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Andrew23

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About Andrew23

  • Birthday 09/05/1961

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  • RPG Biography
    30+ both as a player and GM/Keeper, nearly all my games end up as some varient of CoC
  • Current games
    Player: fantasy a d20-Runequest mashup
    GM: BRP -- started in the Green but now on the Rogue Mistress
  • Location
    Sydney Australia
  • Blurb
    Will GM for food

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  1. For those with more interest in this subject they could check out True20 which uses a wound track with multiple levels. Also True20s way of dealing with high hit point creatures is to allow the small creatures to combine their damage each round of course this means a swarm of bees can kill a man which isn't a bad idea.
  2. I've played the Runquest magic and it works but every player needs to be involved since magic is so pervasive, I've played Magic straight out of the Goldbook and it works pretty well especially in a low magic world, but on balance the Magic System introduced in The Green Supplement -- each skill represents a list of spells is the best I've used for a standard fantasy world -- more variation than straight out of the Goldbook to appeal to the magic-inclined player and no need for all the party to have some magic.
  3. I use an extra level of success (as below) and it has been, ummm, quite successful Fumble-Fail-normal success-good success (below 1/2 skill but above 1/5 skill)-special-critical success We use it both for combat and non-combat, one advantage is that for contested rolls much of the time the contestants get different results so there is no need for another mechanic
  4. I use the flat bonus and penalities. Of course I also use an extra success level of Good (under half modified skill) in addition to Special and Critical.
  5. Don't forget there is Cthulhu Invictus and a few adventure monographs, we had a lot of fun
  6. Thanks Puck -- downloaded, time to put some labels. Pity tonight's game has been cancelled, damn player cancelling for his wedding anniversary and another is away on holidays.
  7. Puck -- please are you able to put a up a players map of the Green -- that is all the geographic features but no names? I can add a little detail but the players can add the rest (even if based on rumuors and lies). Thanks
  8. Puck, We started our Drums campaign last week. Obviously I've made a few house rule changes including some new Glyphs (a like the way your magic works) and a religion for the players -- who are all Outworlders. Any way my group moves fairly slow but I'll drop in and let you know how it is going. Andrew
  9. BSR -- that's a great idea should use it more for mooks, may be that's why the hero is never tied up properly or killed off when the mooks have chance.
  10. While this has been an interesting thread, as with most combat threads on RPG fora it all gets confused with perceptions of real world combat. Remember the skill scores are, even in BRP, just a way of grading skills ... Conan with 120 in sword is a lot better than Merlin with 40 who is a lot better than me with 5, the numbers aren't actual probabilities (even if they look that way and we often use them that way) otherwise Conan can't have 120 and I should probably have more than 5 (as long as you stand still but then you won't). One of the features of BRP is that the higher your skill the harder it is to improve so in the long run I will catch up to Conan. The MA skill makes it easier to have very skilled fighters so not only does Conan have 120 in sword he also has 90 in sword MA and since I don't have sword MA at all, I'll never match Conan. So the point of the MA skill is not to somehow simulate a trained fighter's greater ability to do damage but to simulate a trained fighter's greater ability to win fights -- making it give the combat expert greater damage sometimes, is a nice simple, low bookkeeping way of doing this, so even if I have gained lots of experience since I don't have MA Conan should still win. Another simple way would be to use the MA as a second attack that round at a lower Dex (-5 is usual), so Conan strikes twice but I only ever strike once, so Conan mostly win even if I get my sword skill to 130. So you can use grapple MA this way and keep it simple, the Judoista gets 2 grapples a round the Kickboxer 2 kicks etc, the grapples could be a grab and then damage, or grab and then takedown etc. I always let MA be used as either a second attack OR a second defense (without the usual penalty) and I even allow missle MA, Billy the Kid gets 2 shots to my one, so even if he is using a colt handgun at range v my rifle with scope he may well win.
  11. Also in GM resources section of the downloads here there are Maps for Gaming by skull that should be useful
  12. I'm planning my next campagain and I have just bought Strange Aeons 11 so I was thinking of a sort of heroic CoC campagain crossed with Greek myth. The CoC Old Gods and Outer Gods are like the Titians of Greek myth overthrown by the new Gods of Olympus (and maybe some of the other pantheons like Norse). Human history is mostly a story of attempts by the Old Gods to reclaim their place. The players start of as the characters (either their own or pre-gen) in the Ancient Greece adventure in SA11, at the end of this adventure the party will be saved or recruited by the Greek Goddess Athena as her troops against the Old Gods. She will then implant the player's spirits into the pre-gen characters in each of the SA11 adventures (and the SA1 or any other I buy/find/create). So how do I run the implanting or possessing by the players -- how do they access their hosts skills and current era knowledge. Do I just give them the best of their own skills and their hosts, do I require a POW v PPOW roll etc etc Any suggestions would be great
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