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Mankcam

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Everything posted by Mankcam

  1. Any idea when 'Grimoire' is released to the public?
  2. Nice character sheet - perhaps a more scroll-like border would do it justice for 'flavour', and I would of prefered the Player Name up the top rather than the bottom. I like how you included the Simple Fatigue rules on the sheet, it makes it much easier for players to comphrend. Very nice
  3. You could easily reskin it with Gloranthan Chaos Cults I reckon, just a bit of tweaking here and there. I sounds like a great scenario to run, heaps of flavour,,,
  4. WTF amelynne??? SPAM? Well, I'm sure the DM crew don't need any help with essay writing...
  5. For years I've been using the Location HP as a 'wound threshold' rather than a declining pool of HP. It saves alot of book keeping, and sounds similar to SDLeary's idea. If I remember that a character has been wounded in the same Hit Location previously during that combat scene, I ask the character to make a Stamina Roll, with failure indicating that this 'wound threshold' is half their usual HP for that location during that scene. I have been using the AH RQ3 rules for the outcome once the threshold is reached, so that's CON rolls etc depending upon the location. It means the player-characters tend to lose limbs much less than the rules would otherwise indicate, although its still quite easy to be temporarily disabled in combat, and combat is still quite a dangerous affair. I have had a 'Mook' rules kicking about for a few years as well, which I throw in when I want the combat to be a bit more pulpy. The 'mooks' have the same Total HP, but their Location HP are half the usual value. They don't get killed any easier, but they sure can be disabled much quicker in a fight, which is my intention.
  6. I tend to agree with Rosen, I think you could throw Heroic Abilities into the mix, but the Hero Points option is passe if you're already using Dragon Lines Martial Arts, his idea about translating Heroic Abilities into various Martial Arts Techniques sounds pretty good. Obiviously if you're not already using Hero Points then it would be cumbersome (and pointless) to bring them to the setting. If I had more time I'ld do a whole range of Martial Arts using the Dragon Lines Styles format, and apply them to European Martial Arts (Eg: Queensbury Boxing, Folk Wrestling, Staff Fighting, Men-At-Arms Skills, Archery, Jousting/Mounted Fighting, Fencing, Florentine Swordplay, etc). You'ld be able to reskin many of the Dragon Lines Techniques, and convert some MRQ2 Heroic Abilities to be used in there as well. If only I had the time...
  7. I can't see Heroic Abilities actually crashing the game, as they are from a variant system of BRP (MRQ2). Actually Heroic Abilities aren't as potent as I would like, considering their prerequisities (something which the author Loz indicated that may be getting a revamp for RQ6). I'm not sure how Heroic Abilities would mix with Dragon Lines. I can't see it being a problem with actual gameplay, but it may be cumbersome from a player-character point of view trying not to trip over too many options. You wouldn't want to find a Heroic Ability does the same as a specific Martial Arts Technique, it'ld be a little confusing. I really love how Martial Arts Styles are presented in Dragon Lines, and I'm considering Dragon Lines for my next setting, I love wuxia and it's done well with that supplement. If you have already been using Martial Arts Styles from Dragon Lines, then the introduction of MRQ2 Heroic Abilities would have to be carefully considered, there's likely to be some pitfalls mixing those two. I can't fathom what they are at present, although my gut instinct seems to tell me to be cautious introducing both options to the same setting.
  8. I like both systems, the Variable AP/ Major Wound system and the Static AP/Hit Locations system. My players prefer the later, especially for a ancient/medieval settings, and I guess we like RuneQuest so the later works best for us. I think if I was doing a Modern or Near Future/Cyberpunk setting I might prefer the former, just for the sake of a more fluid combat flavour as opposed to a crunchy tactile one. Either system works as long as they are mutually exclusive. It's just down to taste.
  9. I use a hybrid system for my rpgs, which is a mix of BRP and MRQ2 rules, and I incorperate Fate options from both, to a degree. I like BRP BGB's Fate points in the fact that a character must 'invest' into the world to get something out of it. However I tweaked the rules somewhat. First of all I made using Fate a flate rate of 5 PP, and if PP are used for purposes of Fate then they are recovered at 1 PP/day, not 1 PP /hour like with magic use. Secondly I request for the characters to make a Luck Roll (POWx5) in order to see if they have successfully tweaked Fate. Success equals either a skill re-roll, or 2pts damage reduction, or a narrative benefit. I don't allow for Fate to enhance skills or anything like that, as that is what Magic or Divine Intervention is for, so Fate is used when a character basically glitches their roll and wants a chance to minimise or get out of it. It isn't overused this way, and the BRP system retains it's gritty flavour if Fate is only used for re-rolls, rather than how Fate Points can be added to together in some systems to grant major benefits. So if you like a gritty gameplay, but want to allow characters second chances then this is not a bad way to do it. For a slightly more heroic game I also use a refined application of MRQ2 Hero Points.This is because I use Hero Points so I can have a 'currency' for which powerful characters can use to obtain MRQ2 Heroic Abilities (along with the other usual prerequisites). I give them out quite sparingly like others have suggested, primarily as a reward for good very roleplaying and sometimes at the successful completion of a story arc if it feels right (it's certainly not always expected). Hero Points can be accumulated for Heroic Abilities, or they can be expended as a 'free Fate' option, instead of expending 5PP. So the character has to choose which option they want to go with for Fate - 5PP cost or the loss of a Hero Point. Hero Points tend to not be overused this way, and are valued rather than a disposable comodity. This bastardisation of the two systems isn't as bad as it sounds, it works quite smoothly for our games. The main thing with Fate is that the cost needs to be weighty (ie: 5PP and a slower PP recovery), and that it shouldn't be certainity (ie: a Luck roll). Not allowing them to be over-powerful, just allowing access to second-chances, is a key to keeping grittiness if you like the current BRP flavour with combat.
  10. I somehow overlooked that. (At risk of sounding like 'Bill & Ted'): Swweeet!
  11. Rubble Runner stats are in AH RQ2 rulebook or the Gloranthan Bestiary (for AH RQ3), both long out-of-print of course. I'm not sure what the rules are for posting stats for out of print publications
  12. Well I know I'm in the right ballpark using the Martial Arts rules, but I'm still not entirely sure of the final dynamic. I guess the simpliest approach is to make a roll under both your attack and martial arts trait which grants you an additional damage roll for 2nd weapon (no dmg bonus). This would be closest to the martial arts rules, just cosmetics as you say. However, I do like your idea of rolling under both Attack and 'Technique: Dual-wielding' which grants an additional attack (or parry) roll upon that strike rank at a reduced or no offhand penalty, and no second action penalty. This probably feels more like a dual-wielding rule to me. I guess Dual-Wielding Combat would be a Knowledge skill, although it sounds awfully like a Fighting Style, which is what Martial Arts aims to cover. I do like the fact that my previous suggestion is more in keeping with the Martial Arts rules as written, but your rule makes good sense... decisions decisions... Thanks for your suggestions, it's giving me something to think about
  13. I like the Martial Arts styles, its good to have access to various techniques, skills, wuxia powers etc. One query regarding Martial Arts - does the Techniques replace the pre-existing Martial Arts mechanics, or compliment them? Does the martial artist still get to roll damage twice in addition to choosing a Technique, or does the Technique chosen replace the Martial Arts damage rule as listed in the BGB?
  14. Kind of. I wasn't really happy with those rules. It works okay for dual weapon fighting for general fighters (2nd weapon is 5 DEX ranks after first attack, and 2nd attack made at Difficult%). But what if someone is trained in dual-wielding, they should be able to attack much better this. I see the rules indicate that if someone is trained not to have an off-hand penalty, then the Difficult Penalty is negated, but how does you learn it in the first place? Most abilities are expressed as a percentage, but this indicates that a 'Dual Wield Combo' is more like an Effect - this would be perfectly okay if BRP had additional Advantage/Disadvantage traits like GURPS, WoD Merits/Flaws, Savage Worlds Edges/Hindrances, D&D Feats etc. But as there isn't any way to calculate it as an 'Advantage', then I thought the nearest way to calculate it would be to express it as a percentile for training/experience purposes, which got me thinking it was more of a Fighting Style rather than an individual technique, which led me back to the Martial Arts rules. This way the character's chance to succeed in dual-wielding increases with the more training they have with that Fighting Style. That was my reasoning, I feel I'm on the right track, but feedback is appreciated.
  15. In regards to my query with Dual-Weapon Combo, I have gone for a simple approach, that is to use the pre-existing Martial Arts rules in the BRP BGB. Basically if a dual wielding swordsman succeeds in his Sword Attack and also rolls under his Martial Arts: Florentine Style or Martial Arts: Kenjitsu, etc etc then he has an additional damage roll (using the second weapon's damage dice). I'll also allow other options, say for example, the swordsman may want to receive an additional 'free parry' within that melee round (no 2nd action modifier) for example. It looks like it will work, it covers the territory I was after and it fits in with a pre-existing rule, I'm not really bolting any new mechanic into the system. Sounds reasonable to anyone?
  16. Just make it a skill eg: Rune Casting. Start with POW x2%. No MP to use. Then work out the magnitude of the magic within it, eg: 2 pt spell effect etc. Pretty simple. Or you could make the Rune an enhancement for casting magic with that sphere eg: Fire Rune grants +25% to any magic involving fire. Not sure how that will go for characters with limited initial magic abilities though. Both options require some tweaking, but they will work. Not all that flavoursome the way I've portrayed them however, but that'll be your job. I see you played HARP. You can easily port over concepts from HARP and tweak it for the BRP setting, most of the stuff will take no time to port over as BRP is a fairly intuitive system once you get the hang of it. If I can't find a rule in BRP, I often check either HARP or GURPS to see how they have done it and look at porting over some version of that for BRP. After playing HARP you'll love how BRP combat doesn't require you to check a table every time you hit something (unless you fumble). I find BRP a much better rule base than ICE rules, but you've still got a lot of concepts in those ICE products that you can easily tweak for this system. But, regarding this system, the options suggested by other posters will lead you to some ready-made rune rules for BRP, which takes all the hard work out of evoking good descriptions for rune magic, I'ld go with either of the following myself: I would certainly try and get your hands on Chaosium's 'Bronze Grimoire', its a great addition for Stormbringer magic, got a very sorcerous atmosphere, and definately has runes you can port over directly for this kind of thing, it may be your best bet if you like dark fantasy sorcery. I would also have to agree with Pete Nash about having a look at the 'Vikings' book he wrote for MRQ2, most of it is quite compatible with core BRP, and the rune magic in that is quite flavoursome if you want to have a less sorcerous angle on the runes. I quite like how he explained runes for that setting. It's a great source book, and there's stuff in there that you're bound to port over into other aspects of your game - the Drive.Thru.com deal is quite reasonable for the ammount of info you get out of that book.
  17. Thank you for directing me to that link, but for some reason I couldn't get it to open, so I'm back at square one...
  18. I haven't found any rules in the BRP BGB for a two-weapon combo manuver - have I missed it at all? If so, how have others approached this? My first thought is that it is a Stance or Technique, similar to how the Techniques are presented in 'Dragon Lines', that being essientially providing a bonus or allowing you to do something otherwise not available to those who do not know the technique. I would probably incorperate it into a Fighting Style, just like Martial Arts as presented in 'Dragon Lines', except for my fantasy setting - perhaps like 'Florentine Style' for a medival europe setting. I tend to roleplay in Glorantha, so I'ld look at incorperating it into various combat-orientated cults instead. Having said that, I'm not sure what the mechanics for it would be. Perhaps something along the lines that you can have two attack actions on the same strike rank (I'm using strike rank options obiviously), perhaps with the second weapon being at -30% (-20% off-hand penalty, -10% mult-action penalty). Perhaps if a character is ambidexturous then the off-hand penalty wouldn't apply and it would be just the -10% multi-action penalty. I think the second strike would have to occur on the same strike rank otherwise it would complicate matters, and I guess that's the whole point of it in terms of combat mechanics - an additional attack before another strike rank action (otherwise mechanically it's not much difference between any other additional attack, which really isn't a 'combo' effect). Not sure if I'm explaining my thoughts clearly, but I just thought I'ld throw this one out to the forums for advice, as one of our players is wanting to fight with two blades, and I want to lock something in pretty soon Any advice would be appreciated...
  19. Really, only 1%? I'm a little surprised by that, it hardly seems like a Super Power at all Thanks for the link when Jason clarifies it, but I'm a little confused on what he has written. Jason states that "The summary chart is in error - it's 1% per level." Is he saying that the chart is in error by having only 1% listed? Or is he saying that the Power should be listed as 1% per level, which it actually is listed as on the Summary Chart. If this is the case, then why would he say that the Summary Chart is in error...hmmm Questions begat questions...
  20. Just a quick query: One of our players has pointed out a discrepancy with the potency of the DEFENSE Power as it is listed in the BRP BGB. In the 'Super Powers Summary' insert (BRP BGB: p147), the function of the Defense Power is listed as lowering your chance to be hit by 1% per level. In the Powers description later in the chapter (BRP BGB: p151), the description reads "Each level of this Power subtracts 5% from all attacks made in a combat round against your character." Which one is it? I prefer the later, and have gone with that. Just wondering what the consensus is on it, or if this has been cleaned up in a subsequent printing...
  21. I understand the concept behind having a random value (ie: finding a chink in the armour etc), but I feel that having a static AP value works best. Especially if you're using Hit Locations, as you don't have alot of points in each location, so a static AP value for protection is a BIG HELP, and balances out the ENC it costs the character. I used random AP when we first tried Stormbringer, which never felt right to us as we had been playing RQ previously. A few years later when I ran another Young Kingdoms scenario we just used the AH RQ3 game mechanics (except Magic), and played the Stormbringer setting. It seemed to work better for us. So I ditched random AP values years ago, and play the static AP as in AH RQ3 (and in BRP BGB). You'll find a few adherents to random AP, but most players prefer the static AP system.
  22. Well it sounds like some interesting supplements ahead from Alephetar Games. I don't think the D100/BRP system has been this well supported for at least 20 yrs, its great to see new titles keep rolling out!
  23. 'Merrie England' will be great, I'm really hanging out for it. 'ROME' and 'Crusaders of the Amber Coast' are good too, I really like the new support for Fantasy Earth. By all accounts 'Stupor Mundi' was a fine product, it's a pity that it was out of print before I got to purchase it - I was rather hoping that it would see the light of day as BRP to sit nicely alongside my other Alephetar Books. If not BRP, then RQ6 or another D100/BRP-related system perhaps?
  24. I've always assumed that Special and Critical Chances should be based on the skill chance at the time. It makes more sense if you have a better-than-usual chance of pulling off a skill (for whatever reason), then you'ld have a better-than-usual chance of pulling off a special or critical success in that particular situation as well. Well, that's how I read it, and it makes logical sense to me. Plus its more fun for the players.
  25. Well if the aggressor is the Poison, then that's the Active agent, and thus the GM is making a roll to see if the poison works against the player-character. I don't think anyone could 'actively' resist something like that. If the target character has a higher CON then that reduces the poision's chance of success, rather than an active process. You would call balancing on a ledge an active process, so that would require a Agility Roll (perhaps with a modifier, depending on the ledge). Resisting poision more of a passive process, so the GM rolls for the chance of the active agent (determined by the RES Table). Well it works for me, but I suppose I was exposed to the Resistance Table back in 1984 or 1985 - I don't think I even looked at D&D mechanics for a few years later, so I never compared the RQ Resistance Table against D&D Saving Rolls, so to me the table is intuitive. Now, consider arm wrestling. Active or Passive process? The old RQ books always made it a STR vs STR roll on the RES Table, although I think the more recent BRP BGB books would logically make it opposed Effort Rolls, considering both partcipants are active. Ahh the enigma
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