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Gollum

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Everything posted by Gollum

  1. I fully do agree. Either once uses the BRP rules, or the Legend ones. Even if once put a lot of "house" rules in the final product, the purpose is to stay as close as possible to the original set of rules. Saying that it is a Legend product when it is more a BRP one (or the reverse) would lead to more confusion than benefit. And many readers could also be disappointed.
  2. I do agree with what is said above. With BRP, PDF may be the best choice for many reasons: 1) It's easier to search through it. 2) You don't have to search a lot through it during play. Almost all what you need is written on the character sheet and the rest is very easy to memorize... In other role playing games, to the contrary, you have to search a lot through the books during game; then, unless playing with a computer or tablet right on the table, PDF may not be the best choice. 3) With a PDF, you can print only what you need and have a much thinner book: tables, lists of skills, powers and equipment, character sheets, and that's all. Most of what is written in a role playing game is hints, important hints, but hints that you don't need anymore once you read and understood them. Here again, this is true with rule light games but not with rule heavy ones where you would have to print most of the book. 4) You've got the PDF as soon as you ordered it! 5) The PDF is cheaper; then, you can choose to buy the physical book only if it is very interesting for you. Furthermore, when you want to buy both and wait enough time between the PDF and the physical book, you can have a very good surprise – like I did with the Big Golden Book: a revised edition, with minor (but very interesting) changes, beyond simple erratas. The rules about shield and knockout attacks, for instance, are different between my PDF and my physical book.
  3. I fully do agree. GURPS is outstanding when you want results in game that sound realistic... But it sometimes take so much time to create the character you want to play, that is, to customize the advantages or disadvantages exactly as you imagine them, that it can limit your imagination to the most usual (but already designed) ones. I suppose the best way to do it could be to create each new morph as a full character, using the optional Point-Based Character Cretion system rather than the random rolls for characteristics (page 19 of the Big Golden Book). That way, all the morphs would be balanced and still different.
  4. I don't have Eclipse Phase, so I don't know how complex it can be. But one of the main purpose of the Basic Role Playing system is to be as simple as possible. That is even what made me switch from GURPS to BRP. You don't have to calculate the cost of each attributes, advantage, disadvantage, perk, quirk, technique, etc., that you take... In GURPS, a different morph could be rather complex to design, because you would have to calculate the new cost of everything... But why not making it just simple in BRP? A new character sheet with new stat, and that's all. When the player changes morph, he just takes the new character sheet.
  5. It's neither mine as you can have noticed it with my grammatical mistakes... Oh, sorry; I don't own this monograph... So, I let others answer here.
  6. I suppose that it is due to the fact that, with a laser sight, you directly see the red dot on the target. So, at short range, you never really have to aim, that is, to look through the aiming device of the gun. Now, like you, I don't know why it gives no penalty at all and doesn't just reduce the penalty from one half to one quarter of the skill... And I also don't know why this penalty starts with a skill of 60% and not 51% (professional level) or 75% (expert level). What does mean 60%? It's not very clear.
  7. Of course. My post was just here to emphasize it... And for mathematical fun! Yes. It appears much more clearly with your formula. Furthermore, with your permission, I will use it now. With it, doing the mental arithmetic during the game becomes much more easy and quick.
  8. Fine. It changes things a lot, indeed, and surely makes very interesting optional rules. Did you become clear of that in your email to Dustin@chaosium.com? Publishing it for free, as a grateful fan, can lead to a very different answer than publishing it for earning some money (even if the amount involved is very low). When a fan copy a rule or text, it's a tribute (as long as the name of the original author is written). But when an other payed author copy a rule or text, it becomes plagiarism.
  9. Yes. both of you gave a different formula to calculate the numbers given by the Resistance Table. Stat x 5% modified by +/- 5% per opposed stat point under/over 10 = 5% x (10 + active stat - opposing stat). Example : active stat: 8, opposing stat: 13 8 x 5% - (13 - 10) x 5% = 5% x (10 + 8 - 13) In both case, it makes 25%. And now, since an example is not a proof, the mathematical demonstration. 5% x (10 + Active - Opposed) = 5% x 10 + 5% x Active - 5% x Opposed = 5% x Active - 5% x Opposed + 5% x 10 = 5% x Active - (5% x Opposed - 5% x 10) = 5% x Active - [5% x (Opposed - 10)] = Active x 5% - [5% x (Opposed - 10)] Ha, ha, ha... Sorry for inflicting that... It was just for the fun.
  10. I want it, I want it, I want it! Where can we download it? I tried and a failure Lulu page appeared. This one. http://www.lulu.com/store.php?fAcctID=770061
  11. What??? Oh, yes! I agree with you then. I played GURPS a lot (third edition and fourth edition). GURPS may be deadly, especially with guns, but since the character can be still alive with negative hit points, the chance of surviving injuries are much higher than with the BRP... In BRP, two punches from a quite strong martial artist kill an average man most of the time. Punch from the strong martial artist: 1D3+1D3+1D4 (average 6.5). Average man: 12 Hit Points.
  12. You'll find an answer to this question in the other thread where you also asked it. Don't hesitate to start a new thread when you want to ask something which is not really the subject of an existing thread... But it takes some times, of course, and it is not always easy with some smartphones. So welcome on board, Ltfrostaa!
  13. I don't know if it will answer to your exact question, but you can find some precise rules about guns in the page 254 of the big golden book Basic RolePlaying System. Here is what you can read about multiple shots:
  14. The only legal way to do that is to have the written permission of Chaosium. Begin by consulting this page to know who they are and what they want to publish: Chaosium Inc. - What is Chaosium? – If they are interested by what you wrote, they may even want to publish it themselves! Then, write to them and just ask them the permission. Chaosium, Inc. 22568 Mission Blvd. #423 Hayward CA 94541 U.S.A. The worse than you risk is the answer: no. Of course, don't forget to put BRP's author names on your credit list.
  15. Yes, you're perfectly right here...
  16. Yes. This is the problem of additive progression rather than multiplicative progression (I don't know at all whether these are the good mathematical English terms, but you will still understand easily what I want to mean – at least, I hope so). In additive progression, the mathematical difference is what is taken into account. So, 1 vs 2 is exactly the same thing than 10 vs 11, 20 vs 21 or 100 vs 101. The table of resistance works like that: 45% chance of winning on the resistance table in every case. In multiplicative progression, this is different. 1 vs 2 is the same thing that 10 vs 20 or 100 vs 200: Half. Intuitively, our mind works like that. We thing that there is less difference between 100 and 101 than between 1 and 2. 2$ is two times 1$ while 101$ is about the same cost than 100$. And there is more difference between a 2 years old child and a 1 year old child than between two hundred years old men. One way to solve this problem is saying that when numbers are beyond 20, the GM can divide them by the same number before looking at the table of resistance (to go as close as possible from 20 with one of the number). 63 and 66 could for instance be divided by 3 to give 21 and 22. This house rule could even be used when there is only one number beyond 20. 17 vs 30, for instance, would then be considered as 8 vs 15. Also note that the characteristic + D10 or characteristic + D20 system exactly has the same problem. Both of them use an additive progression.
  17. I fully do agree with that. The universe is so huge, with so many possibilities, that there is no reason to limit oneself to only one SF role playing game background. The Star Trek series give a good idea of what is possible: discovering new worlds, new forms of life, new points of view on the universe, new challenges... You want to make a break with star travel and would like a couple of fantasy adventures? No problem! The PC's ship just crashes on a primitive planet with medieval technology... Survival? A desert planet, a wild and unexplored one... or the space itself! There are so many possibilities... Horror? See Alien series. Who know how many monsters the universe can hide... Ghost stories? Here again, a lot of SF movies tell us that... Political intrigue? Just let the PC enter a system with a complex government... Investigation? The future will probably have as many criminals as our present or history... Military action? Here again, opportunities are incalculable... Actually, you can take any adventure of any role playing game, SF or not, and make it a good SF story with a few changes. Of course, as you said it very well, you still need a basis to make your universe coherent. At least, at for beginning... Because as soon as the PCs go far enough, the governments, the technology, and even the physical laws can change completely. They even may be several universes, if you wish, with gates between them (black holes, moving magnetic fields...). With SF, the only limit is your imagination.
  18. Be careful with dice changes, though. 2d6 statistical results are quite different from 1d10+2 ones for instance. As soon as there are several dice, the statistical curves are not anymore the same. Edit To be more precise, 1d10+2 (minimum result, 3; average result, 7.5) has more than one chance in two to win 2d6 (minimum result, 2; average result 7).
  19. Yes! After a few research, I found it. It was in the Big Golden Book. Option: Initiative Rolls, page 288. And now that my memory is more focused, it was also the standard rule in Basic, the french version of the Basic Role Playing system published by the magazine Casus belli. So characteristic + 1d10 could be a good house rule. It would give quite different results, as it has been said (and well explained) above, but it is still one possibility. Personally, I just prefer that resistance rolls use the same system than success rolls: a d100 roll against a percentage. But that is just a matter of preference.
  20. DEX + 1d10 rolls are used to determine initiative during combats, if I'm not wrong... But I don't remember where I saw that: an optional initiative rule in the Big Golden Book, a specific genre version of the game or a french translation of the Basic system? ... I'm not sure.
  21. BRP is the best choice, then. There are so many optional rules and different ways of handling things that there can't be a wrong (neither a good) manner of playing. It's all a matter of preference.
  22. 1) Will rolls and sanity rolls become easy. 2) Damage are calculated normally but are halved when considering pain (falling unconscious, knockout, criticals effects which are based on pain rather than true injury: like bleeding or broken limbs which still apply, of course). They may even be just ignored, as Filbanto suggested it. 3) Power is halved when the character tries to resist control/dominance. I fully do agree with Filbanto here. Don't forget other effects of drugs which can be very interesting for role playing: addiction for instance.
  23. One of the best TV series I've ever seen! For its story, first: each episode is really linked to the whole and it becomes a very coherent and consistent mega story. But also for its characters: they are not always the same; they change during each event. They acquire experience and improve their skills as well as their personality!
  24. And please, as I wrote it repeatedly, don't exaggerate what I am meaning. Despite of my example, I never said that there was a huge difference. I even explicitly wrote: "As you said it, there is a lot of chance that 20% fails his roll. So, the difference is not huge." I perfectly know that my example is just an example. All what I wanted to prove is that there is a difference. Yes. I wrote that explicitly too. Perfectly right. But it still doesn't reverse the fact that there is a difference. To my mind, it is not a problem. 80% is not trying to succeed against an average task. He is opposing against someone below average. It is exactly like trying to succeed an easy action. When he tries to succeed an easy action, his chance of success goes over 80%. So, why wouldn't they go over 80% when he tries to beat an easy adversary? When the higher roll wins and 20% rolls a 01, 20% gets a critical success. Then the chance that 80% wins are only 4% (a critical success too). It is neither unfair. Now, because we can't judge the odds by one small subset of possibilities, just choose other numbers. 40% vs 60% for instance. And you will see that the difference between higher roll wins and lower roll wins becomes more important. The chance of rolling a critical success are about the same (2% vs 3%) and the one of rolling a special success don't differ a lot (8% vs 12%). He has an edge in comparison with the other method. This is just what I'm saying. So, we do agree, then. I'm neither saying that this edge is unfair. I'm just saying that there is one and that the GM must know it before choosing the method he prefers. And, as I also wrote it, I exactly do agree with the fact that this edge is much little than the edge given to the higher skill when the higher roll wins... But I still prefer this method, because it reduces random. Bests win much more often. Not in the situation I described. If the monster find the character, the character will probably die. So, if the player did all what he was able to rise his hiding score to 80% (training, camouflage, choosing a very good place to hide himself, etc.), it is fair to minimize the chance that the monster finds him... I never said that. At least, I never wanted to mean that. All what I wanted to mean is that there is a difference between the two methods. And that there is also a difference between these two methods and the “neutral” one: when the same level of success is scored, reroll. Yes, and I have to admit that I'm too busy (and probably lazy) to do it myself... Thank you for doing it. I perfectly do agree with you here.
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