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olskool

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  • 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!

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  1. Congrats! That first session is always the WORST! Drive on and soon it will be second nature for you!
  2. Since we use the Combat Special Effects from MYTHRAS in our game, we went with the following chances. Please note that we divide our SEs into these three ranges as well. Basic Success: Roll under skill. No additional effects. Special Success: 1/2 Skill (rounding up). PC gets to pick from some of the more basic effects like enhanced damage, trip, and redirect foe. Outstanding Success: 1/10th Skill (rounding up). PC gets the better effects like Slash, Impale, Crush, Disarm and Stun Foe. Critical Success: Doubles UNDER Skill with 00 being "zero,zero" NOT 100. PC gets the best effects like Riposte (return an attack free), Sunder Weapon or Armor, Bypass Armor, and Compel Retreat. Fumble: Doubles OVER Skill with 00 being "zero,zero" NOT 100. PC gets to pick his opponent's fumble and GM picks the PC's fumble. For Skills over 100% (which we rarely have because we do Skills improvement like Runequest 3), on a DOUBLES result, you DO NOT Fumble IF you roll a Double that's under the total of your Skill - 100, and DO Fumble if the Double rolled is OVER the total of Skill-100. Keep in mind that one of the reasons this works is because we are using Special Effects that the player chooses and having 4 Levels of success makes the choice of Effects more "gated" which reduces choice and speeds up play. .
  3. Just take this chart and add a die roll for the bonuses +/- then 1, 1D2, 1D3, 1D4, 1D5, 1D6, 1D8, etc... This gives a bit of variety without sacrificing the total damage possible. We ACTUALLY used this in Runequest 2e back in the '90s and it worked quite well. The one change we did make [through evolution in play] was deducting the weapon's STR requirement from the PC's STR BEFORE we made the calculations for damage. We then used increments of 5 points of "surplus STR" to determine the damage bonus. This made lower STR characters actually consider weapons like shortswords and daggers for their characters.
  4. We always gave CRUSH maximum damage and counted the damage total as DOUBLED for knockback/knockdown in Runequest 2e.
  5. YOU'RE NOT WRONG! Now that D&D 5.5 has been announced for 2024, we will see how watered down newer editions can get. Three death saves... hold my beer.
  6. Yes, you increase the Damage Parried with higher skill levels. I didn't include STR damage because I DON"T USE the RAW STR Damage Bonuses. As I have posted in a couple of other threads in the past, I give EVERY WEAPON a required STR & DEX score, and the damage bonus comes from having STR in excess of the STR score needed to wield a weapon. This bonus damage is just "folded into" the weapon's damage during character generation or when the player records the new weapon's "stats." Thus, since any bonus is added into the weapon's damage, I do not list it separately.
  7. I use a "crunchier" method tied to skill and a weapon's damage. THE PARRY: Weapon sizes matter here. Parrying a Great Sword or Poleaxe with a Dagger is going to affect your PC's PARRY SKILL... Weapons are sized from Small, to Medium, to Large, to Huge. Each "difference" in sizing results in a reduction for Parrying skill. Parrying a Medium weapon with a Dagger (a Small weapon) results in one Difficulty Shift in skill (ie reducing an Average chance to Fairly Difficult under MY system). Trying to Parry a Large weapon would reduce it TWO levels of Difficulty (to Difficult in my system). You can Parry with your bare hands but all damage inflicted will go to your Arm. The IRONHAND Parry allows "martial artists" to Parry weapons with their bare hands but this is a special Skill that must be learned. A Successful Parry allows the blocking of damage equal to the PARRYING Weapon's DAMAGE ROLL + 1/10th the user's Skill Level (adjusted for Difficulty of course) rounding up. ALTERNATELY, you can just use the Weapon's MAXIMUM DAMAGE + 1/10th Parry Skill for the amount of Damage that is blocked. I use a damage roll to vary the amount of damage that is Parried from attack to attack. Weapons possess BOTH an Armor Rating (AP) and Hitpoints (HP) just like the older MONGOOSE PUBLISHING Runequest rules. Any damage blocked which exceeds the Weapon's AP causes the loss of ONE HP (which comes out of the PARRIED damage, NOT the damage that gets through the Parry) and any damage which is NOT PARRIED goes through to the target. IF the blocked/parried damage EXCEEDS AP multiple times, then multiple HP of damage can be inflicted on the Parrying weapon at the rate of 1 HP per time the weapon's AP is exceeded. Shields have both AP and HP and are treated as weapons under my rules. THE DODGE: The Dodge is an ENHANCED evasion technique that must be learned like "Professional Skills." When a character Dodges, they reduce an enemy's DAMAGE by 1/10th Skill +1 rounding up. A person with a 56% Dodge can reduce Damage by up to 7 points. This requires an ACTION (I use MYTHRAS' ACTIONS system) AND can be combined with a Parry. BOTH defensive Skills will suffer a one-level Difficulty Shift when you combine the two though.
  8. Here's a cool option for handling automatic fire. Once you have figured out the chance to hit as a percentage, just drop the ones die in the percentile roll (leaving the Tens result) and roll a number of D10's equal to the number of rounds in the burst. Any roll equal to or under the Tens result on the percentage chance hits. To determine the number of shots a character can take with a weapon in a SINGLE ACTION, just divide the weapons REAL WORLD cyclic rate of fire by 100. This "ROF" (Rate of Fire), replicates a SHORT BURST like the kind a skilled shooter would take and in the real world would be between one half and three quarters of a second in duration. The typical length of a burst during an engagement of a single target. So, an AK with a cyclic rate of fire of 600 would be able to roll 6D10's on a short burst and an MP5 (cyclic rate of 800rpm) could roll 8D10s to hit. Longer bursts (up to DOUBLE the rate listed) could be fired as well, at a penalty of course. The number of rounds in the burst will reduce at various range bands due to dispersion of course. Just divide the ROF in half, rounding all fractions up for each range band past Short Range that you fire into. GRAZING FIRE = Shooting at multiple targets with a burst is known as "grazing fire." To determine how many meters of terrain you can shoot across, divide the weapon's ROF (the cyclic rate/100) in half (rounding up) and that is the number of 1-meter grids you can cover with a single die roll (1D10) to hit. This should give a pretty realistic level of weapons fire.
  9. Why not convert over to a Mythras style Skill system if your worried about INT not mattering? In Mythras, you add the two most important characteristics together to get a base skill level. You could also average the two (or more) characteristics to get a base skill. This is much easier than BRP's approach.
  10. 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.
  11. 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 small special effect. I use the SEs from MYTHRAS in my games so you would get to choose one from the list for half skill success. 1/10th SKILL (rounding up): This is a more powerful SE list including the Crush, Impale and Slash of older RQ2. DOUBLES UNDER SKILL (treating 00 as zero, zero, not 100): This is my Critical Success level. All of the most potent SEs like COMPEL SURRENDER are located on this chart. With Skills above 100, only a roll of 99 is a Fumble. DOUBLES OVER SKILL: This is my Fumble roll. I use these with every game I play that is either percentile or D20 based.
  12. 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 Allied Spirit might. In addition, he tries to "council" Cohen just like an Allied Spirit would. IF you listened to the song, the horse CAN READ and Cohen can't. Does it get anymore Runequest than that? 3) Cohen bemoans the fact that there are more Trolls in the city than under bridges, clearly something early Runequest did do (non-humans in cities) that AD&D did not. 4) Our hero is old and broke. EVERY Runequest PC can relate to this, whereas D&D players SCOFF at copper and silver pieces after 1st or 2nd Level. 5) The World is changing just like a Runequest campaign world would change as the PC become rune level. The troll recognizes Cohen ("this is Cohen the barbarian, not some farmer with a pitchfork!") just like famous people would be recognized in Runequest (admittedly AD&D would allow this too). 6) The Troll sold out his relatives and Cohen PAID for that information just like one see Trollkin doing in Pavis. I love the fact that Cohen says "I don't need to kill him, just defeat him." That goes back to Runequest's ransom whereas AD&D just gives you XP for your kills. So, watch the video and decide for yourself if Cohen and his trusty steed are RQ or AD&D. Listen to the song as well. It tells THE REST of the story.
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