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Chorpa

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Everything posted by Chorpa

  1. W00t! Really looking forward to this. Aces High was a big success among my players and an addition to the library will be nice.
  2. Never heard about this module until now. Seems like a campaign module just along my tastes. Might pick it up and use it as a basis for a future Sword & Sorcery campaign using BRP or GURPS.
  3. Yes! 1/CR sound ok if it is a muzzle loader so no change on that one. That is exactly along the lines I am thinking. I am still unsure about how to place the Ferguson since it was an early breech loader. I'll gladly help and do anything I can do to help making Aces High better in any capacity I can. It's a good monograph and deserves the attention.
  4. Just wanted to give some input on the revised weapon tables. Noticed that Sharps and Enfield have 1/CR attacks. Isn't both breech loaders? Then I think 1/SR would make more sense. But with 1 in ammo the effect wouldn't be noticeable since you normally just can shoot and reload in a combat round anyway. Unless you have Dex SR of 1, then you would be able to squeeze of another shot but start the next CR with an empty rifle. I don't remember if the Springfield was a breech loader. But if it is I think the same would apply there. I think the Ferguson musket probably would qualify for this being a breech loading musket. 1/SR I think should apply to any of the breech-loading weapons and this includes the Derringers too since I noticed that several of them have 1/CR as SR speed. But as mentioned before the effect would only be a cosmetic one since you would normally still only be able to shoot and reload in a combat round so it really wouldn't make much of a difference. Just me being annoying.
  5. Agree on that. Have always wondered about the Bolt-Actions very slow RoF and thinking it probably was an errata. But I always explain to my players that a CR is a fluid abstract time sort of like how MOV stat is. MOV is an abstract number between 1-5m per MOV with an average of 3m. Another way to resolve this problem is to use the SR system. Even though I dislike extra rule mechanic myself it would enable an average person to at least shoot and reload during a combat round. Good to know. As mentioned before I am no weapon historian and using internet as a source can be a bit unreliable sometimes. Sounds something a long the line of what I was thinking. Filling in the gap between Musket Rifle and Bolt-Action Rifle.
  6. Ahh seems like it! Thank god I have the hardcover version already on the way with the snail mail and should arrive any day now. My softcover is already falling apart from some heavy use so I ordered the hardcover last week. I knew the hardcover had some errata but I never figured that the Extended Range Spot Rule was one of them. Well I guess that is settled then!
  7. Quote from the same page containing Extended Range rule. Last part of the first paragraph. Quote also from the same page containing Extended Range rule. Second paragraph. Seems like your blind spot is still in effect.
  8. Well you can still use the maximum ranges as long as you remember that for each quarter of the maximum range the skill chance is halved. So normal chance for the first quarter, 1/2 chance for the second quarter, 1/4 chance for the third quarter and 1/8 chance for the last quarter. Also the damage beyond half the max range is halved. Well thats the rule in the BRP book atleast. Just thought it would be simpler for the players to have the base ranges. Saves them a lot of calculations.
  9. Looks very good! I assume the ranges are maximum ranges? So I just have to divide them by 4 to bring them in to the BRP mechanics? Other than that I haven't noticed anything I can complain on. I really like the new availability stat! Most of the stats make much more sense now than the old stats. I'll take my time to study the stats more carefully to see if I have missed anything, but as I have said looks good so far.
  10. Well I might have been wrong on the Brown Bess. According to my source the Brown Bess replaced the Ferguson Rifle but doesn't mention it being a breech loader so I might have been making some assumptions that where not correct. But I still need to get some good stats to represent the Sharps rifles. I think I am going with the Rifle Musket stats for now but lower the Attack to 1/2 from 1/4 because of the breech-loading mechanism to take into account for the faster reloading time. This could of course be rushed according to the Unaimed Shots for the Spot Rules for Firearms on p.254.
  11. So if I understand it correctly you are thinking of having a Dual Weapon Fighting style, and just like Martial Arts it's nothing you roll extra for but instead you just gets the extra damage from the other attack. I am not sure I like it that way since it would be way more powerful than a regular Martial Arts attack if you have damage bonus and such, unless you ignore such stuff for the extra attack in that case it's the same as Martial Arts and I don't see any problems since it's just a cosmetic change. Otherwise if you don't mind an extra roll you could say that if you roll under the Technique on you first attack you get to make a second attack with your offhand weapon. That way you would still have the normal weapon skills and the third skill for the technique. The extra skill point cost I think would balance the out the extra attack that occurs sometime and the technique would still negate the offhand penalty. And the extra attack roll would sort of balance out the fact you get damage bonuses on the second attack since you can still miss it.
  12. This is otherwise covered by the spot rules on Two Weapons on p.233 in the BGB!
  13. Well to be more specific it is actually the Sharps rifle I was thinking about. The players came along a shipment of Sharps rifles that they gave to the anti-slavery movement in Kansas Territory in one of their previous adventures (of course they kept a pair for themselves). It's was about the time when they where starting to become available (started to sell in the late 1840s). Just haven't felt any of the stats in the BRP book was fitting. Closest I can think of is the previous mentioned solution with the Bolt-action rifle but with an ammo capacity of 1 or maybe the Musket Rifle but with an improved rate of fire.
  14. I agree completely. The way I saw it was that a breech-loader and a bolt-action rifle really shouldn't have much difference in Attack rating except that with a bolt action you just feed a new cartridge from the rifles storage system while with a breech loader you would have to insert a new one directly into the mechanism. So the thought was to include the extra loading time in the attack rating which already was 1/2 for a bolt-action (errata maybe since it does sound a bit slow for a bolt action). But I guess it was a rushed decision since as you mentioned a shotgun has a attack of 1. So I guess a bolt-action with attack 1 and ammo of 1 would be not to far off for a common breech-loader. I am no weapon expert or historian. But as far as I know several known rifles made an appearance in the 1850s in the states too, how common they where I don't know though. I do know that breech-loading mechanisms was used way before that and even as far back as 16th century for firearms and even back to the 14th century for cannons/swivel guns. There are several muskets using breech-loading mechanisms. Ferguson Rifle and Brown Bess for example! But I guess you are more thinking of the cartridge breech-loaders.
  15. I am playing a pre-Civil War weird west campaign at the moment. I was thinking on how to represent a Breech-loading rifle in the game since they where quite common during that time. I was thinking about just using the stats for Bolt-action and maybe Sporting Rifles (for the ones with smaller calibres) but reducing the Attk (Bolt-action to 1/3 and Sporting Rifle to 1/2) and the Ammo to 1. The reduced Attk should take into account the extra round of reloading since they don't have a magazine of some sort like more modern rifles have. Opinions and suggestions please!
  16. Was just about to say the same. EDU 10 gives knowledge roll of 50% and 200 skill points. Without EDU you would get 250 points but have to spend 50 points on Academic Lore to get the same type of Knowledge Roll as you would get automatic from EDU. So in the end it evens itself out.
  17. I don't really see the problem. EDU is an optional stat and if you don't think it works as it should. Don't use EDU at all!
  18. Of course I used the Black Book scenario. Haven't had the time to purchase Blood and Badges yet but I was planning to get the pdf at the end of this month when the pay check arrives. Considering the number of wild west scenarios in there is a high probability that most of them will be incorporated into the campaign. The campaign takes place before the Civil War, and I had first planned to run the campaign through the the war and continue afterwards. Now I have decided that the current campaign will end when the war begins and we will start a new group of characters around 1875 but a lot of the actions that players do now will affect the new bunch of characters and I can still continue to develop some of the loose ends and maybe use some of the current characters as NPCs. Still have haven't planned the details yet.
  19. Well I am thinking about letting them meet one of the old characters (an Indian nicknamed "Meltface" because of his horrible burnmarks) they lost in an earlier adventure. They lost him to the demon Eno from The Black Book (from the BRP Adventures monograph). They failed to defeat the demon in time and escaped the area but leaving their friend who was badly injured in a firefight at the mercy of the demon. Been planning to let them tie up that loose end and an encounter with "Meltface" might just remind them of the threat that lurks out there looking for them.
  20. Ofcourse I like lull them into safety and when they let their guards down I spring something unexpected on them.
  21. Autumn is here and time to kick of the Aces High campaign again on the 21st of August! I'll keep you guys updated! The first adventure this time is named "Murder in Rasberry Vale" (translated from Swedish) and a non-supernatural one since we ended the the campaign in the spring with a big battle against a family of Big Bat Heads so I figured they needed a breather after that. It's basicly one of those murder mysteries the players have to solve.
  22. I have never tried them. Grown up with using Hit Locations and Fixed AP so that is what we are using. But if I decide to ditch the Hit Location system I would probably use Random AP since I think it adds and interesting twist to combat.
  23. I am running the adventure at the moment actually. It's a simple short adventure that takes place at a wayside inn named White Wyvern. It's perfect to insert in any ongoing fantasy campaigns. Considering the low price I sure think it's worth it. There is loads of roleplaying opportunities that ends with everyone defending the inn from an attack. I will not reveal to much but so far I have liked it a lot. I think the adventure will take about 2 sessions for us with the second session still to go. So to sum it up. It's probably not the best adventure around but it's cheap and easy to incorporate into any fantasy campaign and has some interesting mysteries for the players to solve (a ghost musician for one) and roleplaying opportunities. Hope that helps? BTW If you like running it with miniatures I recommend getting it together with the Black & White map White Wyvern Inn or the Game Pack that contains both the adventure and the maps, then you can print tiles ready to use for miniatures. But it's not needed if you don't want to use miniatures.
  24. It finally happened! Ran my first Classic Fantasy adventure yesterday and I was surprised how nicely everything sort of fell together. I have to admit I was a bit sceptical at first feeling that it was a bit to old school but had planned to use parts of the module for my own campaign. But we decided to try the whole thing as written. This will for sure be the basis for any future fantasy campaign I run. The players liked it a lot too getting that D&D feel but with the grittier but still simple combat system of the BRP system. We are planning the next adventure tomorrow already and we normally only play 1 session per week. :-) Can hardly wait for Classic Fantasy II now.
  25. Well after the last winter/spring campaign where that otherwise have been very popular despite a couple of character deaths along the way I found that the original Aces High Character sheet left something to be wanted. Mostly it was formatting issues making it hard to fit the necessary information where it needed to go. So I took one of my already designed Character Sheets I have made myself and made the necessary modifications to make it a Aces High Character Sheet. Either way the original sheet is still very usable just wanted to tell everyone that I have uploaded the alternate sheet into the downloads section for those that are interested. You can find it here: Alternate Aces High Character Sheet
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