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windmark8040

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Everything posted by windmark8040

  1. Same here, and I just bought the pdf this evening! Will this issue ever be corrected?
  2. Wow, that's at least the second time that I have been nipped by the 'see RQ' format creature that keeps creeping up in my BRP stuff! Thanks for the reply!
  3. I have a question: In the creatures description, there is a Hit Location column, d20 column, and a Points column. I am guessing that the Points column refers to the amount of Hit Points that each body area has. I am confused with the format given. And, unless someone can point me in the right direction, I didn't see any explaination in the text. For example: 0/14 Points means what?
  4. With all the above being said, what do the BRP entry 1/2 MR mean, in regards to missile attacks? And if a missile weapon has a 1/CR,(which I understand, means the weapon may only be fired once/round) is the weapon fired on the character's DEX rank only? Then the character is assumed to be reloading the clumsy weapon until the next Combat Round, and his next DEX rank? And if thats the case, a Lasso, which has a 1/5 CR, means what? Its useable only once every 5 Combat Rounds?
  5. Can anyone elaborate how often weapons have been broken in a game they were either running or playing in? I only ask because of a MRQ2 mechanic I recently read about variable weapon (and shield) Parry damage.(Parrying a larger weapon causes automatic weapon HP damage.)
  6. I did a quick forum search and didn't really see what I was looking for, but please feel free to point me in the right direction, if necessary. This question came up during a melee combat scenario, but it can applyto all skills: Looking at the BRP Skill Results Table (p. 172), there is a 'Critical' column, a 'Special' column, and a 'Fumble' column. Is it correct to surmise that a character, with a 20 skill, can get a 'Critical' AND a 'Special' result at the same time? (01- 02 Critical result vs. 01-05 Special result overlap) I see no Fumble Overlap (thank goodness!). Hrrmmm... I did some rereading and I guess I answered my own question: So apparently, the Skill Results table just needs to be interpreted a certain way. At least it makes sense now!
  7. Thanks, Thalaba- And no, I believe he is PURSING his lips... =) I did find an option from MRQ2, called Overloading. I will probably attempt to house-rule this into my game, somehow...
  8. In reading the Craft (Applicable) skill explanation, and while tinkering about the house, I was wondering why the Craft skill does not encompass the repair skill. If a character is intelligent enough to craft a set of chain mail, shouldn't he also be able to repair it? (Maybe a skill bonus to the related Repair specialization?) I do know, from real-life experiences, that just because someone can repair an item, does NOT mean that he or she could actually craft it. So remember, this question for thought is in the context of GAMING. Thoughts? House Rulings?
  9. Thanks for the info and the sheet! As I am using ALOT of the great CF stuff, I don't know how I missed it! Info overload, I guess...
  10. I have looked through the BRP tome numerous times, and am having difficulty finding any relation between MOV and ENC. The closest clue to I have discovered has been this: But I could find no other details. The reasoning behind all of this is a question regarding whether armor's encumbrance will affect a character's base MOV. Thanks in advance.
  11. I noticed that there was no mention of the Parry skill. I was wondering how you intended Parry to be used in Classic Fantasy. Thanks.
  12. I just picked this up the other day and I must commend you on a great job! I must admit that I was extremely pleased to see that someone else had done most of my work for me; as in having a great current fantasy BRP product. Thanks for a quality product!
  13. Thanks very much! Glad I wasn't the only one abit confused by this.
  14. Hello, everyone! My RL name is David and I have been an avid rpg gamer since the mid-eighties, having gotten bitten by the bug in my junior year of high school. I have played alot of the games out there and end up tweaking most of them so often that I even made an attempt at creating my own rpg (who hasn't). With the latest version of BRP and MRQ, I have decided to give the system a try again, not having touched anything simular since the old Elric! version. I would say that High Fantasy is my favorite genre, although I have every genre in my rpg collection. My least favorite would be the horror scene.
  15. Greetings All! Having just got my hands on the BRP, and seeing as how there are many knowledgeable souls here...I have the first question of many! I am not quite understanding how Weapon Specialization works in the game. For example: A Warrior has the Melee Weapons/Long Sword skill. Using the less-ruthless method suggested in the game guide, the warrior Does this mean that (according to the example on p.258) ALL other Melee/Sword skills will have a penalty for the warrior to pick up and use? (Depending upon their respective Base Skill chance) And if the above is true, it seems as if 'Specialization' is more of a bane to characters in BRP, than in other rpg's. I understand the reasoning behind it, but I guess it just works differently, than in other games.
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