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Questbird

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Questbird last won the day on September 21 2015

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About Questbird

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  • Location
    Melbourne, Australia

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  • RPG Biography
    I played D&D in the 1980s, then switched to Elric! for my long running (20 years+) campaign set in Fritz Leiber's World of Nehwon. I've also played some Call of Cthulhu, mostly as referee. Recently I've been a player in a friend's BRP Classic Fantasy campaign. Other games I've played or refereed are: Cyberpunk, Deadlands, Dragon Warriors, Gamma World, Maelstrom, Mechwarrior, Paranoia, Recon, RIFTS, Shadowrun and Traveller
  • Current games
    Still intermittently running my twenty year old Nehwon campaign with Elric! and some BRP rules (Classic Fantasy, Swords of Cydoria, Rubble and Ruin), also playing in other BRP campaigns, as well as a Dragon Warriors and Warhammer Fantasy Roleplay. I roleplay once a month currently.
  • Location
    Melbourne, Australia
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    Hmm.

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  1. Chronicles of Future Earth

    I have it and liked some ideas but I found it weighed too much on the 'fantasy' side of science-fantasy. Swords of Cydoria was more my cup of tea. It's one of those games I wanted to use some ideas from, but never found a way to do it.
  2. How do you create NPC's

    Some BRP-like games provide some pregenerated NPC templates like 'Merchant', 'Guard' or 'Soldier'. Elric does this, as does Swords of Cydoria, and they are a good addition to any setting book. So it can be pretty easy --and especially, quick, to find the kind of NPC you are looking for, tweak the stats a bit or change the weapon/armour combination. Like Chaot says, you don't need to roll stats you don't need. Another one I quite like is a sort of classification of skill ranges eg. 01-20 Poor 21-40 Average 41-70 Good 71-90 Very Good 90-100 Excellent 101+ Master (usually assigned rather than randomly rolled for NPCs) Then you can say Knarth of Kelgar is Good with the cudgel and a Very Good blacksmith, but Poor at fast talking. It's a bit like FATE but with a quick description like that you can randomise the exact skill level later with a d20/d20/d30/d20/d10 etc As for stats I just roll 3d6 straight for all NPCs (well, maybe 2d6+6 for SIZ), and only if I need to know.
  3. Experience Checks

    I've never encountered 'tick hunting' in my games so I don't bother to penalize it. I also have only one session monthly so I don't mind at all if players have multiple experience checks per session. I allow an experience check for any skill tested against during the session, and if it succeeds the skill increases by 1d10. In addition I give an automatic and immediate 1 point bonus to a skill on a fumble or a roll of 01.
  4. I played the 30-year old version and it is a great scenario with an interesting plot, good connections between the characters and some very creepy moments.
  5. What was your favourite version of RQ to date and why?

    I got RQ3 as part of a bundle with 'River of Cradles' and 'Dorastor: Land of Doom', long after I'd become a player of Elric! I was impressed enough with River of Cradles to run it as a campaign, which required quite a bit of back and forthing with RQ3 rules. It didn't make me want to stop playing Elric! The main thing I like about RQ3 is the extra stuff like how much it costs to hire a translator etc. etc. I might still refer to it for those (Fantasy Earth) tables, and some spells. A couple of NPCs from River of Cradles ended up as long term players in my campaign; so I am reminded in each session about the small frictions between RQ3 and its cousin games.
  6. What would be a Willpower Check?

    Sounds like a good way to do it.
  7. Nevertheless, this one is where you'll get the most sympathetic hearing.
  8. Hitpoint-less combat

    In normal BRP, if you roll ⅕ of your attack roll you get a Special success. This causes extra effects, depending on your weapon. The Big Gold Book list these on pp.194-7. The only one I've changed for the hitpointless system is the Bleeding one (for edged weapons). Instead of causing extra hit points of damage -- not measurable in a hitpointless system -- it requires an extra Resilience roll each round to stay conscious, until the bleeding is staunched. Example Two street brawlers face each other in Knifer's Alley in the city of Beelzebahn. Let's say they each have Resilience 11, and otherwise normal abilities. They are wearing heavy clothes (armour factor 1). The first rolls a special success against the other, who fails to parry. The Special effect will depend on the weapon the first thug is using a bleeding effect for a slashing weapon. Resilience roll for the second thug is normal: 50% + ((Resilience – (damage - armour)) x 5%). If it was a scimitar (base damage 8), this formula would be: 50 + ((11-(8-1)) x5 ) = 70% chance of the second thug staying up. However the 2nd thug must repeat this 70% roll at the end of subsequent rounds (even if he doesn't get hit that round) to see if he can resist collapsing from blood-loss. +4 damage for a club (base damage 6). That is, the damage bonus is increased to the next level. In this case, damage bonus is raised from 0 to 4. Resilience roll would be 50 + ((11-((6+4)-1))x5 = 60% chance of staying conscious after this blow. The effect of this special is to make it harder for the target to make the Resilience roll; there is more chance of being knocked unconscious by a crushing blow. An impaling weapon doubles the damage, but doesn't ignore armour (need a critical for that). Say the first thug wasn't a thug at all but a militiaman with a spear (damage 8). The Resilience roll would be: 50 + ((11-(16-1) x5) = 30%. There's obviously quite a difference between weapon types. In this case a spear is very effective in expert hands vs. a lightly armoured foe. By contrast a normal hit with the spear would result in the same Resilience check as the Scimitar above -- 70% for the target to stay fighting, but without the bleeding effect.
  9. Escaping the end of the world

    Depends how many times you want to run the End of the World scenario. It lacks finality if you repeat it again with the same characters. That said, Moorcock himself did imagine a kind of spiral time where the end is also the beginning (see Stormbringer and also the Dancers at the End of Time). I reckon only a Champion of the Balance could survive more than one iteration of the End Times though.
  10. Hitpoint-less combat

    The system doesn't do instant death. It does 'knocked out of the fight'. If you are bleeding out, you might not be very active at the time. I also incorporated bleeding into the system by using the BGB specials: a special attack (1/5) has the normal effect for the weapon, ie. Bleeding, Crushing, Entangling, Impaling or Knockback as per BGB pp.194-7, with the following changes: Bleeding Instead of inflicting extra hit points, it requires a Resilience check each subsequent round at the same level as the original, until staunched (see BGB p.195) Crushing Base damage increased to the maximum for the next damage bonus level, as per BGB p.195. Impaling Doubles max weapon damage, as per BGB p.196. Armour still counts.
  11. Hitpoint-less combat

    As Atgxtg said, the HP of a character are already factored in as the Resilience roll. The higher your HP/Resilience, the more likely you are to stay in the fight after a blow. So on average a person with high Resilience will be able to take more blows before being knocked out (mirroring the normal system with hit points as much as possible). Being knocked out is a little bit like being reduced to 0 hit points in your system, except that the hitpointless system separates ability to keep fighting from degree of injury.
  12. SAVAGE SWORDS AGAINST THE NECROMANCER is here!

    Looks great, thanks. Love a good Sword and Sorcery adventure. Have downloaded, will likely play.
  13. Hitpoint-less combat

    My justification for it is that I based this system on Ray Turney's Fire and Sword, and he has given some thought to it already. From his (gold) design notes for the game: I'm using this system in a science-fantasy setting, so the magical healing in combat doesn't apply. I haven't yet adopted it for my fantasy game, but even there it is a low-magic setting where healing spells are uncommon.
  14. Hitpoint-less combat

    Hard to base it on hit points in a hitpoint-less system! The heal spell as written heals 1d6 HP per 3 MP expended. So it is roughly equivalent for an average human (Resilience 10). The average roll of 1d6 is 3.5. Let's call it 3 to get a rough equivalence to the hit point system. 3/10 hp -- minor wound (walking wounded) 6/10 hp -- major wound (badly wounded) 9/10 hp -- unconscious (dying) 12/10 hp -- dead (dead) If you found it was a problem healing larger creatures, you could certainly scale up the magic point cost, relative to the hit points or resilience of the creature. I don't think this would come up in my games. I would simply say that healing is applied after the battle only; therefore the problem of bringing large creatures back into the fight wouldn't occur.
  15. Hitpoint-less combat

    I would say Heal or first aid would be applied after the fight, before the injured person makes their recovery roll . Successful first aid roll improves the recovery roll success level by one, up to a maximum of 'success' (Walking Wounded). Therefore a successful First Aid means that a character can avoid immediate death. A special success first aid roll improves the success level by one; a critical success by two (in each case to a maximum of 'Healthy'). A Heal spell automatically improves the injury level; it costs 3 power points for each wound level, up to 'Healthy'. 12 points for a 'Dead' character (only possible with immediate attention after the fight) 9 points for a 'Dying' character 6 points for a 'Badly Wounded' 3 points for a 'Walking Wounded' Of course you could partially apply the Heal spell if you didn't have enough MPs to get someone to 'Healthy'. * based on Heal spell, BGB p. 98, also similar MP cost to Heal Wound in RQ3, p.118
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