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SDLeary

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Everything posted by SDLeary

  1. RQ 3 does allow carry over for for spells, specifically Sorcery, but NOT for missile functions. The reload for crossbows is simply a mechanic. 1/3 for example does not mean it takes three Strike Ranks to reload, but three rounds. An Archer for example, cannot continue to shoot an arrow every third, fourth, or fifth Strike Rank, but can shoot once, twice, or three times per round based on their DEX. I THINK they were trying to move this way with the Phase based system in Ringworld, but it seriously became a bookkeeping nightmare. I see no reason why you couldn't test it out to see how it works though. Might prove very workable, depending on the group. SDLeary
  2. My brainstorming tuppence... Strategy is a Knowledge skill that is used to develop plans of attack for large forces using maps, dioramas, and communications from force commanders in the field. It is what the force general uses back at HQ. I would not change function from much from what is listed in the book, but I would make it an opposed roll. A "success" on both sides not conferring any advantage; that is both sides "Strategy" is sound and it comes down to the results of the units on the field. Tactics is a Knowledge skill that is used to develop a plan of attack using maps, scouting reports, and direct personal observations of surroundings and the battlefield. A success gives the units or personnel under the Tacticians command a 10% bonus to their combat skills. If the Tactician is the direct commander of the PC's (or is one of the PCs), then a further bonus, calculated as a Complementary Skill (1/5) is awarded, because the commander is right there to correct them, or they have sufficient knowledge of the commander to better comprehend their instructions. A Special adds 25%, Critical makes rolls Easy; Failure no bonus, Fumble -25%. Command is a communications skill that is used by a unit commander to assess the Strategy or Tactics and to order them into a format that their subordinates will understand. Essentially, a translation skill and thus complements the Strategy and Tactics skills but is NOT required to . Success gives no bonus in and of itself, but does pass along any bonuses gained from the Strategic or Tactical levels, if any. A Special gives a +20% bonus to the unit, either because of your more intimate knowledge of the immediate area or due to dumb luck, a Critical makes the units combat skills easy; a Failure does not impose any penalty, but also denies the unit the Strategic or Tactical bonuses passed from above; a fumble imposing a 20% penalty while also denying bonuses from above. None of these skills is used to inspire, that is still the realm of Oratory. Thus, as I've defined them at least, Strategy is for the War commander, Tactics for the Battle commander, and Command for the Unit commander. Of course, how you define things is going to depend as much on your setting and style of play as anything else. Perhaps, for example, you want to role-play the Command function. SDLeary
  3. This is listed in the Catalog under the BRP section, just not listed as a New item. They seem to be considering it a new printing of the old material despite the BRP -ification of the old RQ3 material. SDLeary
  4. We have talked about Middle Earth and BRP many times. Song of Arda has sometimes come up, but when trying to find info on it, people have come up dry. I found something on The Wayback Machine, but its old. It looks a lot like a d20 adapted version of BRP (as opposed to Pendragon) with Passions and an extended Traits system. Alas, there is no single doc, all HTML. The January 30, 2003 archive looks the best; after that it seems to become a link farm. SDLeary
  5. I agree! Loz! Replace the default Kyger Litor write up with .... Hueymakt or Ty Kora Quak! SDLeary
  6. From what I've read, it sounds like Loz and Pete are saying that it will be generic, but that because of ties to Moon Design Glorantha will be an option. Now, I'm not sure if this means that Moon Design will be releasing dual stat stuff, specific titles, or just a conversion system. SDLeary
  7. I would suggest the bonus route. Successful MA grapple gives a bonus to the grappler to resist their target trying to break free. SDLeary
  8. This. I think that Brawl for the skill name is somewhat unfortunate. When I hear Brawl, Brawling, or Brawler, I get visions of a bar fight, people coming to blows at a metro station, etc. One or more MAY be trained, but most are not. Advancement coming from straight experience, i.e. the number of fights you find yourself in. SDLeary
  9. Oh, the brawler could, as they become more experienced, find out that striking certain locations have better results than others; the Martial Artist is generally taught this almost from the beginning. This is why I suggested that someone brawling only do real damage on a critical, while a successful Martial Arts strike could do damage directly. As far as technique is concerned, the brawler forms their own based on their experience; each probably different in their application. The Martial Artist is taught that of their school. Teaching (or at least guidance) is generally faster and the results cleaner; Martial Artists from the same school having the same or very similar technique, learned sooner. What I'm trying to say is that the Martial Artist will probably come by the critical information on advantageous locations to strike sooner. This doesn't mean they will apply that information properly. This is represented by Martial Arts being a dual skill, having to succeed in both a brawling AND the Marital Arts skill in the single roll.
  10. True, in the basic sense. However, most of the Martial Arts do focus on informational items other than the skill itself. Knowing where to hit is as important as the hit itself. Hitting someone in the temple or the throat is generally going to be more effective in taking them out of the fight than a simple punch. I will admit thats probably an oversimplification, but you get the gist. SDLeary
  11. I would like to go out on a radical limb here. Knowing Maritial Arts allows you to actually inflict damage in bare hand combat, including grapple. Someone who DOES NOT know Martial Arts only inflicts real damage on a critical. Otherwise an opposed roll (rolled "damage" vs. ...) is made against the HP in the location (if using Hit Locations) or against Major Wound (if no locations are used) and a Stun result occurs. I would also consider 1/2 Major Wound, as this value is normally notably higher than location HP. SDLeary
  12. Character generation was somewhat clunky, but then so was Champions (at least to me). Powers were unbalanced, though I think your issue with armor is somewhat odd as that can be the reason they can survive being thrown thru a wall. There were other damage soak options as well. Hit locations?! I think they were an option, certainly not the core. They CAN work in a supers game, but then you need to be ultra detailed with how power projections work, etc. A street level game (Batman, Green Arrow, early X-Men) they will work. This is probably the best option as it would seem to work for the widest power ranges. Honestly, the more I play, the more I think this should be the norm, and not just with fisticuffs and brawling, but perhaps with some weapons, save on a critical. And not just in a supers campaign. While a person CAN be killed by a few of punches to the head, the vast majority never suffer more than bruises or a broken nose. SDLeary
  13. I think that I heard somewhere that it was in the queue to be sent off to the printer, but am unsure where it is in that process. SDLeary
  14. BRP is very lethal for superhero play unless you institute some sort of survival mechanism... Perhaps 0 HP being unconscious rather than dead, with perhaps a 24 hr recovery period back to full HP. Powers in BRP look ok... Superworld had holes that you could easily climb thru to create thousand point characters for 100 points. [cliff-notes] HeroQuest is more abstract. You have frameworks called Keywords that give you certain abilities, these being defined by you either by describing your character before hand. Example: CEO of a world renowned military contractor and avid gadgeteer. That sentence could give you any number of abilities, such as Military or Political contacts, wealth, the ability to build what you need... etc. HQ also handles ever increasing skills better with the concept of Masteries. The game is d20 based, but once your skill goes to 21, you have gained a Mastery. Your "Skill" resets to 1, but the mastery gives you the ability to bump the results: Fumble to Failure, Failure to Success, Success to Critical, etc. If your skill increases another 20, you Gain a second Mastery, and can bump the result two steps. Opposing masteries cancel out. [/cliff-notes] SDLeary
  15. Honestly, I've never found a Supers system that handled more than mid level well. All handle Batman, Captain America, Green Hornet, Green Arrow, etc well. I was no more fond of how GURPS or Champions scaled than Superworld. That being said, you CAN run higher level with BRP. It does take some creativity and rules lawyering on the part of both players and GMs though. Pick up the Superworld and Superworld Companion PDFs and take a look. But, as Simon stated above, Heroquest would be a much much much better fit for any Supers game above street level. And, FWIW, I'd through SotC out there! SDLeary
  16. Why didn't you point-buy the stats in BRP? SDLeary
  17. In RQIII, Halflings, Dwarves, and Ducks all move at 2, so I would make them equal... but ballistae are more fun! SDLeary
  18. Damn.... looks like more spam. Almost same post as in other fora In any event... Ducks move 3, or if shot 10! Excellent ammo for a Ballista! SDLeary
  19. A very nice sheet! Thanks to Andrew and you for posting! SDLeary
  20. In BRP its 10, in CoC its 8, and in Basic Creatures its 3! Both BRP and CoC can be considered "correct". Basic Creatures can be considered correct if you are using the BRP core rules with the Strike Ranks option. This is a left-over from RQ3; Basic Creatures is simply a reprint of the creatures book that came with the Deluxe version of that game. SDLeary
  21. Looks like your right. There is a PDF here, but I have no clue if this is authorized. Found with a Google search; first item on the list. SDLeary
  22. There is a d20 version in PDF, and supposedly coming out in print sometime. SDLeary
  23. Hey all, Endgame has just started taking GM submissions for their last Mini-Con of 2011. See the link below! SDLeary Endgame October Mini-Con
  24. Honestly, I'd have to double check. I'll let you know! SDLeary
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