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windmark8040

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Posts posted by windmark8040

  1. I just purchased a pdf copy of R&R from rpgnow.com and it has a few issues. I haven't finished reading through it yet, but some things are missing.

    First there doesn't appear to be a Table of Contents. There is a page at the beginning with the header CONTENTS at the top, but the rest of the page is completely blank.

    Next page 34 under POWERS seems to be missing a column on Cybernetics. The left column is there, but the right column is missing. The left column ends with "When inactive," and then nothing. The next page (35) starts a new section on Biological Modifications.

    Same here, and I just bought the pdf this evening! Will this issue ever be corrected?

  2. 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?

  3. 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.)

  4. 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.:7

    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:

    Special Success

    An exceptional roll. A D100 result equal to 1/5 of your character’s skill rating. Often, a special attack means that the weapon does normal damage in addition to a special result based on the

    weapon’s type (for example, a bludgeoning weapon, like a club, has a knockback/down effect). A special parry can do damage to an attacking weapon.

    For example, if your character has a skill of Firearm 60%, he or she will achieve a special success on a roll of 04–12. This does normal damage (1D8, for example), but in the case of a

    firearm, will do impaling damage.

    So apparently, the Skill Results table just needs to be interpreted a certain way. At least it makes sense now!

  5. Cool Avatar! (but... is it blowing me a kiss?)

    Thanks, Thalaba- And no, I believe he is PURSING his lips... =)

    purse

    v to close (the lips) tightly- He pursed his lips in anger.

    I did find an option from MRQ2, called Overloading.

    Overloading

    An Adventurer carrying total ENC greater than his STR+SIZ is Overloaded.

    • Overloaded characters suffer a –20% penalty to all tests that require physical actions, including Weapon Skill Tests and most tests that have DEX or STR as a Characteristic (some exceptions being Sleight and Mechanisms).

    • Overloaded characters have their Movement halved. They also suffer a –20% penalty to all Fatigue tests.

    I will probably attempt to house-rule this into my game, somehow...:-/

  6. 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?

  7. 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:

    The gamemaster can also lower your characters’ MOV attribute temporarily based on circumstances, such as being overburdened, fatigued, cautious movement, etc.

    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.

  8. 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.

  9. 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

    'may be able to use related weapons of the same class at a slightly modified skill, based on the different base skill chances for each weapon.'

    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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