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hix

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Everything posted by hix

  1. I would keep success doubles, but limit fumbles to 00 only. The more rare they are, the more punishing and thus more interesting they get to be.
  2. alright, at the risk of being ridiculously off-topic, here is why your average 19 year old american doesn't like doing math.
  3. I do the math in my head as well, but I've been talking to american young people., who were taught math with Common Core. They can't do math in their heads, and if you've seen that stuff you know why. Maybe a little off-topic, but it made me understand why they don't like it.
  4. This is one of the points of resistance I get from players with BRP. They don't like looking at a chart to know degrees of success. They want to know immediately by looking at the dice. Can't say I blame them. So how do you do it? Openquest uses doubles IIRC, what else ya got?
  5. Gotta say that simple is a loaded term. For me, Strike Ranks or Impulses or Readiness combines Attack per Round, player speed, weapon type, and the type of action performed all into one numerical system. As a gm, it's simple as hell cause all I have to do is count, and using it is simple because there is no glossary of terms you have to use to describe what you are doing, you just go on 6. Using Dex order or a die roll forces me to either make up a bunch of stuff to make things flow smoothly, or accept absurd things like an axe-wielder beating a hobo with a shotgun to the attack. "Simple" for me is minimization of "dissociated mechanics" and dice abstraction. Referencing a table for me is simple, other people think a short math equation is more simple, or dice pool games are more simple cause you just add +1 or +3 or something.
  6. This one does this sort of thing very well.
  7. Suggestions for spear stuff: 1. Use Strike Ranks to give combat a rythm. 2. Use Hit Locations and give shields a coverage bonus for the shield wall. Allow them to cover everything but legs and head i guess. 3. The above-mentioned Mythras also has a Shield Walls and Ships supplement that I believe is free. You can skerp ideas from there.
  8. Alright, here's what I got for Space Cowboys: Under the Mook rules, a follower or certain npcs have a Ranking from 4-6.A unit must roll under or equal to its Ranking on a d10 to succeed at attack. Multiply the Ranking by 2 to get their Morale. Roll d10 under or equal to the Morale to avoid rout when the group has half its number killed, receives artillery or suppressing fire, or other conditions due to GM discretion. So a trooper (Ranking 4)has an 80% chance to avoid rout, a Sgt. (R5) will only rout on a 10, and a Lt. (6) doesn't rout. So basically d10 axis and allies kind of thing. In my home game we use a lot of hired mercs and mass combat, so this would work nicely.
  9. This was what I was going for really. The "predictability" is why I like the Morale mechanic. As a GM, I like to try to get myself out of the decision-making process sometimes, and I love embracing randomness. Also the players bitch less when it looks like "the dice made me do it". I also like that the results surprise me sometimes and I have to improvise an explanation that makes the results make sense.
  10. It's been a part of wargames as long as I know of.
  11. I like morale rules, I make up my own when they aren't there. This is referring to a threshold beyond which an adversary will discontinue or flee the fight, usually based on the type of enemy and triggered by certain circumstances (first ally dead, majority of team gone, etc) Makes it feel more real and have more varied results when every group doesn't fight to the last man. So let's say I want to improvise a morale level out of already-existing BRP stats. Are there any BRP books that do this already? (maybe clasic fantasy?) How would you do it? Something based on POW + CHA?
  12. If realism as in verisimilitude is the goal, just do it on feel. Once it feels like you are doing the same thing over and over again, that's enough. If you are talking about representing history, the Roman situation was based on certain "generals" having control of Legion(s). This means as long as there is no force that achieves hegemony, they can continue as long as resources and the will to fight hold out. In the case of Mongolia after Genghis, it was the dead Khan who left no heir along with external wars that led to the fracturing of the Khanate. The Three Kingdoms period in ancient China is another good one, as a weakened Emperor is held hostage by a warlord no one trusts but no one can defeat. This leads to a 3-way balance of power which dissolves into all-out war. the victor is which is then consumed by Pyrrhic victory as another dynasty usurps the throne. Vast oversimplification of historical events no charge.
  13. a weapon at 1/2 would be able to attack every other round, 1/4 every four rounds you are correct as to the attk#
  14. Isn't this what a 2-die bell curve accomplishes, more or less?
  15. 1. Traumatic event requires abandoning home planet, diaspora ensues 2. War with alien species drives expansion and innovation to create buffer zones for defense. 3. Advances in medical science dramatically extend lifespans, creating both the need and possibility of continuous expansion. 4. Resources. The key to understanding human history is the key to imagining the future. There is good stuff out there, you just gotta be a crazy enough wildcatter to go out there and get it.
  16. The "counting down" method based on your DEX + 10 used in the BGB. Like @sylvermoonkitten described above.
  17. I meant the CoC DEX ranking.
  18. Strike Rank, DEX Rank, Rolled Initiative, Static Initiative, Impulse. What do you guys use? I've done static in CoC, RQ 3e-style Strike Ranks, and Rolled Initiative. I like Strike Ranks with systems that have guns, because it gives them an in-built advantage over a melee attacker, as it should be. In my current campaign, we are using Strike Ranks without the SIZ modifier, because it's mostly ranged combat. Any houserule systems for turn order that you like?
  19. Light Armor= 2d4 mean 5 Medium= 2d6 mean 7 Hvy= 2d8 mean 9 If a short sword is 1d6+1+db and a greatsword is 2d8+1+db, this would be a decent starting point for armors I think.
  20. I sent you a copy of the playtest book. I'll also say I dig your blog, good work.
  21. This is the system I use, from the upcoming Space Cowboys RPG Mooks/Mass Combat When large numbers of allies or adversaries are called for, use the mook system. Each mook has a Ranking from 1 to 6. Roll a d10 equal to or under Ranking to attack. All mooks act on Strike Rank 10, and have a number of HP equal to their Ranking. Average mooks are Ranking 4, Sergeants are Ranking 5, and Lieutenants are Ranking 6.
  22. Couch the UBI in game terms. The UBI covers all of your basic expenses- housing, food, ammo, fuel...all the stuff that is tedious to track anyway. This cuts on both edges.
  23. Roll STR on resistance table vs SIZ would be the standard way to do it, so by referencing SIZ chart you can get an idea of lifting capacity.
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