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Baconjurer

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About Baconjurer

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Converted

  • RPG Biography
    Dungeons and dragons convert
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    None
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    United States
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  1. I'd say melee only. The negative consequence of decreased parry rating point to this. Also being a "Fanatic" doesn't seem to me like it'd make you a more accurate shot, but it would certainly make you swing your melee weapon more vigorously.
  2. My current house rule is to eliminate checks altogether, and only allow skillups via training or self-study/research. I also added difficulty modifiers to skills, and vary the amount of time (and thus money) needed in training mode by difficulty of skill, skill of teacher, and intelligence/physical aptitude of the player. Rarity of finding teachers/research materials for higher levels in skills provides a further balance. Seems to be working so far.
  3. Lots of great ideas here. Anyone familiar with Scarlet Heroes? It's a system that's designed to let one player run through old dungeons and dragons modules. It accomplishes this by tweaking how damage works and setting monster HD = HP. I might look into doing something along those lines. With regards to using raw POW as fate, I was thinking that here was an individual, for which the gods had bigger plans for. In essence POW reflects the characters standing with the gods. So if the the character died, the gods would bring them back, but their favor would deteriorate (-1 permanent POW). If
  4. What do you think about using POW as hero points? I know there's an optional rule in bgb for using MP as fate points, but I think I may make it permanent and slightly more powerful, like escaping death.
  5. I want to run a single player through a BRP system for the first time but I'm unsure of how lethal it will be. The setting is a standard high fantasy affair, magic, swords, mythic beasts, and I want them to go explore the lands and quest for gold and glory. My concern is if I should buff the character at the outset, and if so, how much? I lean a bit more to the simulationist side of things when I game, so I don't like to pull punches or design unrealistic encounters, like caves with a single guard. I like to see how things would work out, as opposed to letting things work out as I forese
  6. On the contrary, your views really helped me focus my thoughts, I'm exactly asking for people to tell me what's bad about it, so I can think through it, play testing isn't super easy at this stage, so I'm relying on the wisdom other veterans to challenge my crazy ideas. So thank you
  7. Yes, but you also have to track all separate skills in the BGB. In the BGB you have to track both Firearm (Pistol) and Firearm (Shotgun); they are totally separate skills. Even if you have a skill of 91 in Firearm (Pistol) you still begin your study of Firearm (Shotgun) skill at rank 0. I'm suggesting that Firearm (Pistol) and Firearm (Shotgun) ought to be linked by a parent skill, Firearm. If you take up Shotgun and already have a skill of 45 in Firearms, Shotgun ought to start at skill rank 45. Because skills are interconnected, rather than being isolated, once you max out your Firearm
  8. Yeah I foresaw that right away. Four reasons why I think in play it wouldn't be a problem. 1.) It's perfectly reasonable for that to happen anyway, especially if you have randomly generated stats. For example, if I was born scrawny but intelligent and somehow found myself in an wrestling match, I would lean on my intelligence and understanding of simple machines to give myself the best chance of success. That's how judo and most martial arts work. People lean on the stats the gods gave them, without even thinking about it. A weak person won't use his strength to solve most problems, an un
  9. Hey that's cool, I wouldn't bother sharing if I wasn't looking for feedback! But could you explain why it's 100x more complicated? Climb is actually still on the example tree I posted in fact. It's a bring your own skill list setup so you're not locked down to any particular interpretation of what a skill can do or what skills you can have. It also helps eliminate what I consider the serious problem of specialize not being tied to general skill, like being a master in Walther ppk, but being unable to fire a shotgun is very possible with by the book rules.
  10. Not only can they go one way or the other, that is they could be developed from different parent abilities, but skills can vary in it's depth in the tree based on how it was developed. It might be a first tier skill or it might be a fifth tier skill. As long as the ref agrees that it is a subcategory of your proposed parent skill. I think this can lead to some really exciting variations in characters (bring your own skill list), avoid the inconsistencies that pop up with static skills (why are you good at perception but can't spot anything?), automatically separates more general from more spec
  11. Nope, not a typo. I was imagining for this incarnation of James Bond he got training in stealth when he was studying with ninjas in Japan. Of course this is just for this character and with me as ref. Other characters might not choose to derive their stealth capabilities in that way (might be argued to be a subcategory of DEX, Athletics, Combat, Perception, etc), or other refs may not agree that stealth is a subcategory of Martial Arts. It's very flexible, and up to player and ref interpretation. I'm actually pretty happy with the way the numbers worked out. Taking 90+ skill rank to be a
  12. I've abandoned the grammar (verb noun) approach. English just isn't a good language for that. So I've decided to rely on player and ref judgement. The skill tree starts with your base stats. Then you add specialization based on what actions you want to attempt. You can further specialize as long as the player and ref both agree that it really is a subcategory (eg. most refs would agree that "Jump" is a subcategory of "Athletics"). You can also grow the tree in the reverse direction. Say you took STR-->JUMP. You could add STR-->ATHLETICS-->JUMP. You just would need to shift things. The
  13. Big Damn Book of monsters has one.... Nightmare STR - 4d6+18; CON - 3d6; SIZ - 4d6 + 20; INT - 3d6 + 6; POW - 3d6; DEX - 2d6 + 6; MOVE 12/14fly; HP - 21; DB - +3d6; Attacks: Bite 40% 1d6; Kick 35% 1d6+db; Trample 75% 2d6+db Skills: Dodge 50%; Fly 50% Treasure: None; Armour: 1d6-1 Also known as "demon horses" and "hell horses," nightmares are creatures from the lower planes. They are ridden primarily by the more powerful demons and devils as well as by night hags. On occasion the serve as steeds for undead such as spectres, vampires and liches. Nightmares can fly,
  14. Softcover with a spiral binding is the best for me
  15. At the end of the day, you can't ever really delete something that was on the internet.
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