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Mankcam

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Everything posted by Mankcam

  1. Yep, the RuneQuest 6th Edition Hard Cover is beautiful to behold. Enjoy!
  2. Well Pelgrane Press would be eternally hip if they dual stated this for both FATE and BRP!!! Here's hoping
  3. Yes I agree that BRP doesn't need a Feat system, and certainly not for gritty settings like Call of Cthulhu. However they are fun in a pulp setting, and the best way to model them is with PP use I believe. Your system is uncannily similar to mine, so great minds must think alike
  4. I think there could be merit in providing some maximum Hero Point accrual like Rod suggested, but I'm unsure how to go about it. Maybe equal to the character's POW, or even half POW, perhaps?
  5. I personally wouldn't go the CON+SIZ route for Total Hit Points, it tends to make the PCs feel like MMO tanks and almost invincible. I prefer my PCs to know they can be hurt easily, but I usually count 0 HP as Incapacitated rather than Death, as its not fun re-rolling characters mid-campaign. I would keep usual Hit Points and Major Wounds as they are. Liberal use of Luck Roll or Hero Points can easily add to a more pulpy flavour and keep the characters out of harm's way. Simple approach for BRP is allow for wide spanning outcomes with a Luck Roll, although give it a cost in Power Points, aka Fate Rules options from BRP. As you are using OpenQuest, you can pretty much cover this with Hero Points, and porting over ideas from Astounding Adventures Action Points are a great idea. So you've got all you need already there. If you allow for a wide scope of situations with Hero Points then you'll be right. Perhaps include Attribute x 5% rolls for general situations that you have no skills involved, such as Idea Rolls etc, and use Hero Points to augment mundane skills beyond the usual scope, allowing for highly cinematic outcomes, for example, Athletics could be used with a Hero Point to cover very swashbuckling cinematic moves, etc. I think if you are regularly awarding Hero Points then you will give the characters a currency to do cool stunts and extend their survivability. I would award a Hero Point or two for achieving certain minor objectives during game play, or if a scene is roleplayed well. Doing this during game play will allow the Hero Points to build up quicker, and you can always award a few more at the end of a session for achieving the major objectives of that scenario. Just throw out Hero Points here and there, and you'll soon see the characters using them to get out of scrapes etc, and it will add to a more cinematic feel to the game, which is usually a winner with most troupes. Works well for my group
  6. I am currently running a 1920s/1930s Astounding Adventures/Pulp Cthulhu campaign and the use of character advantages/traits is quite important in capturing the 'pulpyness' of the setting Astounding Adventures has some Abilities under the 'Resources' rules, but doesn't cover much, and I already had my system in play before AA was published, and didn't see the need to convert. Firstly I renamed Power Points as 'Pulp Points', so that everyone can use them, not only for magic but for cool stunts. Pulp Points are equal to (POW+CHA)/2. I tweaked the BRP Fate Rules options, so everyone can use a Pulp Point to account for a skill re-roll, and I also request characters expend a Pulp Point to make generalised luck rolls (POWx5%). If the character fails the roll, I tend to allow for it to be attempted again, as a accumulative cost of -30% and x3 Pulp Points, although stricter game masters may not want to allow never-ending attempts. Using these rules with the Mook rules certainly helps the characters remain in role as Pulp Heroes. I slowed the recharge to weekly POW rolls, just like natural healing, although doing actions and behaviour in accordance with their character concept generally awards one or two Pulp Points for recharge. Secondly, every character was able to choose some 'Pulp Powers' to help define them. I used the BRP Magic rules, RQ3 Spirit Magic, OQ2 Battlemagic, BRP Psychic Powers, and some BRP Super Powers rules as a guide. I gave the characters a set number of points, but allowed them to come up with Failings which would grant additional points (minor failing 1pt, moderate failing 2pts, major failing 3pts). I requested for Pulp Powers not to have beyond Magnitude 4, otherwise they come across as Super Powers rather than Extraordinary Abilities. In some cases this may be even a little too high, perhaps Magnitude 2 would be a better capping, depending upon how pulpy the setting is. The Pulp Powers don't have a separate skill roll, they used whatever mundane skill roll is relevant, and just expend Pulp Points with it to augment that skill. The effects are instant, but the trapping is non magical obviously. The system works great for a pulp setting, you just have to be creative about how the spell would appear in the pulp setting, and of course, it is all about trappings and renaming the spell to be an ability. For example, our female archaeologist chose the Demoralize power. We renamed this as her 'Steely Gaze' ability, which she can choose to augment her Fast Talk and Persuade rolls. Seems to work great. Another example was a character who chose the 'Avoidance' spell from OQ2, and chose it at Magnitude 2 - this allowed him to have one to two additional Dodge rolls per combat round, at the expenditure of one to two Pulp Points. We changed the trappings from magic to explaining that he was incredibly nimble in combat, and renamed it 'Hard To Hit', and stated it was an ability he gained when training with Monks from the Exotic Orient. Seems to be a fun ability, and works great with the setting. So its all about flavour, just rename a spell and go from there I reckon, its worked pretty well for my troupe so far Food for thought
  7. Harn is a great simulationist system as it is, and the D100 percentile mechanic is pretty familiar for BRP players. It's just a tad too complex for my tastes as a GM, so BRP wins out there. If I was using the Harn setting I would use BRP mechanics although I would try and keep the Harn magic system as much as possible, it wouldn't be hard to port into BRP. The Harn setting material is excellent. I'd use BRP Merrie England, BRP Crusaders Of The Amber Coast, and BRP Mythic Iceland for character creation guidelines. I also played a Shadow World scenario (written for ICE Rolemaster) with BRP, and it seemed to port across reasonably well. I think one of the charms of BRP is that you can do most gritty settings with it, its a great old school system that was well ahead of the others when it first came out.
  8. Status is basically Call of Cthulhu's Credit Rating skill. I tend to additionally use it instead of recording coinage for most of my settings, with occasionally Wealth bonuses, such as 'Windfalls' etc which temporarily add to Status rolls for purposes of acquiring resources etc Its a little vague but seems to work okay, and sure beats writing down every copper coin the players are carrying.
  9. As far as LEGEND goes, I think the stat blocks will be almost directly compatible with RQ6. LEGEND and RQ6 vary in some mechanics and bolt-ons, such as Legendary Abilities in LEGEND and Passions in RQ6, for instance, but I think the stat blocks will be about 99.9% compatible and most GMs would be using the supplements interchangeably I would think. You won't have an issue using the resources for each other, its actually one of the strengths from a GM's point of view.
  10. Well OpenQuest is a good start, but its charm is play in RAW I reckon. If you start bolting on options then it will certainly hold up, but it kinda defeats the purpose of running OpenQuest, essentially a streamlined BRP. MagicWorld will have what you need, and if you go with this I don't think you would be disappointed. The character generation is quite quick, and it is a reasonable take on fantasy BRP. If your players are big Call of Cthulhu fans then moving to MagicWorld is probably the least disruption if you are wanting to play fantasy with them. However, my totally subjective opinion is that RuneQuest 6th edition is definitely what you are after. I have been gaming since 1984 and I think this is the best set of rules for a semi-historical dark ages or ancient setting, or pure fantasy and sword n sorcery. I'm not one for complex rules, and I don't think RQ6 is all that complex. Yes it is the 'crunchier' option but that doesn't weigh the combat system down, it actually enhances it. It is a lot of fun to play, and you can hand wave a lot of things on the fly like in all BRP-related systems but if you have a look at the rules you will see most combat situations are covered, and a lot of non-combat ones as well. Character generation is fun, with Passions and Relationships it really goes a long way to fleshing out a character right from the start. Pete's suggestion of using the combat tracker certainly makes life easier for combat scenes. I think if you have RQ6 in your collection then you certainly need to try it out if starting a fantasy campaign, its really great. As far as supplements go, you can use the RQ6 ones as well as most LEGEND supplements as well, the stats blocks are almost interchangeable. So I'm certainly recommending RuneQuest 6th edition, its a great game
  11. I have FATE Core and love it, and it does need a bestiary, so I'm certainly happy if it comes out in FATE mechanics. However, seeing how I found this link through this thread I voted BRP, which now puts it in second place, just scrapping ahead of Gumshoe and Pathfinder. Either way I win if my two favourite systems get some attention with this.
  12. MagicWorld is the biggie here. Its skill allocation is even quicker than most BRP related systems, you could certainly have char gen down to 10min with MagicWorld
  13. If you are playing OpenQuest, then I'd tend to stick with the rules as they are. Part of its charm is that it is very broad and designed to have a clean, simple approach to BRP. If you are looking for more meat on the bone in regards to combat options and differentials then I reckon you get your hands on RuneQuest 6th edition, its perfect for that kind of thing, very much grounded in combat options for ancient or medieval flavoured eras.
  14. Welcome mate, you'll find this a cool place to bash all your BRP ideas around. As you know, many of the authors frequent the place and its great to get their opinions on how to house rule something, or how something could be portrayed in vein with the rules already currently at hand. Many other creative types regularly post, so you will not be short on a sounding board if need be. Feel free to float your ideas!
  15. QueenJadisOfCharn, I think you may be over-reacting to the content in this thread, really, its just a discussion, no need to start flaming here. It is a tad offensive and not in the spirit of this forum...
  16. Could the Divine Favour be represented with the Pact skill in Legend? It sounds like it could be portraying the same thing
  17. I also recommend porting Renaissance's Witchcraft over to BRP pretty much as its written, just work out MAG the same way and give it to characters who know Witchcraft. Of course, you also need to port over Righteousness Points, although you could use BRP's Allegiance instead, as its pretty much the same concept,
  18. I tend to use BRP BGB with a lot of options, as I originally got into the system through RQ3 in the 80s, and the BGB allows me to continue along without too many dramatic changes. My players know these rules as well, so its less disruption. Actually if it wasn't for them, I would probably use RQ6 instead. However, its pretty easy to port rules into the base form of BRP, so I often have elements from RQ6, MW, OQ, CF and other supplements. Its a great system that appeals to both simulationalist and narrative play styles, you won't be disappointed!
  19. You could easily use the Sorcery rules from MRQ2 Lankmar setting for a Hyborian game, it is almost exactly what is needed, complete with a Corruption mechanic. Failing that, the magic system from Call of Cthulhu is an excellent stand in. All been discussed before in old threads, which goes to show that Conan is ideally suited to BRP/RQ, otherwise it wouldn't keep coming up. Mongoose should of done it when they had the licence for their D20 game, as their content was excellent.
  20. I think the Major Wound system is okay. Its nice and simple, and certainly suits OQ. Despite such, I still prefer the Hit Locations rules for BRP and RQ. I doubt I would run a fantasy setting without it actually, its just more tactile. But this is fairly subjective, and there is certainly nothing wrong with the Major Wounds rules as written for BRP, MW, or OQ.
  21. Makes me wish I live in the US. Have fun!
  22. Sounds great! Thanks for using the delay wisely, its much appreciated. I'm looking forward to this release!
  23. My fantasy games are usually set in Glorantha, so I tend to use a mixture of the Balkanised model and the nation-states model. In my settings, Spoken language starting chance varies according to culture, and written language according to social class. Characters begin with Language (Own) at INTx5% for Civilised characters, INTx4% for those of Barbarian cultures, and INTx3% for those of Primitive origin. Literacy (Own) varies according to social class: Destitute/Urchin/Slave doesn't start with any skill in Literacy; Poor starts at INT%; Middle Class at INTx2%; and Upper Class at INTx3%. I also give most characters Language (Tradetalk) at INTx2%, which is the unifying tongue in Glorantha, although from what I know it a mixture of traders argot and hand gestures, rather than just a vocal language in the usual sense. Its not so much a 'common' dialect, but more a back up form of communication for most. As social skills are limited by the language skill, then it is always handy to have a merchant or sage type character in a Gloranthan troupe to act as a linguist, and it should be pointed out that Tradetalk has no written form, so having someone versed in literacy in quite handy. It might seem cumbersome to some, but it adds to the flavour of an ancient/fantasy setting to highlight cultural differences, and different languages are part of this.
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