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Questbird

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Questbird last won the day on September 21 2015

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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. In 2020 I started playing online D&D5e and Coriolis. I roleplay once a month currently.
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    Melbourne, Australia
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    Hmm.

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  1. I'd never played RPGs online before last year. I've managed to squeeze in a couple of face to face sessions over the last year and a half, but also quite a few online sessions. Like you I've been able to try some new systems and play with friends in different countries. I still prefer face to face but when online, why not use its advantages? It's good not only for connecting with distant people, but also for in-game sound effects or ambient sounds, and visual props.
  2. I've played D&D and Coriolis: The Third Horizon on roll20. It's great to know I can play Elric! there too. Unfortunately one of my Elric! regulars refuses to participate online.
  3. Any chance that mostly written setting might one day reach the light of day in some form?
  4. I don't mind this system at all, especially since it works well with my favourite system Elric! which only has criticals. Does this method work the same way for critical failures? For example, if you had 60 skill and you rolled 65, would that be a fumble? (Not that Elric! has critical failures except for a fumble on 99 or 00).
  5. I'm not a fan of the dice flipping idea either. However I do sometimes find dealing with Specials and Criticals a bit too fiddly. I did experiment with the Harn system (0 or 5 units is a critical success or failure) for my hitpointless combat system. It gives the right spread of results and and makes calculating the critical fumbles easier*. I changed it to 1 or 2 on the units die to preserve the sense of 'roll low is better'. It hasn't quite stuck (partially because I only used the hitpointless system in one campaign). I'm no maths-phobe but late at night those 'visual' dice methods such as in OpenQuest (ie. doubles are criticals; or @deleriad's variant which adds the exact skill as a super critical), or even the "units less than tens die" method mentioned by @Zit and @Mugen have appeal. * "5% of your chance of failure" is not intuitive for fumbles and the players have no interest in getting the calculation right anyway!
  6. Following on from the discussion in -- I pulled down a selection of my games from my shelf to compare how they handle criticals. Looking down the list (which dates me as a gamer; I've asterisked the ones I actually play with any frequency) you can discern some of the BRP family tree. It's notable that the concept of Special successes is only found in a few of them: RQ3, BGB, and Magic World. These days I crave more simplicity in my gaming and am inclined to use a system with only criticals. I like the idea of the doubles-as-criticals idea from OpenQuest, but I haven't used it yet. Basic Roleplaying (Big Gold Book) * Special ⅕ skill Critical 5% skill Fumble 5% of failure chance Any skill of 5% or higher will always have 5% chance of success Easy skill rolls x2 skill Difficult skill rolls x½ skill Call of Cthulhu 3rd Edition * Impale, for piercing guns and some melee weapons, ⅕ skill Clockwork and Chivalry (Renaissance), 2nd ed. Critical ⅒ skill, fumble on 00 01-05 auto success, 96-00 auto failure Elric! * Critical ⅕ skill Impale (for thrusting and stabbing weapons) on 01 Fumble 99-00 for skills less than or equal to 100%; for 101%+, on 00 only Lyonesse (Mythras) Critical ⅒ skill 01-05 auto success, 96-00 auto failure Fumble 99-00 for skills less than or equal to 100%; for 101%+, on 00 only Magic World Special ⅕ skill, critical 01-05, (Errata'd to 5% of skill, thanks @NickMiddleton) fumble 99-00 for skill < 101%; for 101%+ on 00 only Mongoose Runequest (I) Critical ⅒ skill, fumble on 00 01-05 auto success, 96-00 auto failure M-Space Critical ⅒ skill Fumble 99-00 for skills less than or equal to 100%; for 101%+, on 00 only Nephilim Critical ⅒ skill, fumble on 99-00 Skills over 100%, critical ⅕ skill, fumble only on 00 OpenQuest 3rd edition Critical on doubles roll on d100 that is less than skill (Approximately equivalent to ⅒ skill or just under) Fumble on doubles roll greater than skill 00 auto fumble except for Master (100%) Runequest 3rd Ed. Critical 5% of skill Special ⅕ skill Fumble 5% of failure chance
  7. Yes it can derail things if players don't spot clues using Spot Hidden checks. It can be hard for players to put clues together even if they find them, let alone not finding them at all due to a random roll. You can partially hide clues by, for example having something in a cupboard that won't be found unless the player states that they're looking in the cupboard; but they automatically spot it if they do. Spot Hidden could be used to get even more information from a crime scene, ie. extra clues. Also, used passively you can keep players nervous by calling for random checks; that way not every check means there's actually something to see. If they succeed you could confirm that they're not being followed, or give them some random clue for your investigation.
  8. Fire and Sword by Ray Turney (available here on BRP central) uses a d20 system for skills, but a d10 for 'easy' checks and a d30 for 'hard' ones.
  9. I like the simplicity of that. It's like the basic d100 system: explaining it is easy. Roll under your skill = success. In this case you could add: Roll exactly your skill = super success Roll 100 = fail Roll doubles = 'crazy fate', twice as good or bad, depending on under your skill or not.
  10. With 45% chance of critical at 100+ skill, confilcts between Masters would probably be short and sharp, instead of "bif-bof-bif". For skills > 100 you could change the rule to 'ones less than or equal to tens' is a critical.
  11. The ones less than tens method is quite interesting. Someone with 50% skill would have an 11% chance of critical while another with 70% would have %22. This is fine, and a good idea for a game like Elric! which has ⅕ criticals. But how would it scale to skill levels above 100%? If you had for example 120% skill wouldn't all the 'ones' be less than the 'tens' on d100 and therefore you would have 100% chance of a critical?
  12. You are welcome 😄. If you bought the full bundle, one of the Companion books has different careers for non-human communities.
  13. There's some good discussion of stripping down skills to the basics in this thread: Many of the current crop of Free League games like Coriolis and Forbidden Lands are doing similar things, simplifying the skills to a manageable core. Coriolis has a single 'Pilot' skill for all vehicles. I would probably at least distinguish animal control/riding from vehicular travel. You're right in that not every game would need all of those skills. A campaign set in the old Inca Empire would have no need of Riding, Sailing or Driving! (Actually not quite true; there would have been animal handling though not riding, and some boating would have happened on the coast or mountain lakes).
  14. It's not Elric! or BRP but there's currently (2021-08-06, and lasting for another 11 days) a bundle of holding offer for Warlock! https://bundleofholding.com/index/current/name/Warlock. It's a terrible, unsearchable name for an obscure RPG. However, I bought it and it is quite a pleasant amalgam of WFRP, Dragon Warriors(?) and Fighting Fantasy (the "best of British"), though mostly the former. All the classic professions and advanced professions are there, with a skill system that could translate quite easily to BRP/Elric! You roll a d20 and add your skill and if you get 20+ you succeed. As @Nikoli was hinting at, each profession has its own 'profession' skill as well as others. It has an ok looking magic system too. Maybe worth a look for your research?
  15. How hard would it be to get OpenQuest 3 an ISBN? It's not a big deal, I ask merely because I wanted to add it to my Librarything RPG library. It didn't show up in the search there, though the Jackals games do (they have ISBNs or ASINs or whatever). Several people on Librarything, including me have added various editions of OpenQuest manually, but those aren't shareable.
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