Jump to content

Turloigh

Members
  • Content Count

    36
  • Joined

  • Last visited

Community Reputation

10 Good

About Turloigh

  • Rank
    Member

Converted

  • Location
    Hamburg, Germany

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Sure, because I know where to set the NPCs skill percentages... and, I say again, IF that (hypothetical) situation ever arises. I'm actually just as happy to only have the PC roll and ignore the NPC's skill. And, you know what? You're completely right. :thumb:
  2. That's what I'll be doing, IF I ever need it. All this talk about "opposed rolls" confuses the hell out of me.
  3. It still has horns. And a damage bonus, most likely. And it will be suffering from a massive sense of humour failure. Yes, colour me scared.
  4. The MRQ rules were sort of disappointing, and I'm not into Glorantha anyway, so I stopped buying MRQ stuff after the first three (Core, Monsters, Companion). I'm tempted to use the MRQ SRD as a basis to write my own stuff, however. But not anytime soon.
  5. Nifty. Thanks for posting. You know, this is one of those "Why didn't I think of this"-moments...
  6. I'm holding it in my hands right now... <flipping pages> Got it: page 92, right at the start of the Treasure Hoards chapter. Well, d'oh. Dude, much appreciated, totally worth it. Muchas gracias and everything. :thumb:
  7. Depends on the game. As a rule, I won't be using them for the most part. It's an additional step in character creation that takes time to explain and then to complete. If I want the PCs to be more skilled, I can give them more base skill points. In my homebrew RQ, I don't use them. In this particular game, I feel a character should have access only to a limited skill set depending on his background, and should work a little to (l)earn skills beyond that. For a more pulpy, high-powered game where characters aren't as specialized, Step 6 is perfectly suitable. Our current Hellboy/Van Helsing-inspired, 4-color-supers/action-horror-mix is such a game.
  8. That's pretty nifty. I've never known that. Would you mind sharing? I'd pay money for such a system. (Well, not much. But a little.) Again, care to spill the beans? I've never heard of that one either.
  9. The following rule is stuck firmly in my head after 10+ years running RQ3. I know the new BRP works differently, but please bear with me. Each character has two actions per melee round. Two, period. There is no penalty for multiple parries because you can't normally do multiple parries, except as noted below. Usually, one is an attack and the other is defensive (parry or dodge). However, you can't use a weapon twice for the same action in the same round. You can attack once and parry once with your sword, but you can't attack twice or parry twice with the same sword. Using two weapons gives you the option of attacking twice OR parrying twice, once with each weapon (especially useful when outnumbered, but that's not the point). Either option uses up both your actions for the round. Faced with three or more opponents, you're generally screwed. Being outnumbered is a bad thing. And methinks it should be. YMMV. That's all. Just my 2 Eurocents.
  10. Here's my 2 Eurocents. 1. Doubles method. Our Cthulhu GM uses this at the moment. Success levels are compared via "blackjack", ie. higher is better, as long as it's a success. I can see the benefit of this method, but I still don't like it too much. Special results happen too rarely, and the chance of a fumble is generally too high. 2. One-tenth method (as per MRQ). I like the simplicity, but special results still happen too rarely, as above. 3. RAW, with different special and critical results. Used this for ages in RQ3 and got used to it, bt I think the calculations are a pain in the butt. 4. My houserule: I only use special successes (one-fifth skill), and no criticals (for the sake of simplicity). For weapon skills - which are rolled most often - there's a "special" space on the character sheet, so there's no math. Maths. Whatever. There is no comparison of success margins except for "special beats normal success", because I don't need it. Fumbles only happen on a roll of 99-00, until your skill reaches 98+, at which point you only fail on a 99 and fumble on a 00. (I think I stole that one from Elric/SB.) Granularity may be nice, but I like simplicity better. YMMV.
  11. Lots of good advice, AI. The big thing to watch out for is critical hits. Most characters can take a normal hit and survive to think about surrendering or running away, but a critical hit from pretty much any weapon can kill most characters very dead. (Which of course is the point of critical hits, but it can frustrate players, especially newbies.) I believe it's safe to completely ignore critical (or even special) hits from NPCs unless you're sure the players know the risks.
  12. I don't remember that one. Is that a monograph, or are you referring to "The Bronze Grimoire"?
×
×
  • Create New...