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frogspawner

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Posts posted by frogspawner

  1. Certainly. It just occurred to me that this way would be simple & generalized:

    Award points for Allegiance to the standard Traits. Then calculate Allegiance to any religion by adding up it's specific Virtues.

    There's only 13 standard Traits, and you wouldn't even have to use them all for every character. Any 'new' religions would slot-in easily just by defining their Virtues. Thoughts, anyone?

  2. I think if I bring Allegiances into my setting, I'll simply allow characters to accrue Allegiance Points for acting acccording to the Deity's virtues, and I'll deduct Allegiance Points for behaviour contary to those virtues - the more adverse the act, the greater the reduction in Allegiance Points (not to mention other narrative measures to portray the effects of contary or 'sinful' behaviour).

    Do you mean you'd do it like this...?

    Award points for Allegiance to the standard Traits. Then calculate Allegiance to any religion by adding up it's specific Virtues.

    That seems like a very neat way to do it. Especially considering that you don't need to record points for Traits that aren't really significant for that character - so the character sheet needn't get clogged up with all 13 standard Traits (or however many it is).

  3. They cant divide or multiply by 2... What makes you think they can multiply by 20? (i HOPE 5 is fine)

    OK to test for a critical, multiply the roll by 10 and double it. They won't know 'doubling' is the same as multiplying... ;)

    (I would say 'and halve it' for specials - but that'd get us back into rounding...:()

    I have a player in my group who would quit roleplaying if there were any more complex calculation that addition and subtraction, even the 10% crits in MRQ2 make him nervous.

    The worst offender in my group is a well-qualified accountant... :7

  4. For goodness sake! You don't need to calculate critical/special thresholds or do any rounding! Just multiply your roll by 5 (or 20) and if it's less-than-or-equal-to the skill% then it's a special (or critical)...

    (OK, this probably doesn't match the official break-points - but since they're not consistent anyway, what the heck?)

  5. No, they do not make sense...

    I suspected so, being aware of Mr Nash making a combined sword&shield skill in TGFKAMRQ2. (Gosh we need a shorthand for that - maybe a symbol? Movement Rune? ;)) But I also suspect many people like having separate Attack/Parry skills (for the apparently realistic detail?) - so a few more opinions from RW practitioners wouldn't go amiss...

    B) If you have been trained to use sword&shield, and you do not have a shield, you are at a disadvantage in the real world - the stance and moves when using a shield are totally different.

    Hmmm... but presumably the reverse is also true: if trained in sword only, picking up a shield would give a disadvantage? Could be hard to persuade people of that!

  6. Yes [bRP has an option to combine Attack & Parry], but only with the same weapon. If using a different weapon or a shield to parry, the skills are separate.

    Just trying to clarify things. I think a large part of this recurring problem is there are various different options it has to be solved for - in different ways.

    Maybe if we first decided which is the 'best' (most realistic?) combat-rules option...

    ... and solve this problem for that, then tweaks for alternative options that some people prefer might be easier to work out.

    So - a question for those who 'do it for real' - do separate Attack & Parry skills actually make sense? E.g. If you trained up in Sword-and-Shield, but lost your shield in combat, would your sword-parrying then be noticeably inferior? Or would your sword (attack) skill mean you could still parry with that pretty well anyway?

  7. Rounding up and rounding down is easy enough to do in your head. What I did was to produce an Excel spreadsheet...

    But, guys... no rounding is necessary. There's no need to find the exact special/critical chances by dividing the skill. A simpler way is to multiply the number rolled by 5 (or 20) - if the result is less than the skill, then it's a special (or critical)...

  8. My own attempt at this is available in the Wiki: http://basicroleplaying.com/wiki/doku.php?id=combat:major_wound_table

    "S" denotes Serious wounds and "C" Critical wounds (though 'Grievous' may have been a better name, to avoid confusion with crit hits). What constitutes a Serious/Critical(Grievous) wound is a separate issue.

    (I use a probably unusual system for HPs, where characters get only about half what's normal for BRP, but stay alive until -CON. In that -5hp is Serious and -10 is Critical/Grievous - and means they suffer the appropriate injury according to the location, and sub-location struck. But that's not necessary for using the table.)

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