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Posts posted by Chorpa
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Well have found that most of the creatures in Basic Creatures are already included in the BRP book.
If you think it's worth buying it for just a few additional monsters go ahead. They do require some tweaking, mostly to recalculate and get MOV scores and rename some skills with the help of the Conversion section in Appendices in the BRP book. But other than that you can mostly use them as is.
But I would recommend just downloading Basic Bestiary instead. Basicly you get the same as Basic Creatures but for free.
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But it's still a bit strange that the basic price is the same as the Print Quick Start Edition from Chaosium while the Quick Start PDF is free from Chaosium.
Makes me think it is some sort of mistake.
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Sounds perfect. Ran a short test fantasy campaign. The players wanted a bit of more durable characters and I wanted more gritty combats so we compromised and used Total Hit Points and the Hit Location System. Worked quite perfectly. Gave the players an edge at the same time as keeping the grittiness and the sense of danger. Guess this will be on my next order then.
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I have been looking at picking up this module and running it with my own BRP fantasy campaign. Looks easy enough to plug in to my own world. Just wonder how much work is required to use it with BRP?
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I will probably pick it up and run it with BRP. Always been a fan of the Conan novels and this seem to just in that vein.
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Gah!
So tempted to buy the Mythic Island pdf. But had planned to wait and buy the dead tree version instead. At least the adventure is free and gives me something to tease my appetite until I get the book in my sweaty hands.
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Well as far as I know neither is available online except as part of the pdf versions of the books.
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Well that $1 sale on RPGNow got me to purchase the pdf.
I liked it so much I just ordered the print versions of Legend and Monsters of Legend. Also pre-ordered Arms of Legend and The Spider God's Bride that seems to be an excellent scenario book in the same spirit of Conan. Now I am just cursing myself for not getting it while it was MRQII. But better late then never.
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w00t! $1 for a pdf. Sign me up and been looking for a good d100 system to form the basis for my future fantasy games. Have had my eye on RQII and now Legend not interested in Glorantha but wanted a stable d100 system for a generic fantasy game. This gives me a chance to check it out before I buy the printed book.
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Who wants to see an index page?
Me, me, me!!!!!!
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Ever since Aces High was announced I've been struggling to bring in to focus and finish a multi part weird west scenario that starts during the Civil War near Sante Fe and then has the survivors return a decade or so later... So I'm really looking forward to this and hopefully it will help me get this scenario finished.
I would be the first one to pick up this!
Our current Aces High takes place just before the Civil War but the war is rapidly approaching and I am a bit of a loss of what kind of adventures to throw at the players to take them past the Civil War. This sound like a perfect mini-campaign arc to take them past the Civil War into a time after when we get back to the usual. So here comes some extra cheers to help keep you motivated. ;t)
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D&D 3.0/3.5 is pretty easy to convert. The stat conversion above can still be used as is just ignore the percentile addition. Skills is another matter. Point wise the most correct way to do the skills are to just multiply the bonus with 5 and adding 50 to the result (equaling a take 10 usage). I myself have noticed that adding only 25 to that usually yields better and more usable numbers. Normally I just ignore Saving Throws and such since they can usually just be replaced with Characteristics Rolls and in some cases Skill rolls. As a general rule Fortitude Save = Stamina Roll, Reflex Save = Agility Roll and Will Save = Luck Roll. I usually keep it simple saying that DC 10 or lower = Easy Roll, DC 11-29 = Normal Roll and DC 30+ = Difficult Roll. If you want more detail on the modifiers you can instead just take (20-DC)*5= Skill Modifier in %. For example some trying to beat a DC 25 roll would have a -25% modifier to his roll. This applies to normal skill rolls too.
There is plenty of help to convert AD&D/D&D stuff here (as already mentioned): http://games.groups.yahoo.com/group/brpclassicfantasy/
An couple of example creatures of where I have been using the above guidelines for conversions can be found here: http://0onegames.com/catalog/product_info.php?products_id=382
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Seems like a delayed Chrismas gift is planned for myself.
I am a bit curious about the Cthulhu Dark Ages Scenario scenario mentioned.
I don't have Cthulhu Dark Ages my self and don't intend to get it, only use the BRP book for my games. How much Cthulhu will it be? Is hoping for a scenario more focused on the Viking mythology than on the Cthulhu mythology but I don't mind it being dark or horror themed though.
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Well our GURPS Space campaign ended catastrophicly with most of the group whiped out. Instead of salvaging what was left I let them vote for it and BRP Rome ended up being the big the winner (everyone that attended voted BRP Rome) so I instantly went online to buy Veni, Vidi, Vici to use as the start of our campaign. Gonna spend the night reading through the whole thing but skimming through the books my first impression is that it looks very good so far. It seems to be written in a very clear and easy format so it's hard to miss any important details when running each scenario.
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Just threw in an order at Chaosium for:
- The Magic Book
- Aces High (only had pdf)
- Classic Fantasy (only had pdf)
Had some money given from my local RPG club I could spend too so hardly had to spend anything by myself. But the offer with the Halloween sale was to good to pass up. And my regular supplier still hasn't gotten their thumbs out of their *beep* and gotten BRP Magic into stock so a perfect opportunity to also get printed versions of the monographs I use.
- The Magic Book
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Looks very interesting!
Have a freshly started relatively hard sci-fi campaign at the moment which I have named Exodus. But I am sure there will be plenty of usable stuff in there to use even if I don't run it in River of Heaven setting.
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W00t! Really looking forward to this. Aces High was a big success among my players and an addition to the library will be nice.
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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.
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Yes! 1/CR sound ok if it is a muzzle loader so no change on that one.I think Springfield rifles were muzzle loaders. So 1/CR sounds ok. But then flintlocks and muskets in the BRP book are 1/2CR so maybe thats more appropriate... or is that just demonstrating an older technology?
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.So we end up with something like...Flint/Match locks - 1/2CR, Muzzle Loader - 1/CR, Breech loader - 1/SR
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.Hmmm, that will probably initiate a revision of the older firearms...I'll double check the derringers, and the early pistols too, because I think you've made some insightful comments here.
Thanks. Really helpful!
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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.
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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.I think there are two issues here. One, is the fact that the BRP rates of fire for guns are often ludicrously slow. For a reasonably skilled shooter, its quite possible to accurately empty the ten round magazine of a bolt-action Lee Enfield at typical combat ranges in 30 seconds, and even well-aimed long range shooting in a minute. That certainly is a lot faster than a 1 shot every 24 seconds rate of fire as given in the weapon lists. Even taking into account the stress of combat, etc, the rates of fire aren't right.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.The Brown Bess didn't actually replace the Ferguson Rifle. Only about a hundred Fergusons were made, they cost something like 5 or 6 times what a Brown Bess musket did, and took 4 times as long to produce. They were only issued as an experiment during the American Revolution to a special unit made up of light troops from several regiments. When Ferguson himself was wounded leading the unit, it was more or less disbanded, and at King's Mountain, later, where the Major met his death, his troops were using the Brown Bess musket, and fighting in standard line formation, against men using civilian rifles and fighting from good cover.
Sounds something a long the line of what I was thinking. Filling in the gap between Musket Rifle and Bolt-Action Rifle.For the Sharps rifle, and using the lamentably slow rates of fire and bad ranges in the book, I'd give the Sharps rifle (circa 1851) the following stats:Skill: Rifle
Base: 25
Damage: 2d6+3
Attack: 1/2
Special: Impaling
Range: 100
Hands: 2H
Hit Points: 10
Parry: No
STR/DEX: 9/5
Malfunction: 98-00
Ammo: 1
Value (in 1851): Expensive
Siz/Enc: 3.0
SR: 1/SR
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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!
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Quote from the same page containing Extended Range rule. Last part of the first paragraph.At quadruple base range, the chance decreases to 1/8 the normal skill rating.
Quote also from the same page containing Extended Range rule. Second paragraph.For attacks at more than double the base range, the damage done by the missile is halved, after rolling. Damage is not reduced further beyond three or four times the base range.Seems like your blind spot is still in effect.
Merry Christmas
in Basic Roleplaying
Posted
Well Merry Christmas from Sweden too.