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frogspawner

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Everything posted by frogspawner

  1. I find Divine Interventions perfectly plausible, given a magic-rich world with deities actively supporting their followers, and quite limited in scope ("Save me!", "Get us home!", "Enchant my armour!"). Plot bending gives the same power to the players, which is too much IMHO - because they can fast-talk to justify anything. But perhaps you could summarize Mr G's example for us (I've no intention of making the investment, y'see).
  2. Thank you! But is that the way it's going to be - using the BRP defaults is heretical?
  3. I don't know Flashing Blades. How does it work?
  4. Or is it just institutionalized cheating? Tastes vary.
  5. No, that's not it. The problem is that plain "fighter type" characters have much more limited options (in combat, principally) than magic-using ones. OK, they could learn dancing and/or etiquette, but that doesn't give their players more interesting things to do when a melee breaks out... Settings like Glorantha solve this by allowing everyone to do magic. But that's not suitable for every setting, and not to everyone's taste.
  6. Eminently reasonable. (It was just the 'desperate' rule I wasn't clear about, and I did wonder about the Easy bit). You don't get much more official than that! Thanks, Mr D.
  7. Thanks, that would seem sensible to me too. But I was rather hoping for the official line on what the rules (will) say...
  8. Well, there is a lack of clarity over combat, especially the Attack/PArry Matrix. But Jason said he'd revisit that for 1st ed. Yes, the poor old D12 needs more use. And The Last Conformist's RW missile stats seem to show the probabilities are remarkably suited to either D6 or D12... Head / Neck - 14% Arm / Hand - 13% Leg / Foot - 33% Upper Trunk - 21% Lower Trunk - 16% Not Specified - 3% ...but the D12 wins, because the surprisingly low incidence of Arm hits means 1 pip on the D6 should be for both arms, whereas a D12 could differentiate them, with 1 face for left and 1 for right.
  9. OK, here's another question I can't solve by looking at my Ed.Zero... I'm fighting two opponents and both decide to desperately disengage (i.e. turn and flee!). The first one turns away and I get a free attack on it (even if I've already attacked this round), which it can't parry or dodge. (Also, I presume, attacking it's rear would be Easy, i.e. double chance). Then the other one turns away... Do I get another free attack against this second one? (And what if there was a third, or a fourth?)
  10. Nit-pick alert! Saying "hybrid" would work better there than "half human - half animal". Still funny though! And to think, all these years it's the poor old Orcs that have been reviled for fecund miscegnation...
  11. Ah, I can sympathize with them there. But my players usually don't, reserving their objections more for the perceived slowness of d100 combat, and how few hit points they get (D&D-ers. ). So... The location/injury tables I currently use are here. It's vaguely based on an article for Aftermath in a very old White Dwarf, with just a touch of Rolemaster criticals for good measure. It strikes me that it may actually be more useful to you than the all-in-one version I was planning to adapt from the BRP wounds chart, though there is the slight problem of having two different levels of "major" wound (i.e. serious/critical, corresponding to the D&D healing spells).
  12. Well you might care to try what I do, then - only rolling for location when it's a major wound* (or equivalent) - which feels fine to me, and works well (with a sub-table of wounds relevant to each location). The players seem to like it, because when I innocently ask "Location?" they know they've probably felled the monster. (* and on rarer occasions it's significant, like net-entanglement, grappling, wildly inconsistent armour, splats of green slime... ) Having now seen it, I agree the Major Wound Chart isn't much use as a hit location chart. But since you didn't invent it, I hope you won't be too offended if I come up with an alternative, that combines both functions...
  13. Tables for the "En Garde!" system can be found here, the ones for combat are on page 2. The way it works is each side initially writes down a sequence of routines which lasts for at least 12 seconds (e.g. Block, Block, Lunge, Slash, Furious Lunge = BBxLxxSLxxCxxx). Second-by-second actions are then compared by cross-referncing on Duelling Table B. I believe the higher DEX has the advantage of only having to give a 6-second sequence initially (or something like that) - thus being able to see what the other guy is doing and react accordingly. It's a system designed for Pencil-and-Paper, ideal for PBM but a bit cumbersome for FTF. A few years ago, I tried combining it with BRP-style d100 attacks/parries/damage - but that was really cumbersome. The VBScript page I did to automate it is here. To run it, select opponents, click "?" for each of them to randomly-choose some routines, then click "Start". That'll show you my descriptions and combat resolution, and should give a fair idea of how proper En Garde! works. (If both survive the first 'round', click "?" again to add more routines to their sequence, and "Start" again.)
  14. Your own Major Wound Chart is pretty scary! :eek:
  15. Because BRP is a d100 system, a non-d100 table is better if you're using the hit locations option - so you can roll your HitLoc D20/D6/D12 at the same time as your d100 attack dice, and can tell it apart. That's the way to streamline it...
  16. Do you know the EnGarde combat system? I think that's a good "non-round combat rounds" method. For those who don't know it, you specify particular manoevres like Slash, Cut, Lunge, Jump-back, Kick, etc. Each has a set sequence, including rest/recovery/preparation time, lasting a variable number of (what I presume to be) seconds. Cross-referencing the participants' actions at the moment a given move strikes home determines the exact damage.
  17. The Location D6 (or D12) is a cute gimmick. (What more 'useful complexity' do you think a D20 provides, though?) But if you want simpler, faster, streamlined combat - why not just use BRP? The default, that is: no hit locations...
  18. 1) Both fixed-AP and rolled options are given. 2) Yes, both aiming for general accuracy and aiming for specific hit locations (if you're going to use that option after all) are catered for. So you can use that to avoid armour - but there's no silly "-40% to auto-critical" rule like MRQ has). 3) Could probably be made to work by a crafty GM, but it's not recommended. 4) Yes, Easy and Difficult have x2 and x1/2 multipliers respectively (so much better than absolute penalties/bonuses like +20% or whatever, which were messy and arbitrary, although I think RQ3 etc did have them). Soz - got to run, work calls... bleuch!
  19. Challenge accepted! But I'm busy now, and away for the weekend...
  20. Where? A-ha! What a grotesque and blasphemously cyclopean bulk! 22 pages?? I'm sure it's quality stuff (I'll read it later) but can no-one at Chaosium edit? I think 4, or 8 tops, would be more like it... Something to give away free, something to put through all the neigbourhood's letter-boxes... (ok, perhaps not Cthulhu, in that case!)
  21. Good - twice. The fewer words the better in this case. And who's the Man to show 'em what 'entry level' should really be about? :thumb: Hang on... RQ3, RQ4/AiG(unpublished), and... oh, I get it. Nah, the other one mostly introduced problems.
  22. If these really bother you, they can solved pretty easily with a few house-rules. You could import things from BRP: points-buy for stats, more balanced profession templates, fun distinctive features and maybe even a personality trait or two (though they're for NPCs, strictly). I'm sure there are more skills too. (But to my mind the worst thing about classes is they are artificial: In BRP/RQ your character is a person with skills (like the RW), but in D&D they are just a stick of rock with Ranger/Rogue/Bard/Cavalier/whatever written through the middle). The skill-rewards thing is tricky, but having tried several variations over the years I still come back to it. Multiple ticks (sorry, experience checks) per skill lead to combat skills racing away - and non-combat should be encouraged, unless all you want to do is hack-and-slash. Maybe allow up to 2/3 ticks, but just for 2nd/3rd chances at the one increase roll (not multiple increases)? Alternatively just consider that there are a lot more rolls in combat than for Persuade, Navigate, Ride (or whatever) simply because the system for combat is a lot more detailed - players being interested in that sort of thing! Would they want combats resolved by a single Opposed Roll on one weapon skill? I doubt it. Thanks for reminding me of this one! I must quote it at every opportunity...
  23. You're not saying "suggest it to Dustin", so do you mean there's one already underway...?
  24. "What do we want?" "BRP!" "When do want it?" "NOW!!" Yes, that might get more of an audience! :focus: Can we take it that means you're of the 'convert existing gamers' school? About equal, I reckon. Yes, there are quite a large number of D&D players out there due for an upgrade to BRP, but also I think there are more computer game players (whom I don't count as RPG gamers) who could be turned-on to the social pleasure of 'real' games fairly easily. Perfectly. I'm pretty much in the same position. Life is short - why waste time with inferior systems? And yet, I'm facing the grim prospect of having to play D&D3.5, after the BRP-like adventure I'm currently running finishes, just because one of the guys wants to run something and has played lots of 3.5 previously and isn't confident of GM-ing a d100 game... I worry that the new BRP book, fine though it is, may hide the system's simplicity (and hence elegance) due to sheer size. Yes, definitely. So I think an updated version of the original 16-page "Basic RolePlaying: An Introductory Guide", with bare-bones rules and a really short scenario or two could do the job. Less than 16 pages, preferably, and give it away free...
  25. ...when you find yourself compelled to point out that d10's aren't strictly platonic solids...
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