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SDLeary

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Everything posted by SDLeary

  1. I like some of its ideas, but hate the needless complexity. How did you pare it? SDLeary
  2. And Ringworld if you can find a copy. SDLeary
  3. Eclipse Phase is % based, though it seems much more crunchy than any version of BRP. SDLeary
  4. Don't worry... the latter is just a division of HYDRA! What could go wrong? SDLeary
  5. I have toyed with this idea, though I naturally shy away from tables when possible. Basically, Soul (the combination Power Points and Sanity) has three triggers: Violence, Helplessness, and Unnatural. Each of these triggers is the character's tolerance for that type of horror. If confronted, you roll against the appropriate trigger: if you crit, then you are not phased; succeed, and you are not phased this time, but loose some points; fail, then the character is shaken, they loose their points and are at a penalty for all actions against their foe; fumbles react with a fight, flight, or unconsciousness response, players choice, and they loose max points. Higher triggers mean less subject to that form or horror; this can manifest in the character as a colder or more callous view towards that type of horror, in modern terms becoming more sociopathic. Triggers may be checked on Crits or Fumbles; successful check roll increases score by 1d3. Soul points return at the rate of 1/day, if alone and resting, faster if under the care of a Counselor (monk, psychologist, family member; 1d3/day). Triggers can be increased or decreased if the character has committed themselves, or been committed, to a facility and is under the care of a Psychiatrist or someone else in the game world that cares for troubled minds, or troubled souls. Factoring Magic or Psychic Abilites into the mix, this becomes something of a mental fatigue. The more magic or abilities you use, the more subject you become to "a troubled soul" or a mental break; that is to say that they factor into the maximum you can loose within a given period of time. A fumble when using powers is the same as a fumble of a trigger roll, as above. SDLeary
  6. No, it was for RQ2 stuff. I could create an RQIII PC in about 5 min, so wasn't really interested in that, but the NPC generator was a useful tool, even if the squads created were technically for RQ2. IIIRC, yes, it was written by someone on campus. SDLeary
  7. Its the UNIX program that I mentioned upthread. I played with it in the early 90s. Being unfamiliar with UNIX at the time, it was tons of fun trying to run it in DOS! SDLeary
  8. Huh, interesting. The output that someone gave me way back when was about a ream of 11x17 tractor feed from what appeared to be a 9-pin printer! I suppose they could have used an early version of Ghostscript. SDLeary
  9. That sounds like it was the NPC generator. IIRC, it printed out reams of opposition "squads"; NPCs in an old squad sheet format. Five or so mooks and a "captain". The source or the actual executable? SDLeary
  10. Yes, but considering that the new RQ will be based partially on RQ2, something like this could provide a good core starting point for someone who wanted to roll their own. SDLeary
  11. This is similar to my approach. With a few variables... Mooks can wear armor, but anything that gets through the armor takes them out. They can also dodge or parry. I don't worry about stats, though I do give them a d8 damage (seems to be the average in RQIII anyway). Sergeants may have stats, but often just more/higher skills. It takes a Major Wound or the incapacitation of a Location to take them out. And then NPCs of varying types. And anyway, I just can't use the term Minion anymore. I always visualize these guys... SDLeary
  12. If anyone knows where the Soda Archives went, it was there. Along with other interesting tidbits, such as a similar app that created opponents. IIRC though they were all UNIX programs. SDLeary
  13. Well, this would provide an opportunity. You would have Basic Roleplaying: An Introductory Guide... You could then take the BGB and remove the introductory bits, tweak some of the other things so that they would fit better, perhaps get Steve to expand on Superpowers slightly, and rename it Basic Roleplaying: Advanced Options. Perhaps even pull out the GM advice, expand on it, and produce a third volume, Basic Roleplaying: A Gamemasters Guide. Yeah, wishful thinking and time consuming, I know! SDLeary
  14. This sounds like the fine basis for a new Combat Action... the Surge. Each subsequent action takes place on the following SR. If you miss, initiative on the next melee round automatically goes to your opponent(s). I might also enact some sort of fatigue roll for the flurry of action, especially if the fighting had been going on for a while. SDLeary
  15. It actually seemed to work out well, unless you wanted to be a master of stealth. There many had a negative modifier. "Noticeable" is somewhat subjective; it improved your chance of learning. And as your chances decreased as you skill increased, any additional modifier was of tremendous help. The modifiers were never large enough to be overwhelming, at least not in any of the games I ever played in. SDLeary
  16. And for some time there was a third "monograph" that was essentially the Players Book. This went away when Jason's project on the BGB was revealed. SDLeary
  17. WOO! Dad's Army for the win! SDLeary
  18. No no no, that I have. The issue expressed was one of having to roll an extra die for hit location. In either option an additional die has to be rolled. Either by the attacker (hit location) or the defender (variable die if not using hit locations). Both sides have expressed issues with rolling the extra die. I've never seen hit locations as a problem, because if I want to speed things up, I roll the d20 for locations at the same time I roll the % for the To Hit roll. And I have also never seen the issue of rolling the armor die in BRP versions that require it ( though I do prefer locations and fixed). SDLeary
  19. I have a silly question. Why does having a roll for hit location cause consternation, but a roll for variable armor not? Is it just because it is the attacker rolling rather than the defender? SDLeary
  20. Yes, full suits are different. Anytime that you have a well fitting suit of protection, I would also minimize potential damage, but would probably vary more based on material. SDLeary
  21. It would depend upon the type of armor I would think. If by armor you are referring to varying pieces, or a chain hauberk and helmet with other bits, or just a cuirass, then I think the current method of single die works beautifully. If, on the other hand you are talking about something along the lines of the full Dendara Panoply, or a full Late Medieval Harness, then I would go with multiple dice, as the design has specifically minimized exposed areas, and even a blow that glances or rides a plate is probably going to be stopped more completely. If cover applies a percentage penalty to hit, yes. The other way to accomplish this is no penalty and to apply the barrier as variable armor. This of course would get us back to problems about types of penetration, etc. But for a low rule core system, this could work. SDLeary
  22. I am variable... no thats not my choice! It depends on the game and the amount of detail. If I want to play a DnD-ish type game, variable is great, and easily to pick up, though it does add that additional pesky die roll. If I'm after something a bit grittier, then its locations with fixed AP. I have also been toying around with the idea of locations AND variable AP (think ballistic vests "converting" the damage from penetrating to blunt force). SDLeary
  23. I'm not so sure this is accurate. While a hit that doesn't cause noticeable impairment immediately, it can over time (BRP aggravation). So I would say a non-impairing hit would still be important. If the PC doesn't (or can't) get it treated, it still might get them in the end. Impairment effects will vary depending upon the severity of the hit. This variance will be greater if the round cannot cause enough damage once the hit occurs; both skill and round capability factor into this. As to a Lethal hit, yes. But being an RPG you also have to factor in heroism. Will the character be able to respond in kind before they fade out? Has their equipment protected them enough that they can get off one more shot at their assailant? Will John Reese be able to knee cap the tactical squad and reach his target before he falls unconscious? And even in the real world, the results in this regard would probably be a bit different from CQB vs. distance fighting, where you could have a bit more time to properly aim. SDLeary
  24. Yes. Hence the reintroduction of the d12, and the somewhat reduction in the smaller pistols and rifles (1d4 and 1d6 respectively). Penetration is trickier unless you have an actual penetration stat for weapons of some type. You guys should take a look at the new Delta Green Agents Handbook. It looks like they have actually increased firearms damage over what they had in the old books. SDLeary
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