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NickMiddleton

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NickMiddleton last won the day on April 23 2017

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About NickMiddleton

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    Senior Member
  • Birthday 08/23/1967

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    http://www.d100.org/

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  • RPG Biography
    Playing since 1979
  • Current games
    Al-Qadim, 2300AD
  • Location
    City of the Sons of the Yew aka Eboracum
  • Blurb
    Live in United Kingdom

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  1. It’s a retro clone of the Victory Games James Bond RPG I believe: https://index.rpg.net/display-entry.phtml?mainid=9813
  2. Wolf-rider elves have a starting POW of 2D6+6, and the Sending (basic telepathy skill) at POW x 4, and whilst a failed sending costs 1 MP if they were paying MP (See later) , a character with poor skill can BOOST their chance by spending extra MP (+10% per MP). A message costs a base of 1 MP per 1000yds range, but for every 10 percent skill, you get 1000yds "free"... so an Elf with 10% Sending trying to send a message within 1000yds (i.e. for free) can fail, but it costs them nothing and they can add to their chance of success by spending MP... A typical Wolf-rider (Sending 52%) who isn't that fussed about how quickly they get through can try free sendings to folk within ~2.8 miles for no cost (barring fumbles, which always cost 1 MP) and one in every two attempts will get through - a fair game representation of the "telepath pauses and screws up their face in concentration" - but if they want minimal chance of error, they spend 5MP to boost their success chance to 102%. I rather like that it puts limits on what can be achieved related to skill, whilst implying sufficient reliability that casual usage need not bog play down, but for certainty the player will need to commit some resource. Cheers, Nick
  3. Bluntly, the "BGB" book for BRP is complicated - it is a compilation of the options and variants from multiple games and whilst there is a core "baseline" that's pretty straightforward (and quite close to Elric! / Magic World) it's not clearly and distinctly spelled out in isolation from all the options. For a new player - give them the BRP Quickstart (or at least the rules part), and then say there's a BIG library of options from which you will use an appropriate subset. IN D&D 5e terms, the BGB is the core three books plus Xanathar's Guide to Everything and Volo's Guide to Monsters, and several of the Unearthed Arcana articles. Oh, and as to what to do, you are doing it: I've used the Magic World as the basis of all my BRP CG since I first read Ben's draft of it - it's streamlined, effective and avoids the awful decision paralysis that BGB CG and similar approaches can get mired in. Re Skill Categories - I like them for CG and acquiring new skills, but I've always played that we apply them once, at CG / when a skill is first opened, and then don't worry of the stat changes and thus the category modifier changes for existing skills. Creating a character and playing a character are two different engagements with the rules set. Nick
  4. g33k's point I would guess is that the licenses under which Chaosium published these RPG adaptations are both long since lapsed, and thus they are no longer supported (hence no PDF versions legally available etc). Apart from the official supplements for both games (one for RingWorld, a couple for ElfQuest, and the revised book edition of the latter) I am not really aware that either generated much in the way of support material even when they were available - there were a few articles in Different Worlds I think? But not much else. RW famously ran afoul of contradictory licensing priorities by Niven's agent, and Chaosium famously had to dump all stock of RW at short notice and were giving copies away at one point IIRC. Both ElfQuest and RW are interesting as alternate "forks" of the development of the Chaosium House System that we now call BRP that had evolved out of RuneQuest - in particular I've always been intrigued by the similarities and differences between RQ3, RingWorld, ElfQuest and Other Suns (which IIRC Chaosium had seen before it was finally released via FGU) - all of which emerged in the 1981-1984 period. Cheers, Nick
  5. I've been toying with a system where effects derive from a combination of a characters innate qualities (like existing DB, but divided between force and precision); skill rating and "tool" (e.g. weapon) effectiveness. So for example DB might be +1D4, Skill might grant +1D8, tool / weapon +1D6 for a total roll of 1D4+1D8+1D6 (Specials and crits would allow one to increase the die size in DB). A successful defensive roll would allow the defender to include active defence (parrying object's tool die Parry Skill die OR or Dodge skill die) as well as passive (armour die); a failed defence roll would only allow passive defence. Not tested it anger yet mind. Cheers, Nick
  6. For much of the time when running BRP and using a statement of intent phase, I've used "Declare in order from lowest INT to Highest INT, then resolve in DEX rank from Highest to Lowest" - so the SMARTEST person gets to plan their action knowing what everyone else is planning, but the resolution is based on who reacts fastest... In more recent years (well, decade or so...) I've tended to have a more general accounting of Reflexes and situational awareness. Chaot's Smiorgan's post was quite an eye opener - I ran a LOT of SB1-3 in the 1980's / early 90's but I'd forgotten the details of the original action economy completely! RQ (and other) systems of the same era were big on the "adhesiveness" of combatants, that moving around in melee was NOT easy... the pendulum has swung in the intervening years so that 's generally seen as a bad design goal - frankly, my (now somewhat rusty) HEMA experience has always lead to me to feel otherwise in general, but in a game like Stormbringer, what would bother me most about implementing the RAW now is accommodating things like "bull rushing" an opponent e.g. off a walkway... Cheers, Nick
  7. Have one skill and use it for general magic related stuff and casting checks to improve casting, at the risk of impeding it. So a spell can be cast in its base configuration every time (a "rote casting"), but to improve its effect / duration / range / reduce its MP cost etc one needs a successful (or better) casting check - and casting fumbles make the spell weaker / shorter range / duration higher MP cost. Cantrips require no Casting Check, but cannot be improved; "High Magic" ALWAYS require casting checks, and fumbles with them have more negative effects.... Fumble Casting: Must impair one of effect, duration, range, MP cost Failed Casting: Rote cast only Succeeded Casting: Improve one of Effect, Range, Duration, MP cost Special Success: Improve two of Effect, Range, Duration, MP Cost. Cheers, Nick
  8. Given the use of the trademark name for an entirely different line of products as announced for Questworlds, is the Worlds of Wonder re-issue going to get renamed or something?
  9. Its been a while since I ran or played SB... whilst I have fond memories of the 1-3 system, I really liked and my players found far more nuance and game value in the 4e / Elric! / SB5 variants.
  10. I have run both very pulpy Space: 1889 games using BRP, as well as having an ongoing 2300AD game powered by BRp; and my playtest game for the BGB way back when was what became the monograph Outpost 19. My experience is BRP can handle wide variety of tones and styles - I'd be pretty confident of handling a Flash Gordan type game.
  11. Goddamnit! I have barely enough shelf space as it is!... ...How soon will it be available in the UK? ...asking for a friend...
  12. Um, why when faced with an opponent of equal skill would it ever be sensible to impede ones own ability so badly? Surely the rule that makes that a sub-optimal choice is correct? The point of the splitting skill option is to allow the high skilled individual to deal with multiple less skilled opponents; and likewise the cumulative parry penalty enables a highly skilled combatant to defend multiple times. Precisely the way BRP combats have always worked is that evenly matched combat skills are finely balanced affairs that can turn on the luck of whom first gets an uncountered special or critical result. One tilts the contest in ones favour by other means - see the Spot Rules.
  13. I rather liked that Rune Magic was somewhat distinctive, but the main use I had for it was as part of a rather gonzo "space fantasy" setting - so as a conceptual framework for part of my world building, not necessarily a player facing system... Ooh, really? I must re-read Worlds of Wonder - its been a while. But in any event, that's a genius idea!
  14. You may find this of interest too - https://www.ragingtrifle.com/jn/
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