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Zit

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Everything posted by Zit

  1. Baragei is right: there is only one single die roll compared to both the skill rating and the MA. There are no need for specials for the MA, since when you rolled a special for MA, it would be a special for the skill as well. This is the basic rule, but you can imagine other effects than doubling damage: this would be however a house rule.
  2. Would be a dream, but it is quite a lot of work. May be if several authors share the job ? I know 1 or 2 who may be interested, but do we all have enough time ? We're currently playing a campaign on a blog (wos-rpg.over-blog.com/, in French) with nomads PC, taking partially place on the Silk Road, although the Silk Road is not central in this game.
  3. Among others, writing, the Deluge, Babel, the 60minutes / 60 seconds, Astarté, mathematics, complex irrigation... all this comes indeed from there. As well as the very first written sword and sandals epo: Gilgamesh . Some say that Abraham lived there at that time. Rewriting it for editing is however a huge work, which I’m not sure to have the courage and time to do. I would change some mechanics as well. If anybody wants to make something out of it, I’m ok and Google translation could help, but this setting is centered around the end of the 3rd millennium (Akkadian and 2nd Sumerian Empires): I’m not sure of the audience for this, which is a criterion for editing.
  4. Yes, I am. If I can help understanding Uruk, just tell me. I started to write a short English version of it, but I never finished it. I may at least translate at first the mechanisms and rules without the background (I suppose, g33k, that you already know about the period).
  5. There used to be a French RPG called Légendes, with settings in ancient Egypt, 1001 nights (pretty well made) and ancients celts. Could be adapted to d100 (it used a roll-under d20 system comparable to the d100) but you have 1- to find them and 2- to read French. Quite a challenge. http://www.legrog.org/jeux/legendes#L%C3%A9gendes+Celtiques
  6. I think you got your idea for christmas
  7. Have a look at BRP Mecha, may be ?
  8. A supplement about Inner Asian nomads (Mongols and others) is currently beeing proofread.
  9. Just use the hit location option. It works also with rolling one dice to know which part is hit.
  10. "Idea rolls" are made for this and can help : even if not solving everything, they prevent arbitrary GM decisions. Help a smart character having the right idea by allowing him to make an INT roll: if he makes it, you give him a clue. Forbid a low INT character to have or apply complex ideas unless he makes his idea roll, idealy before he expresses it in front of the other players: even if well role-played, a player naturally loves to express his brilliant ideas, even if not fitting his character.
  11. May be the main difference between horses and wolves is simply their skill level. A horse can do a lot of damage when biting, but does not do it as often and naturally as a wolf and in any way are not as good as wolves in biting.
  12. I made an excel file -see in the download section- to easily allocate skill points. It is called "Wonder Tables" because of the French "table" = "chart" and "table", but I guess I should have called it "Wonder Charts". It has noting to do with any magic item from the plains of Prax
  13. Zit

    Degrees of Success

    I think that basically, if you want to port GURPS into d100, you have to change and adapt GURPS rules to the d100, and not the contrary. It is anyway practically almost impossible to keep everything from a system when you port it to another one: you have to make choices and to discard some rules. Especially very simulationist systems cannot be ported without accepting less granularity. This is neither bad nor good, just different. I don't know GURP, but you may reduce the number of levels, "melting" them together like "Good or "neutral" = success, "Bad" and "Very Bad" = fumble and keeping "Exellent" = critical, "Very Good" = special and "Poor" = failure If the results are quantified, you may either take the average (e.g. from Excellent and Very Good), or decide according to the requirements of the play, or the quality of the role playing. Just a suggestion.
  14. In a few words, consider the "skill rating" only as a reference number used to calculate your chance of success, a kind of measure of you proficiency, not as a true percentage. But as other said, just try it, we swear you it works !
  15. I’m not sure, and I’d like to be sure, since I made a home rule for the three-arrow-trick for Wind on the Steppes and it has to be consistent with the BGB. Indeed on page 206 “missile weapons”, it is said that “the attack-per-round column relays how frequently attacks can be made with a missile weapon (…) for increased rate of fire (a higher attacks-per-round) (…) use the volley fire spot rule”. It is 1 for the bow, hence only one single shot per round. The RF is clearly said to be ”a part of the optional Strike rank system” (p. 257), so not to be considered with the DEX rank system. The problem is for the volley fire: it is said that this rule is used to fire more than the attack-per-round and at the same time that it is limited by the attack-per-round: this is totally inconsistent. So my first interpretation was that: - Any weapon can only be used once per round at normal skill rating - Weapons with an attack-per-round greater than 1 can be used for volley fire, within the limitation of their attack-per-round (and as a difficult action). This means, no volley for bows. My home rule was then that the Three-Arrow-Trick allows volley fire –i.e. give 3 attacks-per-round-, which the rule would normally forbid (I thought at least). But since the volley fire rule is flawed, what shall I do? What did the authors actualy mean ? That’s my problem. But I may not have understood it. For the SR system, I only stated that subsequent arrows are shot at SR+2, as you suggested. I'd say SR 1 if he has the arrow cocked, SR 3+1 = 4 if he has to take it. Then add 3+1 for every extra arrow (3 to prepare and SR 1 to shoot) => 1/5/9 or 4/8 With the 3-arrow-trick, then add only +2 to prepare the next arrow=> 1/4/7/10 or 4/7/10. I would do some further adjustments, but in principle it is this.
  16. My understanding of the BRP rules was, that there was only one attack per round for a bow. In the volley fire optional rule p.235, it is said that the amount of shots allowed in a volley fire is the "attack-per-round entry" and is made indeed at DEX-5/-10 etc. For bows, it is anyway 1, which forbids any volley fire at all. With this rule, only weapons with an attack-per-round above 1 can be used for volley fire. This would also mean that the "attack-per-round" is only useable for volley fire and that any missile weapon fires/shoots only once in a round when not used for volley. I'm a bit confused, or is it the rule ? Can everybody help ? By the way, volley fire has been widely used by Turko-Mongols as well.
  17. Dividing skill by participant makes sense only if you shoot at the melee without aiming at a specific target : you have equal chance to randomly hit anybody in the melee, which is different than trying to hit a particular target engaged with others in a melee. So 20% penalty (we can argue about the amount, and prefer for isntance a difficult action = x1/2) to hit one single target because it is more difficult and hit a random target if you miss because there are peaople around your target makes as much sense. Just as in Theeedeesix' post #2
  18. Why rolling the damage ? This increases the nr of rolls. There is no need for 2 random rolls to simulate the uncertainty of combat. I would suggest to have a fixed damage for a weapon (2x average), add a fixed damage bonus (idem)- substract armour and roll vs. resillience. e.g. Bog the big troll, maul 18 (2D8), damage bonus 14 (2D6), total 32. Uzuor the thane, broad sword 11 (1d8+1), damage bonus 5 (1d4), total 16. You may like to adapt the numbers, but this is the idea.
  19. My opinion is that BRP allows to use different levels of simulation within the same game: it is often possible to use precise rules if required, or to solve some situations with a mere opposite rolls. The rules can therefore been used to help the narration with the requested degree of complexity for a given scene: there is no conflict between simulation and narration if you keep this freedom. Not to say that there logic make it easy to make easy spot rules to solve any situation while keeping suspense. Anyway, in any rpg, the GM is free to skip die rolls if he feels it brings nothing to the story.
  20. And how do they pronounce it in Kralorela ? I think this is the point: there should be as many ways to pronounce "Genertela" throughtout Glorantha as there are cultures. Think about all the was to pronounce or call Jesus. Or Zeus Pater / Jupiter.
  21. In the steppe nomads setting I'm working on -hopefully to be published next year- I solved this question for a special ability of the nomads to fire several arrows at high speed by using a kind of "martial Art" skill. So get a "fast reload" musketeer martial art skill, and if the "fire arm" roll is under the "fast reload" roll as well, you can (re)load faster. No extra die roll.
  22. on the other hand, it is quite a detail and has no true influence on the mechanics. Do as you feel it.
  23. Good job, could be extended if you find the time (a supplement to TCE ?). And if we manage to publish the Steppe Nomads next year, eheh, we get a huge area for historical gaming.
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