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Layec

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Posts posted by Layec

  1. That's actually simpler than I thought.  Thanks much!

     

    Cdr Vimes:  I'm actually doing an overhaul for the system that grew in the doing... what started as a couple of tweaks is turning into a pretty big project, including: lifepath character generation, adding a penetration mechanic to weapons, importing and tweaking the Madness Meter from UA (and integrating it with character generation), a magic system heavily influenced by Traveller's Psionics and The Elder Scroll's magic system, streamlined skills and a more codified implimentation, and generally formalizing exactly which optional rules I'm using and what tweaks I've made to them.  Once/If I got done, I was planning on making it available to this board, but if I finish the Character Generation, I'll PM.

     

    But don't expect much from me.  My job is exhausting and I can't afford to spend that much time working on it.

  2. Hello all,

     

    I'm trying to implement a Travelleresque lifepath character creation system (thanks once again goes to Soltakss for the idea) and I'm running into a little snag in regards to education.  I have no idea what it actually means.  I mean, yes of course, the higher the stat the more education, but at which point does it represent, say a Bachelor's Degree, or graduating high school.  Or am I looking at it wrong?  I never really grokked the Education stat in BRP, either.

     

    So perhaps someone will take pity on me and try to enlighten me?

  3. I haven't encountered any other place on the net for D100 with this big a pool of knowledgeable, helpful, and courteous people. I'm astounded at how much this community gives and I'm ashamed I can't do nearly as much to help them. So yes, I consider this place *the* place for D100.

  4. I'm working on overhauling the weapons system* for medieval/fantasy, and have run into a snag with halberds. The hook on the back of the halberd wasn't a pick for finishing incapacitated foes as I had originally thought. Pollaxes normally have those. No, the hook was primarily used to drag mounted combatants off their horses, and secondarily to trip and hook the limbs and weapons of those on foot. I'd like to model those effects as well, but I'm not sure how to go about that. Have any of you done this? Are there books that cover this? What would you suggest??

    *adding a penetration mechanic, adjusting damage values, making prices at least somewhat historic, making weapons have different modes depending on how it's used (hammers, axes, picks having different values depending on which head you want to use, halfswording/thrusting with swords, etc.). Might end up being more complex, but mostly on the bookkeeping end and not the dice-rolling end, which I don't mind if adds to realism/flavor/fun.

  5. SDLeary - I'm sure I'm not the only person who would be interested in seeing what you come up with, because while the Madness Meters can be adapted as is with minimal effort, it doesn't really *fit* into BRP. All those boxes...

    Chaot - Thanks for putting it into such eloquent terms as, "How do you scale Unnatural when the supernatural is a semi-known quantity?" I kept trying to find the words, and someone else did it for me. Oh well. ^.o

    Everyone - This is why I love this board. The ideas you people are capable of producing is truly mind-boggling. Right now I'm thinking of scaling back the knowledge of the supernatural (access to information is at a comparative premium in fantasy, after all), and expanding the supernatural so even those who are experienced might still be surprised.

  6. I'm using the madness meters from Unknown Armies and Nemesis to model mental health in a new campaign I'm planning. The rest of the meters have all adapted easily, but unnatural is proving difficult.

    The game world has a modified version of the psionics system from Traveller (thanks soltakss for the idea), and there are a smattering of supernatural creatures (haven't determined those yet). The problem is that Nemesis' meter has examples that are mostly meeting up with eldritch horrors at the higher intensity levels, and Unknown Armies' are suited to modern mundane minds.

    So what is an Unnatural stress in, say, a magical equivalent of 15th century Europe/Mediterranean Sea?

    Any help would be appreciated, because I'm rather stumped at the moment. Thanks!

  7. I never liked that POW was a catchall for willpower and magical aptitude, not to mention luck, connection to divinity, etc. When I adopted BRP and decided to GM for it, I made Will a stat, with Will x 5 = Courage.

  8. Thanks for the input guys! I think I'm going to be doing something similar to what Nick and Vile have said about - the PEN score showing how many AP get ignored by the weapon. I'll see if I can get something posted in the next couple of weeks.

  9. I've started playing Darklands again, and it's inspired me to try to work out a penetration mechanic for my BRP games. The aim for my house rules have always been "as realistic as practical". I tend to run games with a grittier atmosphere where people die quickly and messily if they don't find cover or wear armor, depending on the setting.

    I think an elegantly done penetration mechanic would add realism without much more in the way of bookkeeping. Has anyone added penetration to fantasy/historical systems in there house rules? Has anyone published something that addresses this?

  10. Does anyone know or can make a good guess as to when Chaosium's going to have one of their sales? How do they determine when to have one?

    I remember one last year about this time and was waiting for it to happen before I bought things.

  11. I have to admit, this topic kind of fascinates me. I started thinking about it after the Character Sheet Rant thread.

    Back in the stone age I remember using the xerox, scissors and glue stick at the local library to create custom character sheets. I remember writing things up in ASCII. I remember rolling my eyes at packaged character sheets for sale. Largely, character sheets have been a guideline in my games for the player to scribble down the pertinent information. It's largely still how I work.

    At the beginning of a game, the player is presented with a blank sheet of paper and a pencil. Their given a guide on what information needs to be recorded. Unless there's something very specific designed for, character sheets are usually a growth out of the generation session and are usually unique to the character/player.

    I guess I never realized that people put so much stock or time into character sheets.

    I remember doing the same thing with some of the Mad Irishman's sheets so I could get away with only using two sheets and still have all the information I wanted. Oh lord, I can barely read my own writing most of the time, so a blank piece of paper with handwritten information would be an endless source of frustration for me. And eyestrain.

    I wanted to make my own character sheet because I've added a few houserules to my BRP game that change some decently major things, the changes I'd have to make to a stock character sheet would have made them confusing. So I thought about creating my own. I just ran into a roadblock with spacing and fonts. But Excel sheets, especially some that I've found on the net since Thalaba's post, are really nice, and I think I'm just going to use them.

    Thanks for the discussion, everyone. It's been very helpful and enlightening.

  12. If the author actually bothered to give clear, concise descriptions instead of excerpts from the books, I would agree with you that they were well done. I was very disappointed with them; so much potential squandered so flagrantly.

    To answer your query, I have no idea. The author is not identified at all in the pdfs themselves, and none of the sites I've found them on give one either. I made a dedicated effort to find him/her as well a couple months back, and didn't have any luck.

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