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famouswolf

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  • RPG Biography
    GM/Player of rpgs, especially Stormbringer, TFT, and CoC since the late seventies.
  • Current games
    Magic World, Astonishing Swordsmen and Sorcerers of Hyperborea, Space 1889.
  • Location
    near Seattle
  • Blurb
    Prefer action oriented simulationist to narrativist play, but also think of rpgs as improvisational theater. I tend to be happy with whatever an individual player can bring to a game without 'requirements' about 'how' to play.

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  1. An unpleasant thread, to be sure. I have no interest in discussing anything with the likes of Icebrand or Conrad. I will state that most of the best people I have known in my long life have been Christian. When you slander them you slander me. And slander them you have...no amount of sophistry will change that. I do not see you.
  2. I think I, for one, will delete Mongoose from any further consideration. This is the last straw...I'm tired of being jerked around and having them trying to sell a mucked up ruleset to me time after time. I mean, how many times are they going to try to sell the same or similar rules in a half-assed format of one sort or another. Answer: as long as they sell, period. Ditto for Chaosium, as I am not really impressed with the big gold book. No thanks. You guys enjoy your addiction. I'm out of it.
  3. Heh, to be honest I was the worst in my last group. I don't want to do more than 10% criticals.
  4. Snort. Just use 10% critical and write stat roll percentages down. Math? Anybody can do grammar school arithmetic. Can't they?
  5. Hey, Al., I was beginning to think no one liked the idea. I got it from an old thread somewhere in which someone had done a 'mashup' of AFF and Swords and Wizardry, when I was looking for info about AFF to help decide if I wanted to order it (AFF2). Yes, to what you said about AFF, with Special Skills divided into INT, DEX, or CHA based. Separate the Skill stat or give a base of points somehow (or just use Skill for all three, as thats essentially what AFF2 does anyway). For resolution just multiply stat plus skill x5, and you are good to go with simpler BRP rulesets like SB1 or Magic World. For instance, for a goblin with a club add club skill 1 to base skill 4, x5= 25%. The advantage would be quick conversion of OotP and Titan to BRP, for those of us who love the system...both of them. If I had a group right now I would already be doing it. I agree about 'flavors' of BRP. Mine is Stormbringer 1-3, so much so I tend to convert every other game to it. It's like a hobby/obsession.
  6. It depends on the level of detail you want. Stormbringer 1 rules had it so that attack and parry both had to be 90% to be a master. Simple. I once created a weapon list for a SB1 based game that had the weapons balanced well enough so the players had a bit of trouble deciding on the best one.
  7. I think the Stormbringer 1 separate attack/parry with selected bits from Elric ! work best and simulate favorite movies and books best, i.e. are the most fun. Some of the later rules as in MRQ2 are getting somewhat too involved for me. I esp. don't care for the combat styles. Realism isn't as important as good illusion that lets the story be fun without agonizing over rules trivia, as many in the hobby do.
  8. Oh, well. I am going have to do my own monster list for my upcoming game. Still looking forward to it.
  9. They work just fine in my game...better than any other game rules I've tried. For several decades now. If you have 'semi-eternal deadlocks' ?!? you are not doing something right.
  10. Actually the OP can download GORE free at this site, and see the shield rules from Elric! free...most of them, anyway.
  11. In Elric!/Stormbringer 5, shields also act as cover vs. missiles, allow a riposte with the sword on a critical parry (they are considered weapons), and may be used in a shield rush to knock an opponent down. As well, they tend to have more hit points and are tougher to damage than weapons. It doesn't all come down to the skill percentage for the sword vs. the shield...shields are pretty useful war tools at any percentage. Grab a pdf of Elric! at drive thru, it is one of the best iterations of BRP for combat out there. THE best, IMO.
  12. Fightin' words? Sorry about that. I'm Welsh/English/Irish. Anyway, AFF2 is a republished version of AFF, just last month. A real blast from the past.
  13. No, they are actually skills. You use the Skill stat for a base and add the skill rating. The mechanic is, in part, similar to Barbarians of Lemuria. For combat, 2d6+Skill vs. opponent (instead of a static target number), high score wins. Easily changed to attack/defend. Or the BoL mechanic, even. The game is so simple and transparent it could be worked many different ways, and looks very playable as it is. The Skill stat could be divided up between mental, physical, etc. (or make a separate score for each type of them). Multiply the stat score plus skill x5 and voila, instant BRP. Pick and choose mechanics, good to go. One advantage is the beastiary, Out of the Pit. It uses just two stats, skill and stamina. Shortest stat lines you ever saw. Good descriptions and misc. info like habitat and temperament. The skill list is fairly complete, and short. Talents are just things like 'Strong arm', gives a damage bonus. Over all it could be a shortcut to a very fast, basic percentile rpg with just minimal trouble. Out of the Pit is certainly worth looking at. There is a third book, Titan, which is a nice setting. If I had a group right now I'd be trying to sell this as it comes OR translated to percentile with BRP mechanics. You are a Brit, did you not ever see the Fighting Fantasy books?
  14. You might get some ideas from Advanced Fighting Fantasy 2, just published at Cubicle 7, which uses skill, stamina, and luck. Characters are given flavor and individuality with 'special skills' (skills, to me and you) and talents (stronger, faster, smarter, better at this or that). Just convert to percentiles.
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