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Ravenheart87

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About Ravenheart87

  • Birthday 09/06/1987

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  • RPG Biography
    I have been playing for 20 years now, mostly D&D, WFRP, and their relatives.
  • Current games
    All things on hold due to work and a toddler
  • Location
    Budapest
  • Blurb
    Nothing comes to my mind.

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  • Website URL
    http://vorpalmace.blogspot.com/

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  1. I've been thinking about using skill category base values. Another idea I've been toying with is having fixed base values, and skill categories having a soft cap based on characteristics - once you reach it, advancement slows down.
  2. And depending on their rolls it's possible they don't improve at the same pace. BRP characters in a party can be all over the place in experience.
  3. OD&D Supplement II: Blackmoor had hit location rules. I'm pretty sure RQ's hit location originates from there, just as the percentile skills are rooted in Supplement I: Greyhawk's thief skills.
  4. In one of our D&D campaigns we had a bag of holding that was basically a window to an interplanar cloakroom. You had to pay for storing items, you got a number about the storage place, and recovering items could take several rounds, because the staff had to actually go and find your stuff in a huge storage.
  5. In Elric! sleight of hand is weirdly among the craft skills. Intimidation is just a form of persuasion, and for persuasion I would use oratory.
  6. What part is causing issues? Inspiration?
  7. I have a soft spot for RQ3e, especially the british Basic version. Nice, clean, short, and has a simple point distribution method instead of fiddling with professions.
  8. You can dodge and parry multiple multiple times, it is just gated behind a Heroic Ability and costs WP. It doesn't bother me that actions are limited (it does a quite good job at reducing the whiff factor), though I too prefer multiple parries and dodges with cumulative penalties.
  9. My thoughts exactly. This isn't for the hobbyists, but small publishers who probably did some crowd funding or released some products already.
  10. Divide them by 5. They are basically the characteristic rolls from other BRP-based games. Converting NPCs from CoC7e is just as a no-brainer as from any other BRP-based game. Monsters on the other hand... Alas they had to introduce a separate sub-system for monsters, without any guidance for creating or converting them. Its terminology is nebulous (where do NPCs end and monsters begin?), its mechanics are confusing (half the FAQ is about how parrying, blocking, tests, conditions work for monsters), and goes against one of the best features of the BRP family: that every creature is described using the same terminology and follows the same mechanics. Even the simplification of NPC stat blocks backfired, because after the beta feedback they had to introduce a bunch of rules of thumbs for handling untrained skills and attributes for them, which are all over the place in the rulebook... Make no mistake, I love Dragonbane and I know the rules by heart at this point. But it could have been a cleaner and tighter game if they resisted introducing their Year Zero Engine-isms into the system and leaned closer to the original BRP design principles. But enough ranting, I have a Duck Tower to convert from RuneQuest to Dragonbane...
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