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Conrad

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Posts posted by Conrad

  1. The underlying problem is the unfairness of having no chance to parry multiple attacks after the first.

    Which is why giving the player a 5% chance looks kind of dramatic, when you've whittled your parrying down to zero due to the -30% rule.

  2. I kind of like the idea that a player gets a miniscule 5% parry after his skill has been modified below 1% by the -30% rule. It adds a desperate dramatic roll for a player overwhelmed by attacks. Since there is an obvious contradiction, weapon skills are often of a base chance of 5% or higher, I hope that in future editions of the BGB some clarification of these two rule sets is offered, so that newcomers to BRP aren't confused by it.:)

  3. On page 170 of the BGB, under the title Skill Rolls, it says that " Any skill that has a base chance of 5% or higher will always have 5% chance of success, even if difficulty, conditional modifiers, or other factors would reduce the skill rating below 5%." And then on page 191, under the heading Parry, it states that "Each successive parry attempt after the first is at -30% modifier to the skill rating, cumulative. If the chance to parry the attack falls below 1%, your character cannot attempt to parry." How would you resolve this apparent contradiction? Ignore it, or allow a character a base chance of 5% with a weapon despite parry mods taking his skill below 1%?

  4. I remember an article in the British roleplaying magazine White Dwarf, before it succumbed completely to wargaming, that was about the AD&D folk that could dwell under cities on barges that travel underground canals. Some of these folk may have fungal infections that turn them green... And I also remember a map of an underground quay printed in green, I think. Can any of the older gamers here point me in the direction of what issue of White Dwarf it was? :-/

  5. Rob, the Big Gold BRP book has an answer in the Spot Rules for Firearms. On page 254 of the BGB it states that Primitive or Ancient armour offers half protection against high velocity or energy weapons. So your guards would have an AR of 2 against pistol shots. :)

  6. but I'd take a look at GURPS Space 4th Edition, which contains much useful information that, while biased towards its own game system, can be adapted for use with other rules. .

    I wouldn't recommend GURPS Space 4th edition. Unless you're into lots of superfluous detail on planetary systems, and astronomy. If you want a less detailed, more space operaish feel, go with GURPS Space first edition. It has more about starship construction and less detail on planetary system generation.

    I would also recommend Worlds Beyond RPG if you can find a copy, which is a BRP variant space opera setting, which is a bit like Traveller. I'm running it at the moment, using the BRP rules.

    And there is a Traveller scenario converted for BRP here: http://seegras.discordia.ch/Roleplay/Traveller/Adventures/TheAlgol.txt

    And the Traveller BRP conversion rules are here: http://www.basicrps.com/links/stefan/brp.html

    And another thing, don't give your player's characters antimatter grenades unless you like having a good laugh at their expense! :)

  7. Somewhere in one of the BRP family or products, I believe there is a damage rating for being electrocuted. Something like a damage rating for a wall socket and then one for a high power line.

    Anyone know what the damages were?

    Coc sixth edition, page 64, has damage for a live wire 110 volt charge (1d8+stun) and a 220 volt charge (2d8+stun).:)

  8. I'm thinking about starting up my BRP Ravenloft thread over at RPGNet. Would there be interest in me reworking and cleaning up the material generated from those threads as blog posts here or is that too redundant.

    I'd like to see your Ravenloft material in a blog on this site as RPG.Net brings me out in a horrible dripping pustule rash when I visit it. ;)

  9. Alas no its slipped, due to some Real life issues on my part that has put back the whole D101 schedule by 2-3 months.

    Currently stick in art and proofing.

    Aiming for OCT/NOV release, in time for Dragonmeet.

    By that time I'll have drifted through the core systems, and you'll be lucky if a deep salvage team can get to my cryo pod to wake me up in time to get the damned game!

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