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silent_bob

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Everything posted by silent_bob

  1. That is why I only buy pdfs through DriveThruRPG.
  2. Moonowl, Your system is similar to the way initiative works in my favorite BRP game, Classic Fantasy. You should take a look at CF. You can buy the pdf for $16.95 at DriveThruRPG: http://rpg.drivethrustuff.com/product/82084/Classic-Fantasy
  3. Hello everyone, I need rules for the effects of intoxication in BRP. Something that will tell me the POT of common drinks, when to make POT vs. CON rolls and the effects of failing the rolls, etc...
  4. I run Classic Fantasy which uses the d10+DEX initiative system with action points. I use index cards with the PCs names, and important skills such as listen, sense, spot, luck roll, etc.. I also have cards for monster groups and leaders that roll separate initiative. I then sort the cards in initiative order and go through the deck. If a character delays his action his card is turned sideways and put at the back so I remember to call him at the end of the round to see if he takes any actions. I also have an end of round card which reminds me to Check fatigue via Stamina Rolls (CONx5), track bleeding, poison, spell duration and advance the round counter.
  5. We also abandoned the strike rank system in favor of BRP.CF's simpler DEX+1D10 initiative system.
  6. I am also pulling the leg of nclarke. I like the brits. Heck, I am a big fan of I Wanna Marry Harry and Ladies of London.
  7. nclarke, I may be able to tolerate the excessive use of "u" and "e" in words that don't need it, but I cannot stand the ridiculous A5 formatting! The newest version of OSRIC is only available in A5 even though most of the OSRIC users are in North America.
  8. As a US citizen, I don't think it is unfortunate at all. I just wish they would use US spelling more often.
  9. I like both. I prefer the hardcopy at the gaming table and I like to cut and paste from the pdf when making adventures. Of course, you can PRINT the pdf and put into a 3-ring binder so you don't have have to buy both. Printing is really handy for Classic Fantasy, where you need the BRP core rules. It is convenient to put both in one large binder separated by tabs and pdfs are cheaper than the hardcopy. Laser printers are cheap and toner cartridges can print 6,000 pages. When printed on both sides, a 400 page pdf only consumes 200 pages of paper.
  10. They can use them as Fate Points per page 176 of the BGB. This can be great for James Bond type characters who have great luck avoiding death.
  11. Look at the City of Heroes Quickplay Pack: http://basicroleplaying.com/downloads.php?do=file&id=60 The author has refined the BRP powers system.
  12. Nick, Thanks for the reply. It sounds like it takes a long time to garrote people in Magic World
  13. Nick, Page 86 only deals with drowning, not deliberate choking or strangling. BRP page 218 states that: If your character is being deliberately choked, you must succeed in a roll of your character’s CON x 1 each combat round or your character takes 1D6 damage to his or her total hit points. Your character has no chance to hold his or her breath in this situation. Additionally, a strangle cord, garrote, or even strong attackers may do basic damage while strangling. Why was this rule left out of Magic World?
  14. Zomben, Does MW have rules for deliberately chocking a victim? Page 218 of BRP states: If your character is being deliberately choked, you must succeed in a roll of your character’s CON x 1 each combat round or your character takes 1D6 damage to his or her total hit points. Your character has no chance to hold his or her breath in this situation. Additionally, a strangle cord, garrote, or even strong attackers may do basic damage while strangling. See the Grapple skill on page 60 and the weapon statistics in Chapter Eight: Equipment for details on this. I didn't find a similar rule in MW.
  15. Zomben, I was finally able to buy Magic World at DriveThruRPG. Why did it take Chaosium so long to post the PDF on that site? Anyway, I could not find any spot rule, or other rule, dealing with missile fire into melee. Was this an oversight?
  16. The easiest way to deal with that rule is to ignore it. I never use it in my games and they haven't suffered. BGB is a tool box and you are supposed to pick and choose the rules that you want in your game. Besides, I think the rule only applies to living creatures that feel pain and are frightened of being killed. Not numb, mindless zombies that don't care about being stabbed by a long spear if they close. Remember that zombies must be hacked apart to kill.
  17. Great ideas, but your method doesn't include any risk that the archer could special or critical Barney. This can be a problem if Barney has enough armor to avoid damage from the arrow. The archer could fire into melee without any risk of hurting Barney. I am considering using your method (subtracting SIZ of additional targets from archers %) but any fumble rolled by the archer would automatically count as a critical hit against Barney. That way Barney is at some risk of being damaged even if he has 8 AP.
  18. Guys, Their is a lot of debate within my gaming group about missile fire into melee. What do you think about the following house rule: When firing into a melee and attempting to hit a particular target the archer rolls his attack percentage as normal. If he succeeds at his roll, he must then make a second roll to see which melee participant was hit. This is done by dividing the SIZ of each participant by 10 and rounding up to the nearest whole number. Each number represents a pip on die which is rolled to determine who is hit. Example: Barney, SIZ 16, is in melee with a goblin SIZ 6 and an ogre SIZ 24. A D6 would be rolled to see who is hit and Barney would be pips 1-2 (SIZ 16/10 rounded up = 2), goblin would be pip 3 (SIZ 6/10 rounded up =1) and ogre would be pips 4-6 (SIZ 24/10 rounded up =3). Criticals and Specials: If the archer rolls a critical or special success he may lower the success one level and pick his target or keep the success at the current level and determine his target randomly according to the above system.
  19. Guys, How is missile fire into a melee handled in RQ6? This is a huge debate in my CF/BRP game and I looking for other approaches.
  20. Goradin, You can buy the pdf at DriveThruRPG.com for $16.47: http://rpg.drivethrustuff.com/product/82084/Classic-Fantasy
  21. Guys, How do you handle creatures with attacks that attach to the characters? For example a constrictor snake that coils around a characters leg or a rubble runner that locks it jaws on a characters arm. What do you do if the affected character wants to attack the creature that is attached to his leg? Is the attack easy? What if a 3rd party attacks the snake? Does he have a chance to hit his friend?
  22. I also take into account large SIZ differences between the combatants of 200% or greater. So if 2 SIZ 20 trolls are in melee with one SIZ 10 elf and an archer fires an arrow at one of the trolls and misses, the chance of hitting the elf will be lower than the other troll. I would roll 1D3 with the troll being hit on a 1-2 and the elf on a 3.
  23. You should look at the psychic powers in City of Hereos. The FREE pdf is available here: http://basicroleplaying.com/downloads.php?do=file&id=60
  24. Rod, You are correct. It is Classic Fantasy's initiative system that I was thinking of.
  25. I don't like RQ6's initiative system where you go around the table and cycle through everyone's actions one at a time rather than just having the characters take all of their actions on their initiative as in BRP.
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