Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

124 Excellent

About olskool

  • Rank
    Senior Member


  • RPG Biography
    40 years of gaming. A real world Military and Law Enforcement backround as well as a competitive shooter (IDPA, 3-gun).
  • Current games
    GDW Merc2000 campaign
    RuneQuest (I own EVERY version)
    I own AD&D, ALL GDW's Games, Every version of Runequest, CoC, Boot Hill, Top Secret, Gamma World, Conan (V1), GangBusters, Fantasy Hero, GURPS, Car Wars, FASA's Star Trek, BattleTech, Shadowrun, and many others packed in the back of my closet.

    My first loves are Twilight2000 and Runequest and I have hundreds of hours playing them.
  • Location
    Northwestern PA
  • Blurb
    If you did it and lived, you probably did it right. - SSGT Smiley, the best Gun Section Chief EVER!

Recent Profile Visitors

719 profile views
  1. That's how we do it to this day. We even use the Location Die and Damage to narrate misses. A large damage roll means a mighty hack or blow that simply missed or was parried with a loud ringing clang, while a low damage roll means a weak thrust or raking blow that is easily side stepped or "rasps harmlessly" off of the target's armor.
  2. For me, Difficulty Ratings have ALWAYS been a thing in my Runequest and CoC campaigns. I simply multiply the PC's (and NPC's) Skill level by the following Difficulty Ratings. EASY TASKS: 2 X Skill ROUTINE TASKS: 1.5 X Skill AVERAGE TASKS (the default level): Skill FAIRLY DIFFICULT TASKS (not often used): 0.75 X Skill DIFFICULT TASKS: 0.5 X Skill FORMIDABLE TASKS: 0.25 X Skill IMPOSSIBLE TASKS: 0.1 X Skill To make my Special Successes easier to follow, I have THREE LEVELS of Special Success... 1/2 SKILL OR LESS IS ROLLED: This gives a s
  3. Yes I know. That's why I posted the link in the second reply. Just click on the picture of Cohan sitting astride his horse on Troll Bridge. There seems to be some confusion about my interpretation of this movie. How does this resemble classic Runequest? 1) The "monster" while in no way resembling a Gloranthan troll, has a family and an actual personality with motivations. Runequest did this LONG before Wizards started doing it in D&D. 2) Cohen's horse is basically intelligent and can speak ("who'd you think was bidding against you?") just like a rune-level character's
  4. A video I was given recently reminds me of not only my own mortality but also how monsters in Runequest behaved compared to those in AD&D. If you listen to the song at the end of the video (while the credits are rolling), it is virtually a sequel to the video.
  5. Simply scale your damage. Have each point of "Major (ie starship) Damage" equal ONE DAMAGE DIE of "Personal Damage." So... If your Starship Lasers do 1D4 points of Major Damage, each POINT of that Major Damage could do 1D10 points of Personal Damage to a human (or anything scaled as a human). Any device which does Major Damage AND any armor which absorbs Major Damage would be designated as such by being placed inside brackets [ ].
  6. This is exactly how I do it too. The only real changes I make are using RQ2's Slashes, Impales, and Crushes. Impales (Spears, Arrows, Firearms, etc...) do = Maximum Damage + Rolled Damage + Damage Bonus. The weapon may become lodged in the target and a Bleed WILL occur upon removal of the weapon. Slashes (Broadswords, Axes, Machetes, etc...) do = Rolled Damage + Rolled Damage + Damage Bonus. The weapon may become lodged in the target and a Bleed WILL occur upon removal of the weapon. Crushes (Maces, Clubs, Hammers, Staves, etc...) do = Maximum Damage + Maximum Damage Bonu
  7. The problem is that an explosion is a DUPLEX EFFECT. You have the shock wave (which cannot be avoided) then you have the fragmentation and debris launched from the point of detonation. They really are TWO SEPARATE EFFECTS and must be dealt with differently.
  8. I would use the system Twilight2000 used. You give each grenade a base range in meters. You then allow for 3 more "Range Bands" of an equal length in meters. The blast is full in the 1st range band. It is halved in the next range band and quartered in the 3rd range band. Frag hits are rolled for with 2D10 hits possible in the kill radius (1st range band). There would be 2D6 frag hits in the second range band. You would roll 2D4 for frag hits in the 3rd range band and finally 1D4 for frag hits in the final range band (I use 4 range bands in my games for uniformity across game platforms,
  9. I'm going to explain to you what I know regarding today's grenades. Futuristic grenades may or may not follow these laws of physics. FIRST, grenades use have two methods of causing injury. The first is the OVER PRESSURE BLAST EFFECT. This is the actual force of the explosive in the device (grenade, rocket, artillery or mortar shell, or mine). Some devices like grenades will have a smaller "explosive filler" to propel the primary method of injury... fragments or shrapnel. Other devices use their "explosive filler" as their primary wounding mechanism. Artillery shells fall into this categ
  10. I would add one thing to this system. Repair parts. You can have a given repair or build need a number of repair parts based on the amount or percentage of damage the item has sustained. Repair parts are specific so you might have: Automotive repair parts Small Arms repair parts Electronics repair parts These parts can be purchased, made (IF you have the machines to fabricate parts), or scavenged from damaged or old objects or vehicles. The scavenged parts must come from the particular item in question (ie Electronics repair parts must come from computers, TVs, or oth
  11. I don't think you need multiple throwing skills but rather an adjustment to the difficulty level for a given type of throw. The HARDEST type of throw would be the point pitch. Essentially the throw of a baseball pitcher at a POINT TARGET. These are ranged at 10m and 20m by the Army because hitting a point in space is hard. I'd say that a DIRECT THROW should be STR in meters is Short Range (please note that I use FOUR range bands in my own game) and then you would add STR in meters and increase the Difficulty for each additional range band after SHORT. A Direct Throw would hit a man-sized
  12. Since nobody has even brought this up, I will. The US frag grenade weights 0.48kg and is shaped like a baseball for a reason. I did qualify EXPERT with the hand grenade but it was a LONG TIME AGO (I served from '88 to '96). To qualify EXPERT you had to have straight "GOs" in ALL of the grenade tests. Those tests were; 1) Properly Identify various Hand Grenades. 2) Hit a BUNKER TARGET (1m high x 2m wide square target) from the prone position from 10 meters out. 3) Hit a TARGET BEHIND COVER from the prone position at 20m. 4) Hit a TWO-MAN FIGHTING POSITION from the stand
  13. It should also be noted that this DEVIATION ROLL system was also used for Mortars and Artillery but the deviation distances would be multiplied by 5 for Mortars and by 10 for Artillery Shells and Artillery Rockets (the Russians LOVE their Artillery Rockets...).
  • Create New...