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Posts posted by Chorpa
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Yeah I decided to make an enemy interesting in our campaigns next adventure and this weapon fitted the bill.
I was thinking about treating it as an area of effect weapon too but somehow felt that the burst rules felt more appropriate and would differentiate it from the shotguns. Either way you go it's easy enough to make the changes that suit our campaign and tastes.
Will be interesting to see the new treatment on shotguns. One thing that came up in our last adventure was actually how big an area a shotgun blast covers! Couldn't find anything about it, but my own experience it shouldn't be much more than the area of the target. Another person in close combat with him would be in big problems though.
Can hardly wait for New Mexico. Really looking forward to it!
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This is just some suggestions on expanding the rules of the Nock Gun in the Revised Firearms List we use as a standard in our campaign at the moment. Noticed that there where no particular rules on handling this interesting 7-barrel rifle.
As I understand from reading up on the construction of the gun you always fire all loaded barrels when you discharge the weapon. This is easily handled by considering it as a burst fire according to the rules on page 214 in the BGB.
On the other hand the rate of fire of 1/CR should be applied to a single barrel. Reloading all 7 barrels would result in a RoF of 1/7CR. Which I think it reasonable. It's a powerful single shot weapon but reloading all 7 muzzle loading barrels must me a pain.
From what I understand you should still be able to fire the weapon even if you haven't loaded all of the barrels. For example if you have loaded only 4 barrels you should be able to discharge the weapon as a 4-round burst.
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Was just gonna ask the same. Either way being able to quickly whip up some encounter tables or finished Characters/NPCs are always useful and welcome.
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I hate to break it to you. But inverted d100 is already out there. First you have Rolemaster but many are scared of by that system (I like it though). Luckily there is a much easier system available called HARP (High Adventure Role Playing) that is not to far from the BRP simplicity. The fantasy rules are currently under revision and will be out again soon, but the Sci-Fi rules have just been released in both print on demand and pdf format and are available.
They are actually second to only the BRP System as my favourite RPG systems and highly recommended.
I noticed that you already was familiar with Rolemaster. But still I think you should give HARP a look if you are after an inverted d100 system.
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Episode III of Star Wars: Dawn of Defiance is finally up.
Also did some heavy changes and additions in the BRP Primer and because of that I also went back and updated the previous adventures. The changes are not big mostly some changes on the force using NPCs.
The latest primer also contain some suggestions on how to run starship combat with miniatures.
Star Wars Dawn of Defiance BRP Primer
The Traitor's Gambit - Episode I of Star Wars: Dawn of Defiance
A Wretched Hive - Episode II of Star Wars: Dawn of Defiance
The Queen of Air and Darkness - Episode III of Star Wars: Dawn of Defiance
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Haven't noticed that before. Another interesting fact is that the Blackjack have a higher HP than a flail.
Flail is a chain while blackjack is a leather sack. I agree it makes me suspect that the blackjack entry is completely wrong, but there is plenty of these errors spread around the book. Another commonly known one is the lack of the Lever-Action Rifle Stats in the tables.
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Ok then! I'll see if I have time to spare to clean up and translate my text on the inn. It's in swedish at the moment. It should fit quite nicely in the world from the information I could find from the link provided.
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Is this world gonna use any particular rules set?
I do happen to have a location I have written up. It is an Inn that also serves as an base for a small mercernary/adventurer group have most of the characters finished but haven't made any maps of the inn. The characters are statted out with BRP.
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I see that the pdf is available. Is there any word on the hard copy release?
Last I heard the hard copy comes sometime this month. So not long now.
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As mentioned elsewhere, I am currently moving my old Asornok setting to
a version of Middle Earth, and now I am wondering which of the d100 sy-
stems would fit this setting best.
The characters will be members of a tribal society of arctic hunters, their
available professions will be hunter (sea / seals and land / reindeer and
other game), craftsmen and (female) shaman [see my ideas for the set-
ting's spirit magic in the BRP forum thread], the focus of the game will be
on dealing with the arctic environment, hunting and social interaction (in-
cluding negotiations and trade with foreigners) - there will be only very
few combat. It should be possible to use some kind of "winter phase" to
give the characters an opportunity to found families, raise children, craft
things for use or trade, and all that.
My first idea was to use the Middle Ages version of Call of Cthulhu, main-
ly because it is more rules light than BRP and can easily be modified, for
example by adding some of the BRP options which fit the setting. How-
ever, there are now so many d100 systems that it may well be that an-
other one I do not know would fit the setting even better.
If you have an idea for this, please let me know - thank you.
Sounds like something that will take place in Forodwaith among the Lossoth?
I don't think you can go wrong with CoC:DA, but if you are gonna bolt much stuff from the BRP book I think you are better of using that completely. If you ignore most of the optional rules it is almost as rules light if not even less rules than CoC:DA. It's hard to make a judgement call since I don't know how much you are gonna tweak the rules. But generally only a little tweaking I think CoC will suffice, but if you plan to make customize the rules completely to your setting I think BRP is the better. You could of course use OpenQuest or MRQ2/Legend but I think they are not such a good fit since those rules are more focused on action oriented games. By the sound of it action is not the goal of your campaign.
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Thanks I had a feeling it would be something like that but now I know for sure. It was just a minor thing. But I am one of those peeps who just can't let even small things like that slide by. Something you can see on the constant upgrades on my own Character Sheets. Always find minor things I have missed that have to be fixed.Lasso appears three times as having a 10% base and only once, on the weapons table as 5%... Must have been some kind of brain stutter there. Like you say more common skills have a higher base %, that should have been true of Lasso. Many Thanks for spotting that. I'll add that to the list of revisions
Well it was by no means intended to replace your character sheet. Just wanted to customize a sheet for my group and since I already had a generic one created on my hard drive it was an easy thing to modify it for our needs. The last thing where I added all the skill groupings was an experiment. Didn't think it would work and had to decrease the size of the text to the point I thought it would become to small to be able to fit handwriting in there. But after printing a sample sheet out and scrabbled down a character on it I realized it actually worked quite nicely. You are free to steal all you want for future use, I work on it in Word and still have that on my hard drive if anyone wants that one for further modifications just PM me and I'll send it.I like the changes you've done to the character sheet, especially the categorising of the skills. Putting all of the skills on the character sheet was something I deliberately avoided, but having seen what you've done with it I may be revising my opinion...I do what I can to support and keep Aces High alive!
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Noticed a small error in the Aces High book when I was fiddling around with my current groups Aces High Characters. Lasso have two different Base Chances listed. It's listed as 10% in the skill description but only as 5% in the Weapon List. Checking the Basic RolePlaying Core book it's listed as 5% so my first reaction is that this is the correct one.
But then again many other skills have higher base chances than normal since they are so common at the time (Drive (Wagon) and Ride (Horse) for example). So wanted to point out this error for the future give a chance to correct it and of course to figure the correct base chance myself.
So which is the correct Base Chance?
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With HP calculated as (CON+SIZ)/2, an average NPC will have 10 - 13 HP. A critical hit can easily do more than that, and with the right roll on the Major Wound table (i.e. any MW that affects the head), it is easy enough to state that a decapitation has occurred.
Yes but you can't aim for it.
All I it comes down too is a matter of taste. I would never trade away the Hit Locations since it gives the gritty combat I love. If I wanna give the players a fighting chance for some heroics I'll just let them use the Total Hit Point rule combined with Hit Locations. I have run single shot adventures without Hit Locations and it works perfectly, but I just prefer Hit Locations myself since there is something so poetic about chopped of limbs flying around in fountains of blood.
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Just wanted to make people aware that my Alternate Aces High Character Sheet has gone through a lot of changes lately. Feedback are very welcome.
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I agree on every point even though I feel that the BRP book is more than enough to tailor for your taste. I would just say that go with the system that suites your group the best. The only thing I disagree on is using Major Wounds instead of Hit Locations. It's not Conan (or S&S for that matter) if you can't behead people.
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Now that you mention it. There is. Been ages since I studied the map over Hyboria so I forgot about that region between Asgard and Turan.
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I am getting a bit confused with all the talk about Hyperboria.
As far as I know Hyperboria is a Greek Myth and Hyboria is R.E Howards world. Even though Hyboria is probably a transliteration of Hyperboria made by Howard.
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Encountered a serious case of Real Life Interruptus but Version 2 of the Star Wars BRP Primer is finally up now. Biggest change is that it now include a Generic Item List with descriptions on each item to complement the Weapon and Armors suitable for a Star Wars Game.
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thanks for the positive reactions, makes it all worth the work.
Well I am gonna get started on Episode III at once so hopefully it will not take as long until the next Episode is up.
There is an updated version of the Star Wars BRP Primer coming up later today too.
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I know its long overdue. But Star Wars: Dawn of Defiance Episode II is finally up.
You are more than welcome to give feedback or point out errors in the file. Since it's hard to catch all the mistakes alone.
Already corrected some errors and uploaded the new file. The updated file should have 1.1 at the end of the filename.
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Well that is probably what I am gonna do. Loved the Legend books but not everything in them. So I am thinking about sticking to my BRP book but pick the parts I like from the Legend book for my upcoming fantasy game. Since the games are so similar it's so easy to pick stuff and plug em into BRP. But nothing has been decided yet.
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Continouing this post on armour errata.
I came across this when writing an adventure. Riot Gear has a split AP of 12/6. But there is knowhere to find when or against what it does apply.
I assume it is the same as with the other armors with split AP and I assume they just forgot to include the footnote on Riot Gear in the list.
1. First value is vs. melee or low-velocity missile weapons; second value is vs. firearms. -
I second the opinion on the adventures too.
Adventures might not be as economical and pay off as well as rulebooks and settings but it is what keeps a game alive and should not be overlooked since I belive it will pay of in the long run.
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ACES HIGH - A Weird Wild-West Supplement for the BRP System
in Basic Roleplaying
Posted
I know a about this! Luckily my NPC is not gonna be in a Crow's Nest and risk setting fire to the rigging/sails and he will also be a big guy to so he can handle the infamous recoil from firing all barrels at once. He will be part of a team that attacks a town to gather subjects for their demon master. And the adventurers will just happen to be imprisoned in that town. As you said it is a perfect weapon against crowds and that was the idea and regardless if I rule it as an area of effect or burst weapon it will be an intimidating single shot weapon. Not sure about the caliber though, the wikipedia page on the weapon lists it as .52 inches which ofcourse it less than the .64 listed in the so I agree that the damage might be a bit high. According to the calibre damage used for the rest of the revised weapon list the damage should be 2D6+1 same as the other .52 weapons. Thanks for pointing that out, completly missed that! I am sure MrJealousy appreciates you spotting the error too for future reference.
I still think the autofire rules are still better for the Nock Gun since they can also handle large groups too according to the rules. But it's just my opinion and I do think Area of Effect rules does give a similar effect but wanna reserve that for explosions and similar effects but would understand if people would prefer it above the other.