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SDLeary

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Everything posted by SDLeary

  1. I had thought about that, but discarded it. I think that whatever happens it should be linked very closely to the passion and situation, the table is a bit too random. SDLeary
  2. How about.... You may simply take your Passion as a bump to your skill (say Passion /5 or /10). You may choose to roll, results yielding: Critical: add half your passion to your skill. You are Inspired, onto uh... glory!Success: add (Passion /5 or Passion /10) to your skill. Passion drives you on.Failure: subtract (Passion /5 or Passion /10) from your skill. Anxiety/apprehension/worry over the situation is clouding your judgement.Fumble: A psychological break has occurred. You continue to fight (if pertinent) without defending, attack your opponent when the issue was not physical to begin with; flee (opposite direction from opponent, etc.), run around, rave, etc.; or you faint, curl into a fetal position and suck your thumb, etc. Or any other effects that you and the GM come into agreement on that fit the situation.SDLeary
  3. AFAIK that is still happening. When that project first leaked though, it was presented as Malleus Monstrorum II. Unless there were two monster tomes being written concurrently! Either way, to me Malleus Monstrorum sounds better; All the Worlds Monsters sounding more like a supplement for that other game! SDLeary
  4. That would be one of the advantages to the Core/Companion models. You have the smaller Core, with a solid BRP base to it. I see this as a smaller book somewhere around 64 pages (The original "core book" in the Worlds of Wonder box set was 12 pages), large enough to provide a good base, but small enough to be inexpensive by todays standards and include one or two small adventures (highlighting different genres). The Companion would be longer, and would have additional Magic/Power options, Passions, Personality Traits, expanded equipment and weapons tables, Player and GM advice, and perhaps one or two more adventures and a list of seed threads. Then we could also have Genre books in the same physical format; Superworld, Futureworld, Fantasy World or some such. These would of course add all the special rules for those genres, but would still require the Core book. In fact I might even suggest taking a page from Evil Hat, and producing these books in Digest format; this of course would force them to be longer, but would also allow them to translate into the various e-pub formats a bit better. It would probably also reduce the printing costs. (Personally I prefer full layout, multi-column books, but can see the appeal of this format and the possible cost reductions associated with it.) Produced in Digest, either in paperback or hardback, they could be soled individually, or perhaps in special editions in a sleeve. Core, Super World, Future World, Fantasy World... sounds like a familiar product. The Companion then adds fiddly bits that not all might want... Perhaps Malleus Monstrorum gets produced in this format as well and becomes BRPs monster resource. SDLeary
  5. Actually, I might go the other way... a smaller book. Something that provided a sold general foundation, one type of magic/power, some basic tech, etc. I would then put all the fiddly bits, such as hit locations, passions, personality traits, other magic system, a build power system (superpowers?), etc. This would be the BRP Companion. The biggest trick here would be to determine what went where. But it would rekindle the tradition of a base game, then a companion volume (or volumes). It appears that Magic World is using this model, and I think it should be brought back out to the rest of the line. SDLeary
  6. I have thought about something like this too, but only for those that dual-wield, and only if they give up defense. Also, each hand is its own skill, so if the off-hand is lower, the penalty is to that value. SDLeary
  7. Future World is much more basic. It was one of the three genre books boxed in the Worlds of Wonder set, and is a series of add on rules to basic BRP (all of 8-10 pages IIRC) for space opera -ish SciFi. The other two books were Magic World and Superworld. As a result Future World is simpler, though Ringworld had some interesting bits to it. The Impluse action system, and Root/Branch skills. Both of these were considered somewhat cumbersome by the rank-and-file. In addition, Ringworld was the only BRP game to use Mass instead of Size. SDLeary
  8. Useable vehicle rules, yes. Perhaps something based on the Stormbringer/Magic World ship rules ported back over? SDLeary
  9. Focus Skills from Charles' Gods of Law? Alternate rules for Hit Locations and Major Wounds. Along the lines of location values as wound thresholds, as discussed in this forum. Yes, Stunts from Blood Tide. Perhaps fleshing out the Personality Trait and Passions systems. Oh, and all the cool stuff should be in an Appendix. SDLeary
  10. If you'd like, I could come up with something. We could get others to contribute too. We could turn this into a weekly thing for Nick!
  11. I actually think that a persons health would have a bearing on their Willpower, so I would go with Con+Pow. Unlike a skill though, I would limit advancement to experience, or so special cases like finding the Great Yogi of the Mountain, and he takes you on as a student. This would help differentiate it from Pow used in Luck rolls, etc. SDLeary
  12. Certainly that information is adaptable. The core system is for all intents and purposes the same, though some details differ. The RuneQuest stuff would work, you'd just ignore the info on hit locations, and the skill category modifiers would need to be recalculated (or not, your preference really). The articles on Stormbringer would be the most compatible from a system standpoint, as this version of BRP served as the core when developing Magic World. SDLeary
  13. Happy Birthday Triff! Guess I shouldn't release the slarge the way I planned! SDLeary
  14. Damn! You figured out the spell!
  15. Perhaps "Investigator Weapons X: Olde Tyme Weapons"... or some such. A single volume that handles CI/CDA era up thru 18thC? SDLeary
  16. AFAICT, you aren't supposed to roll twice, just have an extra 10s die on hand to use as the bonus/penalty die. Roll three dice, utilizing the bonus/penalty aspect as required, SDLeary
  17. Not so much beat it into their flesh, at least with most battles, but more cause repetitive concussive effects to down them. Then you could get into position and slip a blade thru the gaps or weak spots in the harness, or threaten to do so to compel them to surrender. SDLeary
  18. How difficult it is depends upon access to equipment. Making the Sections is relatively easy if you can properly drill the pages. The biggest issue for home binders tends to be trimming of the pages so that you have a nice looking book with flush leafs (this generally requiring a hefty paper cutter). SDLeary
  19. Have you looked at the Personality Traits on pp.294-295? Not really a social mechanic, but something that can help by allowing the players to better flesh out the overall personality of their adventurer, or the GM of their NPCs. This can help as a handy marker for how the characters react in certain situations. Or, in situations of personal conflict, opposing values may be played off against one another. These are essentially the foundation for Traits in the Pendragon game. SDLeary
  20. An advantage to going with opposed rolls over what is there now is that you could combine attack and defense into a single roll. Each engagement is a flurry of attack and defense by both combatants. High roll under skill wins and is able to roll damage (landed a solid blow during the exchange); under skill but second does not get to damage, but they did get their parry in and may subtract its AP, HP, whatever to reduce the damage. Each combatant gets to initiate an exchange on their DEX. As this introduces the potential for damage to either combatant with each exchange, it has the potential to speed up combat noticeably. You are essentially playing a different game at this point though, at least from the combat standpoint. SDLeary
  21. It would be entirely situational. Remember that combat isn't just "I swing you parry". The Melee round includes all the jockeying for position and ranging strikes that you normally see in HtH combat. On a simple failure, I would end things and move on. On a Fumble I might be convinced to allow a "Riposte". And I would probably be more inclined to do this in a dual as opposed to general combat. SDLeary
  22. There was a supplement in the works (3rd party) for Eastern Europe and Asia under the Mongols, but I'm not sure of the status of that project. SDLeary
  23. This is understood. It was in response to someone who had already stated about adjusting the base damage. I was simply interjecting that it doesn't resolve the Damage Bonus issue brought up earlier in the thread. SDLeary
  24. Yes, but then Str and Siz still don't matter as a creature without a DB is still a creature without a DB. This is the way BRP has always been, so I don't mind the fact. It is still one of those things that I try to work out in my mind once in a while. Pendragon solved this problem for example, but as a consequence reduced the differences between melee weapons, which is probably more "correct". SDLeary SDLeary
  25. This is something that has always troubled me. Though short of totally revising Damage Bonus and perhaps even the entire damage system, I don't see any way around it other than simply adjusting base bite damage for creatures. SDLeary
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