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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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    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.
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    Melbourne, Australia
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    Hmm.

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. SAVAGE SWORDS AGAINST THE NECROMANCER is here!

    Looks great, thanks. Love a good Sword and Sorcery adventure. Have downloaded, will likely play.
  6. 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.
  7. 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.
  8. 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
  9. Hitpoint-less combat

    Well that was an omission on my part if it wasn't clear. The CONx5 roll at the end of the fight is only for those who have failed a Resilience check and been knocked out of the fight earlier. Everyone else is assumed to be healthy enough, though they might have taken a scratch or two.
  10. Hitpoint-less combat

    Maybe it was an enchanted sword -- the guy was fighting a dragon, after all!
  11. Hitpoint-less combat

    How injured are you? At the end of the fight, make a CONx5 check: critical or special success – Healthy (knocked out by pain only) success – Walking Wounded failure – Badly Wounded special failure (failure with 1 or 2 on the units die) – Dying fumble – Dead Yes, you could die with one blow in this system. But first you'd have to: get hit by attacker fail to parry or dodge take the blow and fail a Resilience check and then roll a fumble So if all of that goes wrong for you, I guess it is literally Bad Luck. You can also die in one blow in the normal combat system with hit points. Since you roll after the fight I would allow successful First Aid rolls and so forth to help by raising the roll by one success level. In some ways this makes the system less fatal than the normal one. Remember that if you need to roll a Resilience check you have been hit by a weapon, and most likely injured in some way -- if you fail the check it means that you have at least been knocked unconscious or semi-conscious. The hitpointless system just triages these injuries into 'still able to fight' or not. All but the most bloodthirsty characters won't really care if their defeated opponents bleed to death on the battlefield or crawl away later to live out their lives quietly on a farm somewhere.
  12. LANKHMAR CONVERSION COMING

    There's also the Ice Gnomes, the Invisibles of Stardock, and of course the Rats of Lankhmar below. -- Thanks to http://www.scrollsoflankhmar.com/rpgguide:nehwonmonsters
  13. LANKHMAR CONVERSION COMING

    White magic is basically magic which avoids the hateful energies which make black magic more powerful and effective. In my campaign, different regions are more or less 'magical'. Divine magic (black or white) works better as you go further south.
  14. LANKHMAR CONVERSION COMING

    I had no intention of being patronising. I've used chunks of Spider God's Bride in Nehwon (using Elric! rules) already (most recently 'Eidolon of the Ape' in Lankhmar city). It doesn't all translate but it's pretty good. I think the non-human races in Nehwon aren't really playable as characters. Having said that, I have had PCs in my campaign playing an elf, a centaur and a Quarmallian over the years. No Simorgyans though.
  15. LANKHMAR CONVERSION COMING

    Correct, race generally equals species in many RPGs, but in the Sword and Sorcery genre (term coined by Leiber I believe) eg. Lankhmar, Conan or Elric, race often means different human cultures because humans dominate, and those cultures are given very stereotypical features which can translate to RPG mechanical differences. For example the Stygians in Conan are an old decadent sorcerous 'race'; the Pan Tangians are crazy Chaos worshippers (very boorish and crude ones according to the Melniboneans whose culture they try to imitate). RPG examples are Xoth from The Spider God's Bride and OpenQuest's The Savage North (these two are modelled on Conan). Some of the 'race'=culture stuff comes from the time these works were written, when skin colour and culture was regarded as unbridgeable differences between humans, the ultimate 'other'. In Nehwon, non-humans are very rare. Even the Quarmallians and Ghouls are described as very weird and isolated but mostly human societies. Fafhrd had a Ghoul girlfriend for a short while (Kreeshkra). Remember there's also the decadent Eastern empire of Eevanmarensee, where even the cats and dogs are hairless; the people of that kingdom are human but still weird and different from other Nehwonians. The Simorgyans may look human (?) but they are true aliens, and inimical to humankind. The flip side of all this is that there aren't any 'baddie' races like Orcs, the point being that in a dark and gritty world humans are bad enough.
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