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boradicus

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Everything posted by boradicus

  1. A '67 Impala? RQ isn't *that* old! How about a classic late 70s sophisticated sports car? The system is a classic, but it is also both streamlined and sophisticated.
  2. Thank you, Roger. Where can one find the original at a reasonable price?
  3. I also found these, but am not sure if the are related to any of the Hero Games (HQ, DC) that you suggested: https://www.drivethrurpg.com/product/107799/Champions-Complete https://www.drivethrurpg.com/product/207058/Champions-The-Super-Role-Playing-Game-4th-edition https://www.drivethrurpg.com/product/207333/Hero-System-Rulesbook-4th-edition
  4. I was looking for a reasonably (or dirt cheap) priced Torg Rule book, and I came across these: https://www.drivethrurpg.com/product/216248/Torg-Eternity--Core-Rules https://www.drivethrurpg.com/product/215400/Torg-Eternity--Free-RPG-Day-Special https://www.drivethrurpg.com/product/28828/Torg-Introductory-Pack The first looks like the standard Rule Book, but would either of the two other options be sufficient for my purpose? -Many thanks
  5. Thanks - however, I I did not find anything on Amazon after searching for "Bloom of Heroes 2" that resembled a TTRPG. Do you have a specific link? Did you, perchance, mean "Blood of Heroes?"
  6. D&D went through a similar quandary when it added, and later removed, the Comeliness Attribute. The problem, of course, is that both physical appearance and personality attractiveness tend to overlap each other in subtle ways that are difficult to draw boxes around. If we try to say, for instance, that a physically attractive female who has a horrible and irascible personality has no charismatic influence over people, we are confounded by the fact that somehow she still does indeed have a charismatic affect on others - and even might have people seemingly irrationally bending obsequiousl
  7. D.C. Heroes looks a bit hard to find in an inexpensive format. I have some Rolemaster already, and I have wishlisted the others.
  8. Thanks to you both :D. How exactly does the Harn system work and differ from the ones that JonL mentioned above? Thanks again.
  9. That is cool. I like the idea of Mastery in HQ. What I would like to do is to design a bell-ish system where the ability/skill progression is virtually open-ended at the top, yet has an ease of playability that scales well as the "bell" simultaneously stretches and becomes shaped to reflect a weightedness toward higher levels of mastery. Being that I am not a statistics genius, I think that the logical approach to doing this would be to incorporate the repetition of a simple two-stage process until a result with good balance has been obtained. The first stage would be determining ways in
  10. I don't have Pendragon. How does it handle skills > 20? And how does HQ and BRP handle skills > 20?
  11. Thanks! I've got it now. This is actually very nice, indeed. It is quite bell-ish, and even though there are some odd dips here and there, overall, they don't really affect the aggregates too much - in fact, you could say that they add "character." Is there a way to add modifiers? When adding modifiers, what happens to the curves? I like the fact, that as the basic d20 vs d20 roll statistics stand - without modifiers - that the curve still encompasses the full gamut of possible outcomes; whereas, I would be concerned that after adding in modifiers that the curve would shift so that some
  12. So, the table is a roll versus roll table rather than a roll versus a Target Number table?
  13. No, that wasn't the gist, actually. I was more interested in the tensions between Becket and the Crown over who could try and judge the clergy. I thought perhaps that those relations might have been more inflamed due to the tradition you mentioned.
  14. Ironically, Orwell did seem to be paying attention.
  15. Would this have been true in Thomas of Beckett's time?
  16. This is awesome! I am a little confused as to what the rows vs. the columns are, however. Are the columns the Target Number?
  17. I suppose that in order to see how each system really stacks up against the other it would be helpful to graph the probability for each column (opposed ability) for each row (ability) a row at a time; or you could probably generate a 3d graph as well. Then you could see how the curves for each method look side by side.
  18. D&D's CR system is useful. It is useful for designing modules & scenarios for players to level up while avoiding the unfortunate possibility of being killed by the level-up-machine of combat with "monsters," which were, of course, invented for said purpose.
  19. I agree with you. Even though I have not actually played RQ, per se, I have played CoC, and the basics of the Chaosium system, per my understanding, are essentially the same. Game play is much smoother and realistic: and this is because Chaosium's game system is designed to be that way. Rather than an amalgamation of rules that eventually sort themselves into something more playable, the Chaosium system was designed with playability in mind from the very beginning - or so I have read. Although even the 5e system of D&D has become more streamlined in some ways, it still comes from a bot
  20. Trust is not the issue. The DM necessarily maintains a fourth wall throughout the game, and there are often times when due to the DM's creative license, it would be helpful to have knowledge about the particulars of the players' characters, and the DM might not always want to broadcast what he is doing by asking his players questions. Although broadcasting that something is going on is certainly a tool in the DM's toolbox, it really isn't much of a tool if you are doing all the time. This really has a lot more to do with play style and having the room to orchestrate things for the players i
  21. Even though in D&D the rules may mostly now be on a player's character sheet, the DM will want to have all of his player's character sheets in front of him if he wants to run the game properly (and not be beholden to the players, needing to continuously ask them questions about their character's abilities) and that can take up a lot of space behind the DM screen where the go-to rules are supposed to be efficiently organized and summarized. So, no, in my opinion, pouring the rules into the character sheets is not a substitute for a well thought-out and appropriately streamlined-for-play ga
  22. That is a great example! I think when AD&D first came out, the various options for rules that might conflict was such a novelty that it was actually fun to search for that kind of stuff - in a way - because it was exciting to see what you could do in the AD&D game setting. That was part of its charm. But once the wonder has worn off a bit, it starts to become a bit tedious - especially, if there is some rule that was overlooked in the moment, and a lively "discussion" ensues. Ergo, the DM is "always right." Ideally, I think a game system should be as simple or complex as the DM/GM
  23. Are you referring to Rolemaster?
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