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frogspawner

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Everything posted by frogspawner

  1. But that approach makes it possible to increase skills you've never used, like the "killing orcs makes you better at climbing walls" flaw of D&D. Isn't downtime training a better way to get skill increase parity, if you want it? As to that skill-list itself, I think there are a few duplicates. For instance, Perform and Play Instrument(x). Also, recently I've come to think Fast Talk and Oratory are similar enough to be the same skill: I found myself unable to say players couldn't use Oratory in time-limited situations - so basically, it became usable as Fast Talk, and therefore unfair if the reverse couldn't also be done. Here's my suggestions to condense the skill list: Search = Spot [but 'INTx?' for general perception rolls, i.e. requested by the GM, not the player] Lockpicking = (Disarm) Traps Persuade = Fast Talk = Oratory = Seduction Perform = Play Instrument () [and Sing/Dance are just variations] Language () - simplify this to one skill, and a list of languages known (without individual percentages, but recently-learned ones might be at, say, x1/2). First Aid = Healing
  2. Would it help if the silver coins were perhaps named after the historic guild-master who invented them, Tollar?
  3. Except for POW - but that's Luck, which the human 'breeding program' would take care of...
  4. Yep, the original RQ2 had 3d6 for all stats. Earliest I know of using 2d6+6 for INT/SIZ was Trollpak. I quess they thought a SIZ 3 human was silly, and INT 3 just an excuse for mindless hack-and-slay (non-)roleplaying.
  5. Yep, this is pretty much the principle used by the famous "Ale Standard", in a White Dwarf article back in The Good Old Days. Except then it was 1sp = £1, and the price of a beer was 50p, so a 1sp ale should've been mighty fine... sigh.
  6. Yes, I think it's all part of the confusion over whether Attack/Parry are separate skills, or two uses of the one weapon skill. Which is one of the many option-choices in BRP. I assume that, if you use separate Attack & Parry skills (which I don't), then you'd have to pay for each separately if you use skill points.
  7. Ignore 'em and use cash values. (And curse publications that cop out and only give 'wealth levels' for stuff).
  8. Ta. Guess I didn't expect grief for my lighthearted invitation to Rosen to display his wares. No worries now. What was the subject again?
  9. There's no need for acrimony, guys. I asked a question, twice, and now we have the answer: 3 scenario packs and 2 individual adventures. It shouldn't be that hard.
  10. Yes, my invitation for you to advertise was entirely intentional - knowing how much you like it. (And yourself!) But is there no more than ONE adventure to your credit?
  11. No worries. Giving/receiving opinions is what we're here for! Just feel a bit 'got at' (not by you) when ideas are immediately rubbished as 'risking breaking BRP' (despite it being perhaps the most change-resilient system ever) and 'not playtested' (just like anything new, of course). Legend seems an OK system, but it's Combat Actions (and Manoeuvres, etc) are really quite different from BRP. The OP (or other reader) may not want to make the radical change to a whole new system - preferring just a minor tweak.
  12. Who says I don't support Legend? I bought the darned thing (ok, asked for it to be bought for me as a prezzie), and have described it as 'good' hereabouts - do you want blood as well? But don't ask me to help stifle alternative ideas.
  13. Go on then - please give us a list of 'em... It may be unexpected, but my alternative "Martial Arts gives extra attacks, up to a DEX-based limit" idea might be just what the OP (or another reader) would really want!
  14. Nah. For me, another important thing about BRP is that it gives the impression that "one melee attack IS a single blow". This helps players identify with their characters. BTW, Why are you guys doing such a sales-pitch for Legend? It's pretty new and, unlike BRP, not yet thirty years 'well playtested'. I think us RPG-ers would be better served if publishers came out with more *adventures*, rather than new rules/source-books every five minutes...
  15. On the contrary, the ease with which rules can be 'tweaked' is often said to be a major strength of BRP. So change what you like until it works for you!
  16. I say Martial Arts gives an extra attack, instead of extra damage. That's not really DEX-related, but you could easily derive a DEX-based formula to 'cap' the max attacks/round you can get from it. Would that do?
  17. Just quotin' zomben's interview...
  18. Sadly, it seems so. Luckily, I can remember the gist: It's nothing to do with the original Magic World. It'll be Elric! with the Moorcock filed-off, so use Random Armour Points, No Hit Locations and No Strike Ranks either. And future Chaosium fantasy supplements will follow that model "for the forseeable future".
  19. Yes, it's good to have BRPC back. Many thanks, Triff!
  20. eBay! Or pick up anything, and convert - it's easy... (well, fairly).
  21. Yes, the Griffin Mountain traits mechanism Soltakss describes is virtually the same as Pendragon's, just d100 not d20. And it was used for Dragonewts in an early publication - to simulate their bizarre non-human behaviour! So that method does take away player control from their characters in play, I'm afraid (more than most of us would find acceptable, anyway). That's why the system I defined up-thread is better, IMHO - it ensures players are always in control of their characters.
  22. Yes, that would be annoying. That's a big benefit to the Traits mechanism I suggested above. Unlike Pendragon, it never takes control - players always have control over their own characters.
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