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drohem

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Posts posted by drohem

  1. I always thought Strike Ranks did not exactly equal seconds, they "approximated" to them. And just because the physical actions is divided up in to rounds does NOT mean that what's being described unfolds in the same discontinuous fashion.

    I always approached it that rounds, SR's etc. are all just tools to allow us to play as a game with some structure and plausibility dramatic close quarters action that otherwise would be too confusing.

    So, DEX SR is an indication of overall speed of reactions. Everyone one "moves" at basically the same moment in any round: but people with better DEX SR (i.e. lower DEX SR) are fractionally faster, or have just read the unfolding situation better and get "the drop" on the other combatants, or are more alert to the important things in the environment of the battlefield - the net effect is that someone one with DEX 20+ covers 27m in a round (DEX SR1, 9 SR of movement at 3m / SR), but someone with DEX 11 covers only 21m (DEX SR 3, 7 SR of movement at 3m / SR). This does NOT mean the DEX 11 character "freezes" for 3 seconds out of every ten in every combat - it means they spend little fractions more working out what's going on or how to achieve what they want here and there throughout the fight.

    The SR values are just a way to quantify all the mayhem and split second stuff in a way that makes it easy enough to follow that it can be a playable game.

    Oh, and in BRP Zero whilst Move is listed under a heading of "Combat Actions" it is also specifically stated as being for un-engaged combatants (engaged combatants get a much more limited Move allowance).

    Cheers,

    Nick Middleton

    Well said sir! I wish I had that cookie emoticon; I give you a baker's dozen! :thumb:

  2. Ok, there is some serious Dungeons & Dragons bashing going down here. :deadhorse: (hehe, I just want to use that emoticon).

    Dungeons & Dragons has gone through many changes over the years; just like any of the other early game systems that are still around.

    I have played D&D in most of its incarnations (1.0, 2.0, 2.5 AD&D, 3.0, 3.5 D&D), and I am currently playing 3.5 D&D. I am also playing d20 Modern currently.

    There have been some serious blanket statements made about D&D players, which do have a kernel of validity but not to the point of every single person who has played D&D.

    D&D was the start of it all, and looking back on it with hindsight of course you're going to find flaws.

    Sure it was linear for a while, but I had some of my most memorable gaming moments in some of those linear dungeon crawls.

    "Can't we all get along?" :D

  3. Its the "needing help" after the first one I'm having issues with; I sat down with the RQ3 rules the first time and did a character with no outside help; I had to hunt around for a few things, but its not like the process or maths were that hard. I'm not exactly a math genius.

    Come on man, you know most people just don't get things the first time around :).

    Now, after 2-3 characters created, then I'm right there with you. I guess I just write-off the first one as a freebie, LOL.

  4. Sure. Most game systems where character generation isn't mindlessly simple have a bit of a learning curve at the start. I'm just boggled at people who can't do RQ3 builds without help, at least after the first explanation. It borders on innumeracy.

    Well, to be fair it probably takes several characters to get the swing down with no issues; not just after the first character created. :)

  5. BTW, I think I'll match the Stun against hit points rather than CON. My thinking is that larger creatures should be harder to stun than smaller ones. Same with drugs, too. It takes a lot more to knock out an elephant than a man. HP would handle that sort of nicely.

    That makes sense as well.

  6. I've stayed away from this one as well. There are two topics in any RPG discussion that are sure to start a flame war: firearms and Palladium (no particular order :)).

    I am fine with the level of detail of the weapons in the book.

    If I need more for a specific setting, there is a wealth of information at my finger tips from those who are focused on the details of firearms in any RPG system.

  7. IIRC match the "damage" against target's CON on the resistance table - if the damage overcomes the targest CON, the target is stunned (see Stunning Spot rule) for a few (1d3+1?) rounds, if the target resists they take minimum damage and are still conscious.

    Cheers,

    Nick Middleton

    These rules/concepts about how stun works make sense to me, but I couldn't find any concrete reference to this in the ARC.

  8. The Spot Rules chapter has a section on Stunning and Subduing.

    The footnotes from the weapons charts indicating "Look there" are inexplicably missing.

    Yes, I saw this section, but is vague on how one becomes stunned. I couldn't any reference to matching stun damage vs. Con to become stunned. It just explains the consequence of being stunned, but not how you become stunned.

    Where does it explain how a person becomes stunned?

    Also, the the second principal way to stun someone (blunt weapon) references the same page (232) which has no rules about blunt weapons on it.

  9. Speaking of Stun... are there rules for Lethal and Non-Lethal wounds in BRP? I don't find the extra book keeping all that bothersome and it does make fistfights a little more sensible.

    No. I don't believe so; or more adequately, I couldn't find any rules of this nature.

  10. There are:

    Pistol, Stun [25%; 2d6 stun]

    Rifle, Stun [20%; 2d8 stun]

    I couldn't find any special rules about stun damage. So, it looks like it's treated as normal damage. Once you are at 2 or 1 Hit Points you fall unconscious.

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