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Posts posted by frogspawner
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...I've been using real world prices, but converting them to the monetary system I use. Where a silver coin, the Guild, is worth $1.00 U.S.
Would it help if the silver coins were perhaps named after the historic guild-master who invented them, Tollar?
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This is how the Ringworld RPG did it... an affluent futuristic high tech society would most probably use genetical engineering...
Except for POW - but that's Luck, which the human 'breeding program' would take care of...
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Wasn't it the case, anyway, that the original RuneQuest utilized a uniform 3d6 for all scores?
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.
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Where a silver coin, the Guild, is worth $1.00 U.S. ... If they go in a bar and the bar tender wants 1 silver for an ale...
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.
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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.
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... but what do you all mean with "sandbox" ?
Thanks for asking that - I wanted to but didn't dare.
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I am curious though on how other people apply and use wealth levels?
Ignore 'em and use cash values. (And curse publications that cop out and only give 'wealth levels' for stuff).
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I didn't realize it read that strongly Frogspawner. It certainly wasn't intended as such. Sorry mate, I'll keep out of it
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?
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All the best - Mike
Thanks. All the best to you too.
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FFS...Nuff adventures for ya?'nuff said on the matter I reckon heh heh
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.
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Here is a new one... And thank you for giving me an opportunity to advertise
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?
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I suppose I was just throwing my own opinion out there, and hopefully it didn't come across prescriptive.
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.
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Why not give support for MRQ2/Legend? Its proven to be popular, mechanically stable and perhaps most importantly, a great deal of fun!
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.
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Well, you cannot certainly blame ME for not publishing enough adventures
Go on then - please give us a list of 'em...
In this case, the OP clearly wants something that plays like Legend: "I am quicker, I strike more often".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!
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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...
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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!
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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?
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Not quite true.
Just quotin' zomben's interview...
Q: Will future fantasy supplements be written for the Golden Book, Magic World or both? Will Magic World be Chaosium’s new default line for fantasy?A: My understanding is that MagicWorld will indeed be the core generic fantasy game line for Chaosium for the forseeable future.
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Did we lose the Magic World thread? If so, they'll have to start the argument all over again ...
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".
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Yes, it's good to have BRPC back. Many thanks, Triff!
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eBay! Or pick up anything, and convert - it's easy... (well, fairly).
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Passion and traits do not take control away from players...
I have not used them since I hosted pendragon, but it looks to be quite the same function.
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.
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I like it.
Glad to be of service!
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The thing that annoys them is that it takes the control away from the player at certain critical times.
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.
Towards a more complete skill list
in Legend
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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