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olskool

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Everything posted by olskool

  1. Conan is a VERY GOOD movie but I selected the two movies I did based on HOW they depicted the civilizations in them, NOT on their "cinematic value" or how entertaining they are. Sadly, Glorantha is so "unique" that I doubt there is any fantasy movie that can truly represent it. It is a place that would need a movie that was actually written so as to take place in Glorantha.
  2. I agree 100%. I'm just not sure where in Glorantha the Norsemen would represent. I'm not as familiar with areas outside of Dragon Pass, the Lunar Tarsh, and the Prax (Pavis area).
  3. 10,000 BC (the 2008 film) comes closest. Gods of Egypt has the right mix of Human and Divine interaction. One could claim it represents the Holy Country.
  4. I like this but I would count 0 as 10 not zero. So damage would be from 1 to 10 based on the 10's roll. I would also modify this by the weapon type. I would rate weapons (and you could do this with STR bonuses too) from 0 (for small knives and light clubs) to 4 (for the heaviest axes and hammers). This number would ADD to the 10's roll resulting in a potential damage of from 1 to 14. Since the Weapon's Damage Modifier is fixed, it would greatly simplify the attack roll while giving a "minimum floor" for heavier weapon types. You could also use the same system for determining how much damage was blocked by a Parry. The defender rolls the parry just like it was an attack and adds the weapon's Parry Modifier to the 10's roll. You then just subtract the parry total from the Damage Inflicted and if the number is 0 or negative, the parry was a total success. IF the total is still a positive number, the Attack penetrates the defender's Parry and inflicts the indicated Damage [remaining].
  5. In my game, I do NOT allow Divination to occur for more than giving a glimpse at a currently occurring situation or location or to see past events in order to find clues to a present mystery. Why? Because of the Great Compromise that created Time. By creating Time, the Gods insured that the future is NOT SET! Because the future can be changed by someone's actions, you CANNOT SEE IT as it has NOT happened yet! Divination CAN show you things occurring NOW or that have occurred in the past (when Time becomes "set" and is then "fixed" for posterity... another element of The Great Compromise to be used as as a record of PROOF of one's divine actions). A God can also only provide information about their own Sphere of Influence, their followers, and any friendly Cults who will allow the "intrusion" of a Divination Ritual.
  6. The skill that comes to mind immediately is ANIMAL HANDLING. It was a Knowledge skill in some article or module I read back in the days of RQ2, long before RQ3 introduced the LORES... Animal Lore, World Lore, Plant Lore, Mineral Lore, and Magic Lore. I'm not sure if it was ever cannon or just something somebody suggested in a magazine article though.
  7. I did this with my weapons. Every weapon has a STR, DEX, and SIZ requirement. I have weapons with the trait HEAVY doing +1 damage for every 5 surplus STR over the required STR. Weapons with the LIGHT trait do +1 damage for every 10 points of surplus STR over the required STR for that weapon. I allow an add of +1 to the character's base STR for every 10 points of SIZ over 10 that character has. Weapons with the FINESSE trait may also add any surplus DEX over the required DEX for that weapon.
  8. I like that as a Weapon Trait. You could have Piercing/Flanged 1 or Piercing/Flanged 2 as the amount of armor protection ignored by that weapon.
  9. Your English is good sir. Most of the people around my parts play in person in small groups.
  10. I use a blend of MYTHRAS and ALL of the other RQ and BRP rules. The combat maneuvers are easier to incorporate IF you treat them like Special Effects (hereafter SEs). I use 3 levels of SEs and break all of them down as follows... The weakest SEs occur at 1/2 a Skill roll under the chance of success INSTEAD OF on a "Differential Success." This means that an SE is NOT always awarded on a successful roll. It also means that you can ignore your own defense WITHOUT giving your opponent an SE to use against you. The system I use also allows for ONLY ONE SE, whereas the Mythras system will allow multiple SEs based on multiple success levels. I simply give BETTER SEs for higher success levels. I find that this speeds up gameplay and reduces "analysis paralysis." The next most powerful SEs fall under 1/10th Skill Level (rounding up) and include all of the Specials from Runequest such as the Slash, Impale, and Crush. I do Criticals as DOUBLES under the chance to hit (treating 00 as "zero, zero, not 100). So on a 50% chance to hit, a Critical Hit occurs on 00, 11, 22, 33, & 44. I find that this reduces the "math" during the game and speeds up the play from round to round. By doing SEs as the occasional "spectacular move" [instead of awarding one for every successful roll], and allowing only ONE SE (of rising potency), it makes them feel more "Special" and picking them becomes something of a "treat" for a good roll. I like Mythras' initiative over BRP/Runequest strike ranks. I use hit locations, and I kind of like RQ/BRP's Spirit Magic over the Mythras Spirit Magic because you can "scale it." I do this for the Shaman in particular. Scaling up Spirit Magic [for the shaman only] allows them to reach Rune Priest power levels. I use Mongoose RQ's system of separate Armor Points and Hit Points for weapons, but I don't mind "crunch" and I'm playing with a group of 4 on most occasions..
  11. How would you even pour the batter without it spreading out into a giant cloud of floating liquid? This is why the US space program gave the original space crews food in tubes resembling toothpaste tubes. Just squeeze it into your mouth and you are good to go. you can still get budget cheeze spread in those old tubes. It tastes funky unlike real cheese, but it is still out there.
  12. I have STR requirements for all of the weapons in my game. Light Weapons (a descriptor I use in my game) give a bonus of +1 for every 10 full points of surplus STR the wielder has. Heavy Weapons (another descriptor I use) do +1 to damage for every 5 points of surplus STR the wielder has. I add +1 to the wielder's base STR score for every 10 points of SIZ over 10 that the wielder has. My damage chart runs like this... +1 +1D2 +1D3 +1D4 +1D6 (yes, I skip 1D5 because you have hit very large creatures at this level). +1D8 +1D10 +1D12 and so on...
  13. In this world you can NEVER BE... too rich, too healthy, too good looking, or too well armed! 😎
  14. Allow each suit of armor a "Coverage Rating" that is represented by a PERCENTAGE that you roll under for the protection to apply. An "off the rack" suit of armor would provide 90% coverage and a custom-fitted suit would protect on a roll of 95% or less. Coverage Ratings can vary by armor type at the GM's discretion. For example, you could have things like gauntlets and gloves provide from 25% to up to 50% coverage of a location. Each time the armor is PENETRATED (ie damage exceeds AP) you subtract 1% from the armor's Coverage Rating. Slashes/Impales/Crushes reduce the Coverage Rating by 5%. The DEFENDER rolls the Coverage Dice during an attack. The Coverage Dice can be rolled in conjunction with an Parry Dice (for a Parry skill check) to save time. Once the Coverage Rating reaches 0%, the armor is destroyed. I have the SUNDER ARMOR special effect reduce coverage by 10% on a hit with that SE.
  15. Armor will also be "regulated" in most civilized societies. For example, in the Commonwealth of Pennsylvania where I live and worked, it is NOT illegal to possess or even wear body armor. HOWEVER, IF the wearer were to commit a crime like Robbery or Assault, their wearing body armor while doing so can trigger another charge called "Possession of an Implement of Crime." The "Possession of an Implement of Crime" is used to charge the user of legal objects in criminal activity. Some other examples of this statute include someone caught committing Burglary in possession of a crowbar and screwdrivers, Someone stealing cars in possession of a locksmith's kit, or someone accused of Hacking having "hacking programs" on their laptop. While all the tools in question have a "legitimate use" in our world, the specific situation in which they are encountered above would lead a "reasonable man" to suspect that they were used to "help perpetrate a crime." Similarly, possession of such objects without a reasonable need to be carrying said items COULD trigger what is known by LEOs as an "investigative stop." This is when a "reasonable man" might be suspicious of the motives of someone visibly in possession of an item or implement who otherwise wouldn't be required to have that item for work or general activity. Walking down the street in the US with a rifle slung on your shoulder will usually trigger an investigative stop. So would hard body armor (which is usually worn over clothing). There are exceptions to this. In most rural towns in PA during Deer Season, no LEO would stop a man wearing an orange vest, hat, and carrying a slung rifle because the majority of PA residents hunt and people walking with long arms is a common sight here. Do the same thing in LATE WINTER (when there are no hunting seasons) and you will attract the attention of any LEO who passes by. YOU MUST DETERMINE JUST HOW MUCH "LAW" (AND MORE IMPORTANTLY... ENFORCEMENT) THERE IS IN YOUR SETTING. Armor can be concealed under clothing and current NIJ (the National Institute of Justice) Level 3A armors can easily be worn under a uniform shirt and will stop the majority of handgun rounds. Most rifle-grade armors (NIJ Level 3 & Level 4 as well as Level 3+) are hard armors that MUST be worn over clothing. The Marine Corps new DYNEEMA vests are actual soft Level 3 (rifle) armor but it is BULKY (at about 1" thick). Thus, wearing armor today will often be fairly obvious with a simple Perception check. Carry out armor development a single generation though, (think SHADOWRUN) and rifle level armors would now be concealable. Go out two+ generations (think of THE EXPANSE) and soft body armor that stops handgun rounds could be woven into clothing while hard armor could stop significant damage while still being concealable. Once you get to STAR TREK levels of tech, armor loses its potency because hand-held weapons can disintegrate significant material structures. YOU MUST SET A TECH LEVEL YOU ARE COMFORTABLE WITH.
  16. As a former (now retired) LE, I would say you'd be advised to keep it concealed. This is why the PISTOL (not the Assault Rifle) is the number ONE weapon used in the majority of crimes in the US. Pistols are easy to conceal under normal clothing and just as easy to carry (for weight/ENC reasons) in most "social environments." Knives rank second worldwide and restrictions on carry could encourage such weapons being used. Even in the US "Old West," most gunfighters concealed their "Hog Legs" and "smoke Wagons" in order to avoid "public scrutiny" by the local authorities. You could carry a short-barreled rifle (or a bullpup) or an SMG with a retractable stock under a long winter coat or duster but it may still "flash" when the wearer moves. You should also bear in mind that in most civilized locations, you will need a permit or license to carry a weapon in public.
  17. Today, the modern sniper must contend with modern ARMOR. The following armor levels actually exist as I type this. National Institute for Justice is a US testing agency and is designated by the initials NIJ. They test ALL body armor in the US. European and Russian armor levels are comparable to US levels. NIJ Level I soft body armor = This armor will stop pistol rounds up to .380 acp (velocity 1025ft/sec) and is EASILY worn under normal clothing. NIJ Level IIa soft body armor = This armor will stop most pistol rounds and is proof against medium-velocity 9mm (velocity 1090ft/sec) and is also concealable. NIJ Level II soft body armor = This armor will stop .357 magnum ammo (velocity 1395ft/sec) and is concealable. NIJ Level IIIa soft body armor = This armor will stop .44 magnum ammo (velocity 1400ft/sec) and CAN be worn under a duty shirt (I did it for 20 years). NIJ Level III (rifle) body armor = sold in soft or hard plates, this armor will stop 7.62mm RIFLE ammo (2750ft/sec) cold. US Army SAPI plates are very close to this spec. NIJ Level IV (rifle) body armor = generally only found in hard plate form, this armor will stop up to 30-06 ARMOR PIERCING ammo (2800ft/sec) cold. US Army ESAPI plates are comparable to NIJ Level IV rifle plates. There are many types of armor that will stop various pistol and rifle rounds WITHOUT major injury to the wearer.
  18. In a real-life encounter in the city of Fallujah Iraq , US marines trapped in a location known as the "candy store" (a small corner store) dug a 3-foot hole in a concrete wall in just a couple of hours with a TACTICAL TOMAHAWK in order to escape an encirclement! If you're scared enough and fit enough, a warhammer could make short work of such a wall.
  19. My player would roll a Parry because... In order to keep players invested in the combat, ALL the dice are rolled together. The Attacker would roll the To Hit dice, the Location die, and the Damage die as one. I have them roll like this because I use the dice results to "narrate" what happened. On a miss, I will use the Damage die to describe the miss as a feeble jab or a mighty swing and the Location die as the area where the "near miss" took place. I need the Parry die rolled in order to narrate whether the Defender was successful in parrying the attack or not. Thus, EVERYONE rolls TOGETHER. This also speeds up combat and injects a sense of "urgency" into the player's decision-making during that combat.
  20. I had only two Allied Spirits in my campaign. Ernie the Ferret and Barney the High Llama. In my eyes, they were not "servants" to their Runelords! They were there to guide, advise, and assist their Lords and to keep them "on the right path." As full-fledged NPCs, they could regenerate POW and had significant "free will." Ernie (a Trickster spirit) liked "shinies" and talked like a New York cabby. Since he didn't have pockets, he would "store his shinies" in Dedrie's (my player's RL character) pack. This led to a few uncomfortable encounters for Dedrie. He really ruffled the party mage (sorcerer) who had a standing threat to "make a pair of gloves out of [Ernie]." Barney (an Orlanthi Rex spirit) was very polite and spoke with a British accent. He was known for trying to talk sense into his somewhat reckless Runelord. I always wanted a Humakti Runelord with an Allied Spirit in his sword. I'd use a Boston "Southy" accent and think it would be funny to see a warrior in a shouting match with his sword. "Here I am in the worst place in the World and I have YOU to depend on. What was The Almighty THINKING!" I kind of like Marc from Zebra Corner on YouTube's attitude. https://youtu.be/S0jTcGBxh6w
  21. This happened to Kato13's Twilight2000 Forum too. Something about new GOOGLE rules and not automatically renewing the security certificate. Kato got it fixed but it was something stupid that GOOGLE just started.
  22. While I understood that it was a "ritual" in RQ2, I also used it to determine if a hide was successfully "skinned" without damaging it (for use in making stuff) and to determine just how much "meat" (for food) and how much fat (for lard and Alchemy) was rendered from a kill. I also used this as a skill check to harvest intact organs (for Alchemy) or body fluids (like the poison from a Manticore stinger). I guess this was just the hunter and farmer in me (I grew up on a farm).
  23. Or you had to "corner them" at a gaming convention... I'm NOT saying that I did that... but I DO "know a guy who knows a guy who did that." 😎
  24. We used the old RQ3 Knockback rules but modified them (of course). Knockback was a product of a "big damage hit." We actually had a "Knockback" Statistic created by averaging STR, SIZ, and DEX (rounding down) that we compared to the attacker's rolled damage. If Knockdown was exceeded, you were knocked prone UNLESS you rolled Knockdown - Excess Damage [over KDN stat] received X 5 or less. IF the damage exceeded TWICE Knockdown , you were automatically rendered prone and had to roll the formula above (with excess damage over 2 X KDN) to avoid being moved back 1 meter and taking an additional 1D4 damage (we reduced this from the RAW 1D6). Parrying or *Dodging would reduce the damage received and often prevented Knockback from occurring. If an attacker tried a deliberate Knockback attack, we compared the combatant's Knockbacks in a resistance test to see who won. The loser ended up prone 1m away. *We used a special version of the Dodge Skill where rolling under your skill would net a damage reduction equal to 1/10 Skill +1.
  25. Now all we need is that 16" X 24" large print edition in leatherette!
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