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Atheorem

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Posts posted by Atheorem

  1. here the updated Skill Percentages based on the correct formula. First column is for "Extras", last column for "Wild Cards":

    Normal Success TN4

    d12 75% 88%

    d10 70% 85%

    d8 63% 81%

    d6 50% 75%

    d4 25% 63%

    d4-2 13% 18%

    Special Success TN8

    d12 42% 50%

    d10 30% 40%

    d8 13% 25%

    d6 14% 25%

    d4 06% 17%

    Looking at these tables I would suggest to be very careful when converting characters. =O Maybe the "Normal Success" table is for profession skills and the "Special Success" table used for Hobby Skills.

    Thanks for these, I have converted a campaign from SW to BRP and it's useful to see the translation of the number crunch like this.

  2. Thank you for all of the suggestions. I didn't respond to this thread in a timely manner, but there are good ideas in here.

    @thalaba and icebrand: I can see where you're coming from. I like conceptual weapons, and I'll be using a few of your ideas.

    @Narl: I understand, I'll need to look at the rulebook for powered weapons again and see all of the applicable powers so I can go from there.

    and I'd definitely like to see that conversion setting!

    I wouldn't strictly give an item bonuses and call it a night. I don't think I've given out a plain +x weapon in my entire GM career. I was just wondering how the bonuses translated into BRP. Perhaps it's best if they don't entirely; It's not good when a character depends on an item all of the time to succeed.

  3. What level where they on BRP? I would give them about 10% per point of BaB (modified). So a fighter with weapon specialization, level 7 and +3 from STR would have 120%. May even throw base chance / skill modifier on top, depending on how low the skills end up.

    Also, your WIS roll sounds awfully similar to a POW roll. WIS itself pretty much translates verbatim to EDU.

    ALSO, check RetroQuest, you may end up stealing a house rule or two!!! Comes with poledancers from hell!

    Do you mean Luck or POW rolls? I figured POW rolls could be for magical effects and Will rolls could be for mundane effects. Correct me if I'm wrong. If that's the case, perhaps I could just make WIS's characteristic roll the Know roll, since I'm not using EDU.

    And again, we're converting from a savage worlds game, but we're just going to be using D&D characteristics in the BRP conversion (Dark Sun is a D&D setting, and I'm quite partial to those six core attributes).

  4. Not really. However, WIS as a measure of Wisdom is different to POW as a measure of magical power. I'd have both, personally. If you miss out POW then you will need a way to cast magic - BRP uses Power points (PPs or Mana) to cast spells, you could use Wisdom Points or something similar, I suppose, but then why not use POW?

    Just to clarify, we will be using both. It's just, for consistency with all of the other Characteristic rolls (effort, agility, stamina, idea, etc) WIS would need one as well. That's what the Will roll is. This is how I explain it in my house rules I've written up so far:

    "Will(power) is figured like any other characteristic roll (WIS x 5). Will represents your character's discipline, ability to resist/cope with certain things (it will not replace certain resistance rolls, though), and to remain stoic in dire/horrific situations. A will roll might enable a character to carry on when his or her physical body is weary and broken (at DM discretion). Any rules entry that would have you make a derived characteristic roll to concentrate/focus or resist distraction is now replaced by Will. Such as Aimed attacks (page 212)."

    I don't use sanity because it's not a major theme in fantasy games, but I still have PCs encountering things that might make them frightened or want to high-tail the hell out of places.

    Not necessarily - it depends on how skilled the guards are. If he concentrates on one guard, disables him and moves on to the other then he might be OK. If the guards attack at 30% then he'll be OK, if they attack at 70% he might struggle. His best bet might be to get out of the way or run away.

    I'm guessing I should probably start the PCs at a higher 'level' than these mooks, then. I was thinking of starting them with 325 skills as the BGB says is appropriate for heroic campaigns, but perhaps I should give them another 50-100 to represent their experience?

  5. I would like it if Triff closed down this thread as it will achieve nothing but could well offend other people. I am a moderate Christian and a gamer and is has already offended me.

    I'm not responding to this because you are a Christian, and I would be saying this if you were a non-believer too. But please tell me how you being personally offended is a good argument to close this entire thread? Can't you just stop reading it or not take the discussion personally? I've never understood how the claim of being offended by religious or political discussion should entitle a person to having any sway in shutting it down for everyone else. I realize this forum is for the discussion of BRP, but the title at hand was going to branch off into religious debate (they nearly always do). I'm not thinking this thread will change beliefs but obviously it is of people's interest to engage in debates and exchanges of information in threads like these.

    edit: I just realized Conrad has responded to you in about the same way. I don't mean to be redundant.

  6. Also, in my personal experience rational and polite discussion usually sways the opinion of non-believers much easily than it does for believers (since they follow a dogma, and that leaves no room for reasoning, thus they gain +30% to their resistance roll).

    it's more like +50%. And like +50% to Fast Talk and Dodge rolls.

  7. It depends on players being cautious, and how much healing magic is available. If you have few magic healers around, use the Fate Point option to allow rerolls of failed parries.

    I forgot to mention that we will be using Fate points. If they are equal to POW points, it seems as though a typical PC will get about three uses before he risks going unconscious. Unless I have my subtraction messed up. Fate points are the equal of Bennies in savage worlds. I'm just wondering, will non-magic-using PCs find fate points more beneficial? If mages and psions are burning their POW points on powers and spells, that would mean they would have less access to fate points? Or are they separate pools entirely?

    APP and CHA are 99,9% interexchangeable. WIS and POW are 90% exchangeable. You can make the formulas you want to interexchange between POW, CHA and WIS, but in the end, is the result worth the maths? Just assuming POW = WIS will work.

    True. My formula is still up in the air. I guess not every powerful person (in BRP terms) needs to be a charismatic force to be reckoned with as well.

    In BRP, even ONE prison guard can kill you with one blow, if he rolls 01 and you fail your parry. Either you accept this, or you put safeguards in place (Fate Points in this case, as the guy is alone and no one can heal him if he gets criticalled).

    Healers are scarce on Athas. They do have an ex-Templar in the party who can perform healing spells, but he's still locked up. I'll take the lethality into account. In save worlds, there are such safeguards (not being able to take more than one wound at a time). BRP's hit points have less room for error. One thing I do like about that is that it makes armor and shields really worth something. I don't remember running a game where players took shields seriously.

  8. Thanks for the response, it's helping me gauge things a bit better. I think I can run with the "incompetent enemies using cool tactics" you're suggesting. It is better to start easy in these cases, story is more important anyway.

    Depends on the prison guards and the characters themselves. I don't know what level they had on DnD, but heroic characters should be 90-120% at least for a fighting class. A character like that, with a minimum of magic support has no trouble fending 2 average (30-60%?) prison guards. If they have magic (i don't know what magic you using) as per runequest, at that level (which is probably the level you want for about lv 7-9 on DnD) they are full fledged runelords and with some tactical planning they can take on hordes of mooks like that (though a failed parry followed by a lucky critical can end almost any character's career).

    We're running this campaign with Savage Worlds and have two seasoned characters and one veteran, all of whom are closer to the next rank up. Although the power curve in Savage Worlds isn't as steep as in other games. I could probably throw the Drake at them in SW and they would come out alright if they handled it properly. With BRP it's obviously hard to say for me, but looking at the SIZ scales and STR scales it wouldn't surprise me that they would likely get slaughtered with the resources they have now (unless perhaps I threw in the old 'loose and heavy stalactite overhead' or some similar environmental element).

    Not at all, but remember that magic resistance is usually based on POW. High WIS characters should have high POW once converted, and magic users (sorcerers and wizards) should have high POW too. (15 as a "specialist" and 18 as a "good one at that" is a good rule of thumb).

    Good point. I figured POW as a Wisdom-derived trait would make sense, the BGB states that POW is tied to intuition and leadership. But I didn't want to use WIS as the only thing POW was derived from. So I figure POW = WIS + CHA /2. "Power favors the wise and the bold", where raw presence and mental acuity provide the gateway into a high POW. So now all of a magic-user's mental scores play a role in his casting. This should keep the consistency, as all character core characteristics revolve around a 3d6+modifiers as of now...but I may up it to 4d6 drop lowest. I'd rather have flawed characters with both above and below average scores, however. I don't like it when a character is a prodigy in every core characteristic.

  9. I made a thread about magic items a couple weeks ago, and I've been building up on what optional rules and house rules I'll be using. I fear I'm already getting too far ahead of myself by designing options and things that aren't in the BGB. I should mention that I'm converting a Dark Sun campaign that I've been running since February (we use Savage Worlds to run it). I have a few questions I'd like to pose to more experienced BRP players and GMs:

    1. We moderate combat in our Dark Sun campaign; and at times we can go a session without any combat at all, but it still comes up fairly often. Besides the Total Hit points option being flicked on, what mortality rates will we likely be dealing with using BRP?

    2. I found a site where someone had worked in the six standard D&D core ability scores into BRP (STR, DEX, CON, INT, WIS, CHA). Since it didn't seem to disturb the system much, I thought it was a good idea. I won't be using EDU and APP has been replaced by CHA, as per Classic Fantasy. I've made a Willpower derived roll from WIS, and have factored WIS into skills already. Do you think this could hurt the game in any way?

    3. What should I expect when we resume with the new rules in place? I might get shouted at for this, but we will actually be resuming practically in mid-combat. Last session a PC broke out of a cell during a retrieval process before he and the others were about to be thrown into a large lair of an Earth Drake. If this PC is facing more than a couple prison keep guards at a time, will he get chopped up in no time?

  10. Hi. I think I'm relatively new to RP compared to many of those before me. I got invited to play AD&D one summer in 2002 and again in 2003, and I eventually bought my own books to start a gaming group in spring 2004. I've been a very dedicated gamer ever since, although I think my friends and I are just now at the apex of our gaming days.

    I began with D&D v3.5 on my own, and kept to that system for over 4 years. I bought into the Pathfinder hype after 4E came out, as I didn't like the direction 4E was going in. Once I realized Pathfinder was essentially a re-packaged v3.5 with added preservatives I began looking into new systems. I found Savage Worlds Explorer's Edition, which my group and I have been using for about two years. I knew about Call of Cthulhu and always wanted to play it, so I suggested it to my friend who was looking to run a campaign. I went ahead and bought BRP since to my understanding they are at a foundation the same exact system. Reading through my big gold book, I realized how much I like the system. Savage Worlds has always irked me in some ways, although it met my main concern which is "which system allows me more freedom from accounting?"

    I'm currently in the process of converting a Savage Worlds Dark Sun campaign into the BRP system. I've already gone so far as to design my own character sheet (I always create character sheets in photoshop for every major campaign I run). I'm taking in the rules of the system while establishing what options and house rules I'll be using. Some of which change some core characteristics and things.

    I'm here to pose questions for when I have them, in hopes of not posing a threat to any sacred balance within BRP I'm bound to disturb.

  11. Hello, I'm new to BRP and the forum but I'm in the process of converting a savage worlds Dark Sun campaign to BRP because I like the system so much. I haven't yet bought Classic Fantasy, so I was wondering if a similar magic system to D&D's could be implemented. I've noticed that magic items in BRP strictly have powers, and not modifiers (unless I've misread). I realize this could probably be worked around fairly easily by giving +% bonuses to the corresponding weapon skill (like a +4% longsword, etc.). Has anyone done this or something like it? Would it make characters too powerful? Would it not be significant at all?

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