Jump to content

daddystabz

Member
  • Posts

    137
  • Joined

  • Last visited

Everything posted by daddystabz

  1. I may have misread the rules. I thought the book meant you take a penalty to your Dex in terms of how Dex plays into Initiative. I think now it might have actually meant you take a penalty to Dex in terms of any action you take in addition to the movement....like attack rolls, fine manipulation, etc. Am I correct in this assumption?
  2. The issue is this....you take penalties to your Dex in terms of how Dex plays into Initiative. The way I read it is the penalty is not to your Dex as it applies to your attack but rather to your Dex as it applies to your Initiative. I plan on using the optional rule where players simply state what their character is going to do and then roll right then and there to see if it is successful. This makes this Dex penalty stuff rather cumbersome. I think I will likely ignore it and treat Initiative and characters with multiple actions in a term exactly the way MRQII handles them, which imho is far superior.
  3. On pg 190 of the big gold BRP book it talks about you would take penalties to your Dex rank in terms of Initiative if you move any more than 5 meters and attempt any other action on the same turn. Do any of you actually use this rule? I find it a bit odd and cumbersome. You can only move 5 meters if you want to attack, for example, and attack. Any more than 5 meters and you incur big penalties to your Initiative basically. This makes things cumbersome, especially on the GM. Do most of you ignore this? I vastly prefer the way MRQ II handles this.
  4. I'm getting ready to run a BRP (big gold book) urban fantasy modern day horror game with vampires, werewolves, etc. OR one set in the Victorian era similar to Chill soon and I'm looking for monographs and other resources wherever I can find them to help me with this. Do any of you have any you can point me to please?
  5. I am reading through the BRP core rulebook and want to make sure I'm using the Resistance Table correctly. Let's say my character has a STR of 16. With a x5 multiplier that means I usually am successful on any characteristic roll of less than or equal to 80 (16 * 5). Let's say I want to force open a door with an effective resistance STR of 14, as determined by the GM. I cross reference the passive characteristic (14) with the active one (16) and see that they meet at 60 on the table. So this means in order for me to be able to force the door open I must roll less than or equal to 60. Correct?
  6. The book introduces the Skill Results Table on page 172, which is the table I've been using in my example above. On pg 175 of the same chapter on System its definition of Special Success is a roll < or equal to 20% of target. Round fractions using normal rounding. It then gives the following example: A roll against a skill rating of 68% yields a special success on a 14 or less (68/5 = 13.6, rounding up to 14). It defines Critical Success on the same page as roll < or equal to 5% of target or basically 1/20 of the skill rating. Use normal rounding. It then gives the following example: A roll against a base chance of 68 yields a critical success on a 3 or less (68/20 = 3.4, rounded down to 3). So it seems the book allows for 2 methods of determining success levels. You can do it in your head and get an exact result, like the examples above or you can use their chart on page 172 and get a somewhat more forgiving and less exact result. I prefer the chart personally and I know for sure my players will as well. We have one math challenged player in particular that comes to mind. However, I vastly prefer how MRQII handles levels of success to BRP.
  7. I have the hardback BRP book so I hope the errata is contained within it. I'm somewhat familiar with BRP but much more-so with MRQII. This is my first complete read-through of the BRP big gold book, hardback edition. I didn't notice from just reading in the book but noticed in our discussion here that it seems to be quite possible to roll a result that is both a special and crit at the same time. I need to get further in my BRP reading, hehe.
  8. Then I'm completely confused because I used the chart in the book to calculate this all. I used Athletics as a skill even though it doesn't exist in BRP because you can create your own custom skills and I'm used to having it as an option from MRQII. Perhaps I should have chosen something different. Here is how I got my results: Using the BRP big golden book's own Skills Results table if my skill level is 45% and I roll percentile with a result of 32, I cross reference the 45 skill on the chart and see that a 32 result is just simply a success. Looking at the columns though on this same chart it explicitly states that a 01-03 would be a critical, a 01-09 a special success, and a result of 98-00 would be a fumble. P.S. On my previous example I meant to say 98-00 for fumble, not 89-00...bad typo! hehe
  9. Let me make sure I've got this straight. Let's say I have a TOTAL skill level of 45% in Athletics in BRP. I roll percentile on an Athletics check and roll a 32. This is a success in BRP. With a total of 45% in this skill I'd need to roll a 01-03 to roll a crit. I'd need to roll a 01-09 for a special success. I'd need to roll a 89-00 for a fumble result. Is this correct?
  10. I like the way MRQII handles skills over 100%. Ex: Your Athletics skill is 120%. Your enemy is opposing you with an Athletics skill of 100%. You take a -20 penalty to your skill and he takes the same penalty to his and then you will vs. 100. So your skill is now 100% and his is now 80% and you both roll. You simply take a penalty to both people by how much the highest skill level is above 100%.
  11. I need a setting with maybe some adventures or adventures I can just convert over. I need ideas.
  12. I'm curious though that if I dump special success from my BRP games and adopt MRQII's levels of success instead, with 10% crits and all, if it will mess up balance at all in BRP.
  13. The adventures do not have to be specifically for BRP or a BRP derivative. I'm looking for any adventures for just about any system. Converting to d100 should be pretty easy.
  14. I'm looking to run a modern day horror campaign with vampires, werewolves, etc. with BRP soon where players can be supernatural or normal people as well. I am looking for a pre-made campaign and/or some adventures to run in this same kind of vein. Have any of you seen anything like this? Any recommendations? Thanks in advance!
  15. I figured people would understand when I stated MRQII was the best iteration of d100 that I was giving MY OPINION. I guess I will have to point that out. I stand by my guns still, however. In addition, yes I do indeed much prefer the elimination of the extra hassle of "special successes" and 5% vs. 10% crits. 10% is nice because you can simply calculate it in your head while 5% makes it more likely you will have to look at a chart.
  16. I thought I saw somewhere a sheet you can download that lists all the optional parts of BRP and the GM can check yes or no on each and hand it to players for character creation or something similar. Does anyone know please where I can find a player aid like this? There is one in the back of the book. Thanks in advance!
  17. I'm more familiar than you think. I game with a Call of Cthulu fanatic weekly. I was introduced to old Chaosium RuneQuest years back by a gamer I used to work with. I own the BRP big gold book and am familiar with it. I also own almost the entire collection of MRQII stuff. In terms of mechanics/system MRQII beats them all, hands down. Many on RPG.net seem to agree with me.
  18. I am completely aware MRQII did away with the special level of success from previous BRP instances - I prefer it this way.
  19. I really badly want to use the BRP system pretty soon to run an urban fantasy game with vampires, werewolves, wizards, etc. running around in the modern world. I am currently playing MRQII in the Glorantha setting for a fantasy game and absolutely love that set of rules. One thing I'm not fond of from the big gold book for BRP are the levels of success. More specifically, I'm not fond of the extra level of success BRP contains known as "Special Success." In MRQII you only have fumble, failure, success, critical success. I like this notion better because it is simpler. I also did not like in BRP that to get a critical success you must roll 5% of the target number and it is also like that for fumbles. In MRQII you get a critical success every time you roll within 10% of the target number and only fumble on a roll of 99-100 unless your skill is above 100%. With BRP I feel like on some rolls I will need to consult the little chart that shows the target number and lets you know if you rolled a fumble, failure, success, special success, or crit. If I take these simple parts of MRQII and transplant them into BRP do you all think this would cause an issue? Have any of you made these changes? How do you like the changes?
  20. Whatever you do please don't make the mistake of coloring MRQII by the fiasco that was MRQ. MRQII is the BEST version of BRP/RQ rules EVER done imho. MRQ was a disaster. Pete and Laz deserve great credit and Mongoose can at least feel good that MRQII was the best version of d100 rules ever written. Other than that one triumph, Mongoose needs to go away.
  21. Is there any monograph out there or any resources for running modern urban fantasy in BRP? I'd love to run or play in a BRP game with vampires/werewolves, etc. running around in the modern world.
  22. One thing I was just thinking about is let's say I choose MRQII as my basic rules framework to run a modern day urban fantasy game in with vampires and werewolves, etc. A big part of character creation in MRQII is the cultural development part, that gives you bonuses to a lot of skills. It is basically a skill package. BRP does not use this same framework. So if I'm using MRQII as my rules basis should I just have all PCs use the "Civilized" cultural background since we are modern day urban characters?
  23. I'm looking forward to checking out Wayfarer but am worried that with the departure of both Lawrence and Pete that any supplements MGP releases for Wayfarer will be sub-standard.
×
×
  • Create New...