Jump to content

silent_bob

Member
  • Posts

    154
  • Joined

  • Last visited

Posts posted by silent_bob

  1. I just got the idea to maybe write a Companion for BRP.

     

    So far I have:

    - Minion rules (updated version of the ones I already posted)

    - Simplified Hitpoint tracking (for large combats)

    - Combat Maneuvers, examples and options to use them

     --> all of the above is done without changing any BRP rules

     

    - Explaining the rules for firearms in BGB with examples

    - Converting Movement rates from different BRP settings to BRP BGB

    - Errata for the Hardcover BGB

    - correct Critical Success chart

    - correct SIZ & Weight chart

     

    Honestly, I do not expect this thing more than 10 pages long, as BRP is already cvering a lot. But if somebody has ideas and wants these to be included - feel free to post them or contact me.

     

    Maybe some vehicle creation rules and mass combat rules (already finished ones - do not start a discussion in this theread, please)?

     

    Anything I am missing?

    How about usable vehicle rules.  The BRP rules are terrible.  

  2. Just so's you knows, if all you want out of the Elric/SB line are rules bits, I've pretty much scoured -all- of that for inclusion in Magic World supplements. Notice how all the sorcery spells from all the supplements ended up in the core rules. Etc.

     

    Now, if you want adventures, I -highly- recommend tracking down some of the old Elric!/SB adventure packs. They're all 100% compatible out of the box with MW. Just strip them of the setting bits (if you want) and go to town.

     

    I should also mention that almost the entire text of the Elric! rules linked above form the core of Magic World. If you already own MW, there's really no need to get Elric!.

     

    Good point Ben.

     

    Below is a link to a catalog of all the old Stormbringer/Eric adventures.  You can find most of this stuff on Amazon or Ebay:

     

    http://www.stormbringerrpg.com/?page_id=8

  3. Apart from Advanced Sorcery and the forthcoming Horsechester adventure book, the Magic World seems to have very little official books for it. I'm guessing that means either the players are great at creating original adventures or adapting existing material. Looking over the comments in the threads, there are some products that lend themselves more to Magic World than others. I'd sure love to see a list of which BRP, Monograms and other publisher material are a natural fit for the system and which ones are pretty good with some modifications.

     

    It would also be easy to convert some of the old Stormbringer/Elric stuff to MW since that is what it is based on.  You can get the Elric core rule book for $3.98 at amazon:

     

    http://www.amazon.com/Elric-Fantasy-Roleplaying-Young-Kingdoms/dp/0933635982/ref=sr_1_2?ie=UTF8&qid=1420662132&sr=8-2&keywords=elric+rpg

  4. Does the Modern Equipment Catalog include statistics for the weapons it has in it?

    I was thinking of purchasing it. My PnP group has a gunsmith in it, and his main complaint about BRP is the "Generic" weapon stats such as damage and range (And that not every weapon of a given type has the same qualities for these things).

    The Modern Equipment Catalog SUCKS!  Don't buy it.  

     

    If you want more stats for modern weapons and improvised weapons get A Kick in Your Arsenal.  You can download it for FREE here:

     

  5. How do you guys handle fights between two opponents that have 85+ weapon skills? Alot of whats going on is hit-parry for alot of turns and the occasional special. Is there something I'm missing? I'm using mostly standard rules, like Weapon Skill to parry and -30 penalty per success. I know that you can make multiple attacks per round if you have at least 101 weapon skill but no one is there yet. 

    I think this comes down to what kind of fantasy you are trying to emulate.  I don't see a problem with combats between highly skilled combatants taking longer.  The sword fights between  D'Artagnan and Comte de Rochefort in the Three Musketeers were long and very exciting. 

     

    The possibility of fumbles, criticals and specials make combats exciting in my opinion. You also have knockback attacks, aimed attacks, disarming, etc...

  6. Hey Verderer, while not related to Silent Bob's system, I just posted something to this effect last night on the Design Mechanism's forum.

     

    "For my AD&D games that I used to run, it wasn't about making magic items, it was about the thrill of discovering them. So as far as bringing that philosophy to RQ: CF, I wanted a background reason for why they are not typically being made any more. What I came up with is that magic waxes and wanes, and about 1000 years ago the mana levels of the world were at their peak. Magic points could be drawn from the surroundings and used to enchant items pretty easily. Now, 1000 years later, the world mana has waned to its lowest point, with only a few locations of magical or spiritual significance still possessing mana like puddles slowly evaporating after a storm. This, along with the few points a living creature can generate on their own, means that the time for the creation of magic items "of significance" has long passed. And the best magic items are still waiting in some forgotten tomb, or sealed in the ruins of some lost civilization somewhere."

     

    So while it doesn't really tackle the prospect of making magic items, it does explain why they are so numerous, yet not really being made anymore.

    Rod

     

    Rod,

     

    I like this.  

  7. I like the idea of enchanter having to invest some power permanently to create magic items (like the One Ring), it makes them more personal and interesting. But I was wondering how this would translate into D&D types of settings, where usually +1 swords seem common as mud? Of course, there are rituals around this requirement, you can tap some other poor fellow etc. but that seems kinda evil?

     

    So Bob, in your system you don't have to invest permanent POW/Magic points or whatnot?

    Obviously, the availability of magic items is a personal preference. RQ3's sorcery system allowed for a huge number of magic items.

     

    In classic fantasy, low power magic items like potions and scrolls are fairly common and can be purchased from the wizards guild or alchemist shops.

     

    In my campaign, permanent magic items like a +1 sword are more rare and cannot be purchased with money.  You would have to find a +1 sword on an adventure or you may be able to trade other permanent magic items for the +1 sword.

     

    All permanent magic items cost permanent POW to create on a one for one basis.  Example a +2 sword costs 2 POW. 

     

    Even recharging a wand requires at least 1 POW to prime the wand to accept charges.

     

    I don't feel that the permanent POW cost is unreasonable, because in Classic Fantasy it cost permanent POW to cast many rare spells like disintegrate, power word, wish, etc... 

  8. Good to hear CF II (?) is making good progress, I have one campaign that will depend on it... while we wait, can I ask a question in relation to it and RQ6 rules?

     

    Namely, have RQ6 rules for making enchanted / magical items changed much from Mongoose RQ/Legend rules? Is the idea of investing characteristic points (POW or maybe other ones as in Age of Treason?) still in RQ6, and will it be so in CF as well? 

     

    I have been running a CF campaign for nearly 2 years and I am working on some house rules for magic item creation.  My version is partially based on John P Meyers's enchantment ritual rules which you can find in the download section. My version will require a 120% spell lore skill and the permanency spell for most items. Racial specific items, like a cloak of eleven kind, can only be created by a wizard of that race, magic users cannot create clerical magic items, certain items are too powerful for mortals to create, etc...

     

  9. The Classic Fantasy Revised book keeps referencing a Volume 2, but I can't find any information on it? Am I crazy or is it not out yet?

     

     

    I have been running a CF campaign for nearly 2 years and I am very happy with what Rod has done.  My group is currently in the middle of the giant series and will proceed all the way through Q1 - Queen of the Demonweb Pits.

     

    I enjoy converting adventures, monsters and magic items to BRP/CF.  It is not that difficult, for example here is my version of a cursed scroll:

     

    CURSED SCROLL: Unfortunately, when any writing on a cursed scroll is looked at, the reader will immediately be cursed as follows:

     

    The  reader  turns  into  a  black house cat. He or she will possess the same INT and POW as before. All other characteristics are determined randomly as per the characteristics of the new form.  All  Combat,  Physical  and  Manipulation  skills  are  reduced to zero except for those shown below, while Mental,  Communication, and Spell skills are unaffected. The character can talk, and cast spells, but the voice is very cat like.  Only a remove curse spell can remove the curse of this nature. However, the DM may allow the cursed characters to remove it by completing a special adventure or performing a worthy but difficult task. The curse is only effective one time as the writing vanishes after it is looked at.

     

    Attributes:

    Char.                Roll                 Average           MOV 10

    STR                 1D3                 2                      HP 4

    CON               2D6                 7                      DB -1D6                    

    SIZ                  1                      1                     

    INT                 Unchanged

    POW               Unchanged     

    DEX                3D6+12           22-23

    CHA               3D6                 10-11

     

    Armor: None

     

    Weapons:

    Attack                         Skill                 Damage

    Bite                 40%                 1D3+DB

    Claws              60%                 1D2+DB

    Rend               80%                 2D2+DB

     

    Skills: Move Quietly 90%, Dodge 70%, Climb 60%, Hide 80%, Listen 80%

     

    Note: The cat can attack twice per round, either with  two Claw hits, or a Claw and a Bite. If both attacks succeed, it can then Rend its victim. The cat also has infravision allowing it to see 20m in darkness.

  10. Guys,

     

    Page 180 of BRP states:

     

    "In human scale, one ENC is generally equal to up to 1 SIZ point. More accurately, 1 ENC is equal to 1/6 of a SIZ point."
     
    The first part of the sentence contradicts the second.  Does 1 SIZ = 1 ENC or 6 ENC?
     
    In other words, would an average SIZ 13 human weigh 13 ENC or 78 ENC naked?
     
    If we use the 6:1 ratio, could a horse carry an average man with 22 ENC of armor and weapons for a total of 100 ENC?
  11. Guys,

     

    My players and I want a rule where a warrior could stand over a down friend and parry for him or her and prevent the bad guy from killing the friend.

     

    I was thinking that if the parrying warrior gave up his attack he could parry for the friend with no -30% penalty.

     

    Do you guys have any experience with this? 

  12. Hello guys, I gm a game for my friends. For simplicity's sake, we use static armor values and don't use hit locations. This presents a problem when you have a guy who uses daggers against a man in full plate armor. Theres no way to damage the man. Is there a way to get around this problem without bringing in hit locations or variable armor values?

     

    I thought about armor peircing attacks, like instead of rolling for damage you simply do minimum damage and it ignores the armor value.

     

    What do you guys think or have to say about this problem?

     

    I don't see the problem. A dagger should not be able to pierce plate armor unless the attacker scores a critical or special hit.

     

    The dagger is too small, and the attacker can't build up enough leverage to get through the plate armor.

  13. Guys,

     

    How do you handle sweep attacks from giants?

     

    Here is my understanding of how they work by the book:

     

    Sweep Attack (p233): Easy Attack, but damage is halved. Cannot be Dodged; Jump roll avoids. STR vs Damage (before halving) resistance roll required in order to make Parry roll. Non-edged sweep attacks may cause Knockback.

     

    I don't like the sweep attack being easy, it should have a normal chance to hit.  I also think it should be dodgeable like any attack.

  14. Guys,

     

    According to BRP p. 271, a four-horse wagon can carry 36 cargo.  Page 272 defines cargo as follows:

     

    " The space the vehicle has for cargo, expressed in SIZ. For game purposes, 1 ENC equals 1 SIZ point."

     

    According to this, a four-horse wagon can carry only 36 ENC?  That is very very low.  An average human can easily carry 15-20 ENC without using a wagon.

  15. I doubt the 1500 PSI figure. Other sites list their bite force at closer to 400 PSI. One major reason why I can see wolves having a lower db is that their mouths are not as big as say an alligator shark, and The wolf isn't able to get that much of its mass behind the bite. At least not to the same extent as an alligator. According to http://forums.sherdog.com/forums/f48/top-20-worlds-strongest-animal-bite-forces-new-2393047/ the wolf has a bite force of 406 PSI, the American alligator 2125 PSI, and crocodile has the strongest bite force measured at 7700 PSI. 

     

    The same site lists the African Lion at 691 PSI (the weakest bite force for any big cat) and the Bengal Tiger at 1050 PSI (Ouch!).

     

    But I think the reason for the reduced db is that the animals' full db is excessive compared to the results against people in the real world. In BRP a 3D6 or 4D6 db is pretty much an autokill, yet in real life people do survive such bites much more often than they would a 4D6 db. Likewise wolf bites aren't nearly as effective as a broadsword swung by an average man.  .  

     

     

     

    Those tests may only be showing warning bites and not full strength bites.  The people at the California Wolf Center are experts in wolves.

     

    As for BRP game mechanics, the average BRP wolf has no DB.  Therefore, only large/strong wolves would get a DB.  I don't think this will be an instant kill for most characters. Larger animals like tigers should be able to kill an average man fairly easily.  They don't call them man eaters for nothing.

  16. Probably because most animal's jaw muscles, while powerful, are not as large as their other muscles and therefore not at strong.

     

    Plus most animals are not carnivores, and their mouths are not made to attack with.  

     

    Also, a lot of critters get their damage increased but drop their db entirely. This is typical for smaller animals that would normally have a negative db, and so wouldn't do any damage by the rules. Small dogs, cats, and hawks are some examples. .

     

     

    As far as the rules being consistent, they aren't. But then, realistically, real animals are not "consistent" . Alligators have an tremendous biting force for thier size, while wolves do not.  

     

     

    What you kinda need to do is look at the animals by their niche/function and body type. For instance, alligators are semi-aquatic ambush predators, while wolves are pack predators that chase their prey. So the alligator needs a killer bite attack, while the dogs need more intelligence and endurance. 

     

    I don't agree.

     

    According to the California Wolf Center (http://www.californiawolfcenter.org/learn/wolf-facts/):

     

    "The wolf's jaw can exert 1500 pounds of pressure per square inch, twice the jaw pressure of a German Shepherd. Wolves can crush large bones in just a few bites."

     

    Based on the above, I think wolves should get theri full DB with their bite attack.

     

    Also, you didn't answer my question about lions and tigers only getting 1/2 DB on bite attacks,  Surely they have very powerful jaws.

  17. Hello,

     

    Why do most animals only get half their damage bonus on bite attacks?

     

    The jaws are usually the most powerful muscles in the body and many of these animals, wolves, lions, tigers, etc... are walking jaws.

     

    BRP page 331 states:

     

    Generally, a creature’s claw attack will do 1D6+db,
    and a bite or horn will do 1D3+db, unless the natural
    weapon is poorly- or well-suited for its form of attack,
    which case the damage attack will be higher or lower.

     

     

     

    Which seems to say that wolves, lions and tigers should get their full DB when biting.

     

    P.S. the alligator gets full DB with it's bite, so the rules seems inconsistent.

  18. I used to own the pdf version of Magic World, but since Chaosium changed their website, its "magically" gone.

    This means Ill have to purchase it again when and if it gets updated. As ALWAYS when mailing Chaosium, I get no response at all.....

    I really love Chaosium products, and have been a big fan since the eighties. But they dont give a s&&t about their customers"

     

    Hasse

     

    That is why I only buy pdfs through DriveThruRPG.

×
×
  • Create New...