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Athanor

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Posts posted by Athanor

  1. Saving Throws in Chaosium's Classic Fantasy?

    Excuse me for the fact that I haven't read through all of this threads contents, but has anyone written about the subject of saving throws in Classic Fantasy BRP?

    I plan to run an AD&D/D&D scenario with the Classic Fantasy rules, but I can't seem to find any references on the saving throw mechanic in BRP? Suggestions??!!

    The problem with BRP "saves" is that they are based on characteristics, so do not increase with "experience" (skill increase). In Moongoose RQ II you have the new skills "Evade" (begin at dex x2), "Persistence" (pow x2) and "Resilience" (conx2) which are quite similar to the DD3 saves.

  2. Command: Your character may attempt to make a

    Command roll before making an aura attack. If successful,

    your character is able to modify the opponent’s resistance

    roll result as if using an opposed roll

    Can someone explain me how it works ? Do you add a certain value to your Aura total if the command roll is successful? How much ?

  3. You don' have ENC and armor penalties with parry. For the shield, I used the "slung shield" option which is in my opinion the reason why shields are generally ways superior to weapons for parrying (even if the parry is unsuccessful, it still protects some areas).

  4. The following addendum to Fate Points are to be in the Game Masters Spot Rules of Volume II. Those that use fate points in your campaign please try them out and let me know what yeah think. They have been incorporated due to the greater frequency of combat in the typical dungeon crawl. They also have a built in mechanic that encourages them to be used heroically in combat instead of while strolling through town. None of it is written in stone so if you see a problem let me know.

    Fate Points (Addendum)

    There are three changes to Fate Points as detailed on page 176 of Basic Roleplaying to better reflect the heroic nature of Classic Fantasy combat. First, as mentioned in Volume I, fate points are kept track of separately from magic points. Second, your fate point total represents the amount you have to spend per combat or hostile encounter, and replenish after the current situation has subsided. Fate points spent in non-combat situations, such as attempting to pick the lock of the mayor’s house or fast talk your way past the city guard regenerate normally, or after the next hostile encounter. This will allow the characters to be suitably heroic in battle, but not succeed 100% of the time when appraising their gems and jewelry or navigating through the wilderness, without having less fate at the start of the next combat, unless suitable time has passed. Finally, they may be spent to negate 3 points of damage per fate point instead of the other way around.

    To get the feel of ADD you could base those "combat fate points" on character class, for example barbarians get 12, fighter types 10, clerics 8, rogues 6 and mages 4.

  5. BRP, page 28:

    Physical characteristics (STR, CON, SIZ, DEX, and APP) have a maximum value of 21 for humans. Mental characteristics (INT, POW, and EDU) can be raised without limits.

    BRP, page 186

    The INT and SIZ characteristics increase only through rare means, and in most settings, do not change overmuch, though the gamemaster may allow for increases based on the campaign’s setting or actions taken in the course of (or between) adventures.

    and

    Increasing STR or CON through training or research is limited by the highest value of the character’s original STR, CON, or SIZ

    and

    Any attempts to train or research an increase to the DEX or APP characteristics are limited to half again your character’s original characteristic, rounded up.

    Clearly the description on how to increase POW limits it to 21 (for humans).

    Isn't it a bit contradictory ?

  6. Giving it a bit more thought, I think increasing the damage further may be a bit much. In a game like AD&D, where the hit points scale with level, it makes sense to scale damage the same way, however when creatures have set hit points, it's less important to increase damage by a large degree. It made sense for the monk only becouse he is losing the ability to increase damage through better magical weapons, therefore increasing his damage as skill increases keeps him on more equal footing.

    Good point. Maybe as an option for those like me who have the nostalgia of fun and stupid things like rangers killing orcs with a toothpick and thieves slicing in two unaware opponents. Idea was to have martial art : unarmed (monk only), martial art : back-stab (thieves only) and martial art : giants slaying (rangers only) based on the same damage bonus increasing with skill range.

    I do appreciate the ideas however, and would like your permission to approach you for possible playtesting when volume II gets closer to completion

    Of course you have !

    Oh and something I didn't find is the starting status for multi-class characters...

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