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badcat

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Everything posted by badcat

  1. Actually, Jason, I was just trying to answer the questions Triff posed without regard to distractions. I don't have a 'one true way' attitude, just a preference...and I am attempting to share a positive viewpoint about something. That's all. Variable points work as well as better than anything else I have seen, and are a viable option. And I am happy that you included both fixed and variable armor in the new book.:thumb:
  2. Yeah, but you always have to be careful about how much 'realism' to add to any rpg, don't you? That aside, there has been the occasional rule in this or that BRP game to simulate the effects of different weapons against various armor types, and differetiate wound types. Like RQ2's impale/slash/critical. Hawkmoon had a rule where the mace negated half the armor roll of chainmail, 'due to it's nature', reducing the roll for chainmail from 1D6 to 1D3. Stuff like that? I imagine some of those types of rules will make appearances in the new book, too. It's just that I have found the simple variable armor system in the early Stormbringer editions to be the fastest, most elegant, most evocative armor rules I have found. A winning combination.
  3. Triff, it is one of those gaming concepts that may sound cumbersome, but actually works fine in play, rather like the wounding system in Savage Worlds. You only roll armor when there is a hit anyway. A quick 1D6-1 for leather...I quickly got to where it was automatic. As for the players, it adds a level of uncertainty and danger to combat that keeps combat from becoming 'ho-hum, another goblin'...because even the sorriest specimen of goblinhood can skewer the big knight in plate armor. It doesn't happen every time armor is rolled, so it isn't as 'deadly' as you might think. It has to be just the right combination of damage level and bad armor roll...but the possibility is always there and makes for much more exciting combat sequences, IMO. As to how the players take it, that depends on the individual. I tend to associate with players with a mature attitude and without unhealthy strong attachments to imaginary characters, so I have never had a problem like that. Oh, one other thing, I always let the PCs make armor rolls, even on criticals, unlike the official Stormbringer rules...it is quite deadly enough without disallowing the armor roll on critcal hits. Overall I'd say it's considerably less lethal and cumbersome in play than many popular games out there, like Warhammer (which I also like).
  4. I like both armor methods in BRP, but to me variable has always been more fun. Ever since I first tried it. That counts for more than anything, to me. Variable armor isn't the 'antithesis' of anything, and it works just fine. Oh, the system's main strength is the same as it's main weakness...that the armor roll can fail completely (combat is more exciting and less predictable but much more deadly). I think it just comes down, as usual, to what you prefer in your games. If you don't like it, no problem at all to include fixed armor by location. No big deal. But give it a try. You might find that it adds excitement to the game, as our group did.
  5. I have used it for a long time. It adds a lot of suspense, excitement, and flavor. Also, I developed an 'armor point' system where I assigned a point value to each individual piece of armor and had the total armor points equate to a roll based on the total of armor points. As, helm 1 point, plate cuirass 3 points, equals 4 Armor Value, which corresponds to 1D8-1 on the table, for instance. Like having your cake and eating it too. The detail can be tailored until it feels just right.
  6. I'll second that. I prefer the previous orientation too. The latest change has been very jarring for some reason.
  7. I found another treasure to keep my mind off of BRP in the meantime.:cool:
  8. Reading through Solomon Kane, I'd say it has that in common, yes. Easy to play and understand, very rich in tactical options. And very deadly to the mooks...
  9. It may be more comparable now. There are many more options in Pirates and Solomon Kane than previously (and I assume the same for the new Explorer edition). Also of interest, the magic system in Solomon Kane is just about a perfect match for a Conan game. Like UY, if someone wanted to go to the trouble of conversion, SK has much to offer a REH/BRP fan.
  10. That sounds a bit like Savage Worlds, as well. You roll damage and it takes a certain amount compared to the targets 'toughness' to wound or kill, usually one or two 'raises'...each +4 over the target number, using 'exploding' dice. The new version of the rules use full dice for weapons so the deadliness (for the ordinary npcs, at least) looks like it is getting up in BRP territory. There are several rules for keeping the hides of PCs intact, however. I recommend the newest Savage Worlds books, Pirates and Solomon Kane, unreservedly to any BRP fan. They are loaded with good stuff and have a very agreeable level of detail vs. playability. There is a definite air about the books that reminds me of the best BRP stuff even though the mechanics are essentially quite different.
  11. For the stats, make the Space 1889 character as normal, roll 2d6 and add to each stat. Multiply the skills+controlling stats x10 for a fair interpretation of the characters' skill levels. Anything else you can eyeball, or take as is from a BRP game, like weapon stats (Cthulhu By Gaslight being the obvious choice, if you can get it). This is from an article in the Transactions of the Royal Martian Geographical Society (Space 1889 fanzine) about conversion of Space 1889 to Call of Cthulhu. The article was available for free download on Heliograph's (company that did the Space 1889 reprints a few years ago) website, the last time I checked.
  12. I wish. I am weary of many American cultural attitudes, the love of complex games (or boring ones, there seems to be no middle ground around here) among them. Somewhere in Europe sounds nice, actually. England, Denmark and Italy all sound very pleasant to me these days. My ancestry is English. Maybe that explains it.
  13. Yes, usually fang and talon...and rend.
  14. Yeah, I just got side tracked big time with a new Savage Worlds setting, Solomon Kane, and it uses fate points, ads/disads and even cards...but damn its a good looking game! I think I can get over my prejudices for this one... ...and it will keep me from thinking and fretting about the new BRP book, meantime.
  15. SOLOMON KANE!!!! It's using Savage Worlds, not BRP but WOW! I just got it, and it is a beeeyutifulll book. Indiana Jones in the 17th Century....and an easy conversion if I want too. Excuse me now I have lots of good reading.
  16. hey, Enpeze, if you are ever in Seattle, look me up. I'm right there with you as far as game gimmicks like fate points go.
  17. One very simple one; have a simple system and only use it when it might actually make a difference. As in when the pcs are in a marathon or other desparate situation. A simple sum based on CON or END, and costs for activities will do. That is all I have found that I need.
  18. No one? I really wish I lived in England or Scandinavia or Austria sometimes...'cause BRP style games seem MUCH more popular and common in those places than here, in WOTC land.
  19. Soltakss, you sound like my kind of GM, your philosophy of gaming reminds me of me but with the somewhat simpler Stormbringer 1 rules...not that I haven't used some of the options from RQ. Or Elric! more likely. The spot rules in that game were more compatible and thus could be retrofitted with less fuss and bother.
  20. I am PRAYING that, myself. And I am BRPizing Fifth Cycle right now, just in case I need a go-to game/setting and to have something to offer that I know I'll enjoy running.
  21. I kind of like anthropomorphic (is that spelling right?:eek:) characters too. Fifth Cycle has a bunch...lets see...dogmen (gnashings), catmen (purrtier), fish guys, crab guys (those were fun), badger guys, bear guys, fly guys, lizard guys...it was ridiculous but fun. They were all created by the bad guys as specialized troops in the bad old days, in the somewhat abortive setting.
  22. With the powers and especially the newish mutation and psionics rules such a thing might definitely be in our future, too.
  23. In Stormbringer 1, weapons broke fairly frequently (whenever a critical was parried, for those not familiar). It was suggested in the GM advice section that you could use weapon hit points and strike ranks and special damage types from RQ if you wanted. Early evidence of the versatility of the system. Me, I have always liked the combat rules in Stormbringer 1 as they were for various reasons, one of which was that it encouraged players to think about what weapon 'combo' they were carrying; and I noticed that they tended to carry the 'lesser' weapons as backup and for missile capability. It did get to where that primary weapon was frequently a bow...but you would often see the classic Greek combo of spear, shield, and shortsword, ( for instance) too.
  24. You are a sick puppy, Simlasa. Which means you are right where you belong, I guess.
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