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chuckhazard

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Everything posted by chuckhazard

  1. This is an interesting point. I had set the flat DB mostlythinking of the players - roll less dice, and have some gauranteed damage output. I did think it was a little wrong for db to ramp so suddenly from 0 to 3. Taking encounters into consideration, though. The players might get a little banged up. I remember once in dnd we were pushing for a rule that two 20's in a row was a coup de gras until someone pointed out the DM made about 4x as many rolls as the players.
  2. This is straight up CoC. I guess you are talking about spot hidden? We had been reserving spot hidden for spotting things that were actively hidden, as opposed to noticing something non obvious. However I suppose if its not actively hidden, it could be considered to be obvious. Actually... What I think I'll do is treat it as an easy spot hidden roll. I think it defaults at 25% so that's 50 off the bat to spot something regular.
  3. So I've run two nights with brp so far, and wveryone seems to be having a good time. There are a few small issues... * characteristics rolls never improve. One player likes to drink, and I make him roll conx5...x4...etc depending on how much he drinks. His tolerance will never improve. I've solved this by creating a skill Irish (he's Irish) and letting him roll that. I'm curious what other people do. * similarly, "spot" and "sense motive" as Idea rolls don't ever improve. I haven't made skills for these yet, but I might. Some likes: * characteristics multiple rolls. For example, when gambling poker I make a player roll 3 fast talks. Each one bumps his multiplier by one for the gamble roll ( int ). There's a lot of flexibility there. Just thoughts: * there's a lot of variance in characters. Some people just rolled poorly for int and edu, and end up having far fewer skillpoints. I think this may even out as experience comes in. I know the player with 240 skill points rolled 9, 7, 3 when it came to raising skills and that made him feel a lot better. To some extent they just have to tough it out though, because I want to maintain a very low power level. * this IS a CoC game by the way. In the first session they ran up against a pretty low power monster; it got off one critical punch to a player. 2d3+3* and max all rolls for 9 damage out of 13. They are now VERY wary of combat. They know their not in Kansas anymore! * I've changed str bonus from a dieroll to average die roll. 1d4 is static 3, 1d6 static 4, etc. Does anyone else do something s imilar?
  4. Ooh I like this. I'm stealing it I really like the idea of having some players aware that they are in another players dream, and encouraging them to behave increasingly bizarrely.
  5. A sensible rule - without actually convincing the player it's impossible to convince the PC. You just end up with a disgruntled player. I remember playing a game where the GM wanted all the players to hop in a limo and be taken to an undisclosed location ( simply the place where we were to receive our assignmmt ). Unfortunately he tried persuasion, then intimidation. Like cats, you just can't herd players. After that we weren't going anywhere near that limo. Ive found an excellent technique to fast talk players is to talk fast [breathin]the-pirates-arrive-in-overwhelming-numbers-and-you-are-soon-overwhelmed-you-awake-in-a-dank-dungeon-what-do-you-do?[/breathout].
  6. Corrected post... I meant 1d6. 3d6 just comes out so naturally... As for the golf bag of weapons, I hadn't even thought about that. Luckily the setting I have in mind is vernesque victorian era; I wasn't planning on allowing any weapons (muahaha! It's CoC, what do they need weapons for anyway? ) beyond a dagger, rapier, or maaaaybe pocket deringer. I haven't decided yet if firearms exist...
  7. I roll with a very minmax group of gamers. As such the default xp arrangement seems generous. These guys first concern will be to make sure they use every skill just to be able to roll for it come xp time. I know I can regulate when and which skillsthey get to check off but I'd rather not have to bother. What alternatives does anyone use and how's it work for ya? Fixed xp? Limit number of skills that can be rolled for? It also seems 1d6 is overly generous, but this does greatly depend ok how many skills are being rolled for, and how often I allow those rolls. I've also not experienced the effect of skill leveling becoming more difficult as skill rises, so maybe this won't be as bad as I expect. EDIT: Changed 3d6 to 1d6. that would be generous, wouldn't it? 1d6 however, also sounds generous...
  8. Thanks, and thanks for the info. I like both those solutions, insight and idea. I'll probably stay away from any house rules at least until the gang gets ahold of this new system, although it does sound promising Unfortunately I have one player that afears the math. He'll just have to cope with all the 3x 4x 5x.
  9. I'm very new to brp, and I'm getting ready to run a CoC game. I'm trying to figure out what stay would oppose a fast talk roll. The example in the book makes it sound unopposed - you either fast talk or don't, and the target doesn't matter. Now in dnd I'd look for a sense motive skill but nothing like that seems to be present. To me it seems that some characters would be more orleas susceptible to fast talk, but the example doesn't seem to make an allowance for this. It seems like it would be a situation to use the resistance table, but like I said I don't see an appropriate skill. Only hide/spot skills specify they are to oppose one another. Thanks,
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