-shots, though, it does the trick even with all the flaws you mention.
  2. Since 'Basic Combat' is more story driven, it opens up a gap for a new 'Classic Combat' system Nah, seriously, some of my players had difficulties with the Strike Rank system in RD100 (and struggled with it in RQ, too), so I came up with 'my' Classic Combat idea: remove Strike Ranks from the Advanced Combat system every character gets one action per round, characters with the Dual Wield stunt get two the first Defense is free, every other defense incurs a Penalty to the roll if using a shield, the character gets an additional free Block action you can still ready a bow and fire or ready a thrown weapon and make a ranged attack Crossbows and firearms take the number of rounds to reload use of Powers is accomplished within one round, except for heavily modified powers the Combat Exchange procedure is still in use, so you get Combat Effects to use against your enemy Wounds and Armor rules are still in play Some Combat Effects might be useless in this system, or have to be modified, e.g. Keep Distance, Regain Footing and Take Initiative. In accordance with the Basic Combat rules, I suggest to have the affected combatant to act at 5 SR lower when determining Initiative, or act at a Penalty - which ever works best for the current situation. Example: Rowan hits a Skeleton with his mace and gains a Tactical Combat Effect. He uses it to 'Keep Distance', so the Skeleton will attack Rowan 5SR later next round, or gets a Penalty for its next Re-/Action. The whole concept of this Classic Combat system is to strip the Advanced Combat system down to the bare minimum by removing the Strike Ranks. This introduces players to a more common combat system and you can gradually add the Strike Rank system, once the players are accustomed to the Combat Exchange procedure and the Combat Effects. It removes quite a bit of the tactical part, but it still feels tactical enough for most situations, but offers a huge benefit: it plays faster for one-shots, where you want the action going but players also want a more detailed combat system. Although, I must admit, I only used it once, so there is no real play-test involved. There might be some problems along the way ... What do you think?
  3. All good, I was able to download the new version! Yay! Thanks, Paolo. I can see in addition to the already mentioned clarifications and errata, you added some new artwork! Much appreciated!
  4. Link does not sem to work for me, file is not available. Later? I'm already in bed!😴😉
  5. The requested source file could not be found. Please contact us and let us know about this error. Maybe I am too impatient... 😉
  6. true, it makes it faster. I think I still have a Database for BRP with all my NPCs in it, and the DB auto-calcs all the values. Might update that tool for RD100. But then again, I usually categorize NPC in 20%, 50% and 80% ratings, adding one or two d12 to main Skills on the fly. That gives them some variety and d12s are fun to roll anyway. More important are the Stunts and Traits a character has. And for monsters I need a good overview of on-the-fly specialities (Powers). Anyway, I disgress ....
  7. Personally I find editable PDF files good enough for my purposes. RD100 is not particularly maths-heavy, so I do not need anything more sophisticated than a printed char sheet. But that's just me and somebody else might love this
  8. Seems very penalizing to me ... But might be an option for failed rolls to show off bad luck. I would only consider this as a story element, without any lasting consequences or penalties. Màybe only for Skill rolls when not engaged in a Contest.
  9. P.100 shoud read thrusting instead of trusting: purely trusting weapon such as a spear.
  10. Yep, using my printed copy, it was easy to see Enchantments are falling under Rituals - and Rituals describe to use a Skill of 50% for most situations. 😀
  11. Also, it might be a good idea to add the default opposition skill for Enchantments in the Enchantment section. Currently I go with 50%, but I'm not sure if that is correct.
  12. Hmmmm, and I thought Rome: the end of the republic is the logical new edition of Rome for BRP?
  13. I quite enjoy it every now and then. It is just the magic system that seems to be a lot more complex than the rest of the game. That's why I want to use RD100 for the solo games - makes it much easier for me.
  14. Yes, me too. You can buy the 'newer' version on RPGnow.com, but not all the old stuff is included in the newer books. The nice thing: the art of these newer releases fits nicely with Paolo's art so far ...
  15. While browsing my RPG collecion of books, I stumbled about the 'Deluxe Tunnels & Trolls' rule book. Distant memories came back to my mind and I thought I will have an other read. So I tried out some of the easily available Solo Adventures T&T sells on RPGnow.com, and was amazed how similar the game feels to RD100. It is lacking a bit in terms of character variety, but the rule system itself feels interestingly 'modern'. Then I thought: it is actually possible to use RD100 to play these games. Since Monsters in T&T have (mostly) just a Monster Rating to calculate Damage and their Ht Points, this is easy to translate. The rest of the system is relying on so called Saving Rolls, which is nothing more than an Attribute+Skill check. So, here we go, converting the Monster Rating (MR) to RD100: divide the MR by 2 to get the Resource Point Pool for Rd100. A Monsters Damage dice in T&T are multiplied by 10 to get the Monsters Skill rating (in %) for RD100. The actual Damage a Monster is doing in RD100 is a bit more complex: every odd die adds 1Might and every even Die adds 1d6 damage. This is just a fast rule, use it as a start. It might also even be better to have a look at a similar creature in RD100 to get better stats, but so far it was fun and I got the results I wanted/expected (read: lots of dead characters, died by the hands of creepy things in the dungeons). Here's an example: a Bandit with a MR of 28. In RD100 translation rules he will have a RPP of 14 (MR /2), with a skill of 30% (MR28 does 3d6 damage in T&T, so 3*10=30), dealing 1d6+2Might Damage (3d6 = 2odd dice (#1 & #3) and one even die (#2)). Although you might say the Skill rating is a bit low, the Bandit is still a considerable foe due to the high RPP and the decent amount of Damage he'll inflict (once he hits). In regards of Saving Rolls: simply use a Skill+Trait combination that works for the situation and if it has to be made against a different 'Level' in T&T, simply add a Penalty to your roll (e.g. a Lvl 2 SR will add one Penalty in RD100, a Lvl 3 SR will add two Penalties, etc.). This might seem tough, but T&T is a deadly game (yes, tunnel delvers die regularly from a failed Saving Roll. It's called a Saving Roll in that game for a reason). I hope this little guide enables you to play some really good choose-your-own Solo Adventure games , brings back some fond memories and most important: gives you something fun to do when your RPG party does not have the time but you still want to delve into amazing old-school adventures. Cheers, Rob.
  16. I guess Chaosium is concentrating on the RuneQuest line as well as CoC. So I won't hold my breath for anything else. On the other hand, have a look at the 3rd party systems and settings, there is some movement there.
  17. Effort Points when positive, and Exertion Points when negative And Energy Points when using Magic. Much of a muchness. I think I like Exertion Points better.
  18. Yes, that would be a good one! Hm, also fitting, but a bit overused in games as resisting bodily harm. Exertion or Exertion Points are better and really describe what it is.
  19. Does changing mode count as a character's action? or is the cost simply added to the action of the new action that is attempted? Example: a character wants to attack somebody, but when it is his SR, no target is in reach or free move range. So he decides to ready his bow and change to Ranged Combat. Will the character pay 8 SR to ready his Short Bow (3 for readying the bow, 5 for switching mode), or will he have to pay 5SR first to switch mode and on his next SR he has to pay 3SR to ready the bow? I assume the latter ...
  20. Excellent, thanks for clarifying, Paolo. Loving the rules more and more 😀
  21. While preparing a game, some ideas came up (I know you have lots on your plate, but I'm just spilling out ideas here and testing the rule set for bugs, to make RD100 the best FG2 ruleset ever ): 1) a tracker for Fate Points on the character sheet would be nice 2) when rolling dice, an 'Advantage' roll should be pointed out
  22. Something came up this morning, while preparing a game session for my players: Rules questions in regards of Motivations: 1) is a character allowed to spend Fate Points, even if all Motivations have been deactivated? 2) if only one Motivation is active and the character spends 4 Fate Points, will this last Motivation be deactivated? One sentence in the rule book got me thinking: "If no active Motivation remains, Fate Points are still expended, but no Motivation is deactivated." 3) is a character allowed to re-activate a Motivation via dice roll, if he previously activated it by introducing it into a scene? Reference: "A player cannot activate the same Motivation through the insertion of a scene more than once per game session."
  23. Thanks Paolo, this cleared things up - a lot!
  24. While I was testing the Advanced Combat rules of Revolution D100, my game group came along some questions: 1) if a character turns and runs away from a melee engagement (ahile in Close Combat), does the enemy get a free attack? 1a) if so, does the Free Attack cost SR? I assume so 2) When choosing an Opening Move, is a character allowed to do 'unrelated actions' without paying 5SR to change 'mode'? Example: a character choses to use a non-combat action to jump onto a table (to get an Bonus for higher ground), and then make a melee attack, does he have to pay 5SR changing from a Non-combat Opening move to Close Combat Opening Move? I do not think so. My understanding is once the first action is fulfilled in context to the Opening Move, all further actions can be unrelated to the initial Opening Move. Or does the Opening Move define what actions are allowed during the whole round? 2a) If an Opening Move defines which actions are allowed during a whole round, which action belongs to which Opening Move? 3) when throwing a grenade, does it cost 5 SR to ready the item first and then an additional 5 SR to throw the grenade? 4) reloading a Short Bow (5 SR to attack) costs half the SR (3) for attacking, because it is a pure ranged weapon - correct?
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