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weasel fierce

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Everything posted by weasel fierce

  1. Depends. If they are near a big city, generally yes though a skill check may be required to figure out the true value or to get full price. If they are in the boonies, many items simply cannot be sold, because nobody wants them, has a need or could afford them.
  2. My personal take in BRP games is that blood loss kicks in at around 1 HP per minute or so and requires first aid. You will die without help. If using a CON check of some sort, I'd make the CON check every combat round unless the character is sitting still and clutching their wound. Purely personal takes though.
  3. Also fair. Though Malory fights tend to either be over in one go or last all day. The introduction of a "Knights sword" in the mid/late eras that does +1D6 damage would work in my opinion.
  4. This is true and fair, but it's also what should happen. Once the heavy armor shows up, characters should be switching to great swords / halberds on foot and hammers on horse.
  5. Oh sure, I was just thinking out loud since we're all speculating and theorizing 🙂
  6. With the 6e preview seeming to indicate that each passion is usable once per day, and mostly removing penalties for lower rated passions, that may also have effects here. If the roll is indeed for one round / melee, nobody is going to be risking that "Hate Saxons 8" at the end of the day, but with the new rules maybe they would? I will say that rolling once and then claiming the bonus for the entire battle "felt" wrong last time we played a battle (Lindsey), though less wrong at +5 than +10. I'll definitely be musing on this.
  7. My gut feeling is that "rounding up" for weaker characters in terms of what they can be expected to carry is probably fair, in the spirit of playability, especially in games where characters like ducks, hobbits etc. are likely to be around.
  8. Additional question: Passions and battles. I've seen it mentioned that in Book of Battle, a passion roll is said to be one round. Is that stated anywhere in the main book? Do people use that?
  9. Okay, so for the uninitiated, Drakar och Demoner (DoD) was a derivative of Chaosiums Magicworld which basically became the norm for roleplaying games in Sweden in the 80's. With the "Expert" expansion it moved to a D20 but remained very BRP-adjacent. If you ever wondered why Trudvang and the original Kult and Symbaroum are all D20 roll-unders, there you have it. Anyways, encumbrance. First, ENC values for a few assorted weapons. As mentioned, 1 ENC is meant to be roughly 3 kilo but weapons are rounded up quite a bit to account for "bulk" in carrying them. Most standard swords, maces etc. are 1 ENC, an axe, spear, bastard sword 2 ENC, pole weapons 3 ENC. Armor uses a SIZ table similar to RQ3, but for a SIZ 12 human, you'd find armor "weighing" f.x. 1.5 ENC for studded leather greaves / vambraces. 1 ENC for a roman helmet. 4 ENC for a mail shirt 2.5 ENC for metal chest plate. 6 ENC for a mail hauberk. And so on. In the basic rules, you can carry ENC equal to STR and thats it. No penalties, you just can't carry any more. So a STR 12 human could have a mail shirt, broadsword and helmet and still have 5 ENC left for torches, backpack, packed lunches and rubber ducky. Expert added a "proper" encumbrance table. Carrying up to 0.5 x STR = no penalties. Carrying up to 1 x STR = -20% movement speed, -1 DEX Carrying up to 1.5 x STR = -40% speed, -3 DEX Carrying up to 2 x STR = -60% speed, -7 DEX (and dex skills are impossible). The DEX penalty is applied to DEX based skills (D20 roll under, so -3 is equal to a -15% in BRP) I hope that helps? It always seemed to be a decent balance because to an extent you can count "things" without being as simplistic as some slot systems. If desired, I can dig out more numbers and such.
  10. The Swedish Drakar och Demoner (BRP derivative) assigned Encumbrance points to items which corresponded roughly to 3 kilo's but with larger objects often rounded up a bit (so weapons typically "weighed" a bit more than they ought to to account for bulk). In the basic rules, you could carry ENC equal to your STR. The expert rules added penalties for heavier loads. If anyone is interested, I can write up a few typical weapons and the penalty table.
  11. A guy with 6D6 damage does 22 on average. Which means a knight with 16 armor is going to get hurt a bit and needs to roll for knock down. At 10D6 (+4D6) he is doing about 36 damage, so the knight is taking a major wound, likely to hit unconsciousness and is likely to be auto-knocked down. Throwing 2 more dice of damage on top of that isn't really making the situation any more interesting in my opinion. Your mileage may vary.
  12. Yeah, the game system definitely makes a big difference to how people act. I always try to showcase enemies fleeing, surrendering or negotiating when beaten, so the players can realize that they can get away with it as well.
  13. Hang on, calculating the weight of individual coins for realism!
  14. From experience, women at the table will 100% kill a fool, regardless of the appendages said fool might have 🙂
  15. It's worth noting that "Women are shorter and weaker on average" does not translate into "members of an exclusive and highly trained warrior elite will be smaller and weaker than the typical foot soldier" because there's a selection process going on. Just like if the oldest son is sickly and frail, he gets sent off to the monastery instead of being trained to be a warrior. I know you aren't necessarily saying that it would, just wanted to point it out. And of course, as we're playing a game with dice, for every woman that rolls well for strength, there's a man that didn't As far as actual distributions in the game, my stance for Pendragon is much as it has been for other semi-historical semi-fantasy games: Players can play whatever they want (within reason) while the world tends to look as we would expect it from literature or history. Hence, you can play a lady knight (Sir Ma'am) if desired, but very few knights in the setting will be women. Occasionally, an NPC will remark on the matter, usually they will not. In that regard, it is no different from pagan knights, faeries or any other thing that is "not for reals" but which we desire to have in our games. So far that has served me pretty well. I find that a lot of the very militant stances is confined to weirdoes on the internet who enjoy arguing about what other people should be allowed to do in their games, because nobody will put up with them at the table. I realize that's a bit of a digression in a thread that is specifically about a thought experiment and the logical conclusions thereof, but since the esteemed Morien was pontificating, I wanted to as well 🙂
  16. I always felt that the 4e takes on Irish and Picts felt like an odd attempt to stick to Roman-era outlooks, while the rest of England is getting on with high romance and gothic armor. Not a huge fan and it doesn't really feel at home with Malory either.
  17. Makes sense, okay. Thanks! I rolled the enemies for each round in advance, so prerolling the battle events might be something for when we get some non-scripted battles going on.
  18. You really don't need more than "Guard 65%" for skills. He has a 65% chance of doing Guard stuff, then take that at half chance or -20 or whatever if he needs to do non-guard stuff (which he wont anyways)
  19. My impression (which could be wrong) is that they were probably never "common" as much as just existing. Of course, we have records of women sneaking off to enlist all the way up through the 19th century, so it's always been a factor. Of course most of the tribal cultures where f.x. the Romans reported the sight, were also non-literate so we have little idea of how they functioned internally. As a general rule though, a woman in the ranks is likely to be there because she's made the explicit decision to do so, while a man may be there before it's expected or because he was drafted in. As Napoleon said, morale is to the physical as three is to one.
  20. Something that will never cease to amaze me is that RPG's will try to numerically quantify almost everything from "Charisma" to "willpower" but things that are actually numerically quantified (like money and weight) we'll try to abstract away
  21. We had a chance to try the new outnumbering rule last night and I think everyone agreed it was both easier and faster. The "4D6 crit" was employed as well and was likewise agreed to be an improvement.
  22. There were without question more fighting women in dark age Europe than there were fairy knights and there's fairy knights in the game
  23. After a few big battles, I wanted to check on a few things to make sure I understood them right. To be clear, this is for the rulebook system in 5.2. * When fighting in each battle round, we are generally just fighting one round of personal combat, so does it actually matter what the knights roll on their damage dice? It seems the only thing that's important is if you succeeded or failed (for Glory purposes) and if you got hurt, outside of a special melee. * After each round, does your unit start disengaged? In other words, we make the Unit Battle Roll each battle round right? * The section on Assist a Unit is unclear to me. It says the enemy unit is forced to divide its combat rolls, but I am not altogether clear on what that means since as far as I can tell, the enemy units don't ever roll for anything? Does this mean that in the melee that round, each player knight is fighting alongside another soldier against one opponent? * The glory modifiers mention if the characters UNIT (emphasis mine) was outnumbered or outnumbered the enemy. How does this work practically? As far as I can tell, you never determine the size of an enemy unit anywhere and its not mentioned on the battle enemy tables. * When playing the GPC, the way battles goes is scripted. How do you guys handle things like a battalion routing when its not supposed to? Cheers
  24. That's really cool though I worry it'd be confusing in play. Worth a try though. I've also seen suggestions of using POW for initiative (or declaration) as it tends to represent willpower and keeping your cool.
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