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Turloigh

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Everything posted by Turloigh

  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. Nifty. Thanks for posting. You know, this is one of those "Why didn't I think of this"-moments...
  5. 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:
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. I don't remember that one. Is that a monograph, or are you referring to "The Bronze Grimoire"?
  12. Seconded. I was wishing for years Chaosium would re-publish the Stormbringer ruleset as a generic sword&sorcery game. My own homebrew RuneQuest is closely based on Stormbringer; that's how similar they are. (Of course, the new BRP book is even better. ) Agreed. (BTW, IMHO Mongoose's RuneQuest isn't really bad, it's just not as good as the original.)
  13. Oh, that one. Well, I guess the term "comparative mythology" made it sound like there was more to it.
  14. Well, it's been a couple of years, and the book is packed away at the moment, so I may be talking completely out of my ass. I remember disliking the author's "know-it-all" style (I think he criticized how "most roleplaying games" handle the use of magic, when his criticism really only applied to D&D). I don't, OTOH, remember getting anything useful out of it. Like, at all. (But then, I'm not a game designer.) As I said, YMMV. (Snarky side comment: to explain how magic works in the real world is a really tall order when magic, well, doesn't work in the real world. Sorry, I'll shut up now. :innocent:)
  15. Well, there's my "homebrew RQ" project I've been working on for ages, which will benefit a lot from the new BRP. Unfortunately, in the meantime I've also launched a homebrew D&D game which will keep me occupied for some time. But I'll try and talk one of my buddies into re-launching his "Hyborian kingdoms" campaign in BRP, and play my usual (a disinherited Aquilonian nobleman). Depending on how well the powers system can handle Jedi, my other buddy might want to convert our current Star Wars homebrew to BRP. As for later, who knows? I'll work to make sure BRP becomes our group's "go-to" system. It's already almost there. :thumb:
  16. I believe that hits the nail on the head. I know next to nothing about real-life close combat, but I noticed my RQ3 character - during the course of a 10+year campaign - parried a lot of attacks (from monsters, polearms, what have you) with his Main Gauche that, realistically, he couldn't have. I've given a lot of thought to the matter and I've come to the conclusion that, since no parry rule could cover every possible situation (not even alle the most likely ones), what it boils down to is: use common sense. At least, that's what I'm writing into all my homebrews.
  17. That would be "Authentic Thaumaturgy" by Isaac Bonewits. IMHO, one of the most useless books I ever wasted money on. YMMV. I was pondering the same question as the OP, since I'm afraid that one magic system might be overpowered by the other. Other than that, I got nuffin'.
  18. Sorry for the renewed threadjack, but what particular chapter are you referring to? Where was that in?
  19. Truth. I expect to receive my copy today - but if it's anything like the zero edition then yes, it's a hefty brick of a book, and that has some drawbacks. Me, I probably wouldn't bother with it if I wasn't a BRP whore already. It's certainly not a good thing to attract new gamers to the hobby. But then, that wasn't the point. The purpose of the book is to bring all the material from previous rule sets into one volume, so it HAD to be big, no way around it. And in this particular case, I wouldn't want it any other way. A Quickstart booklet is exactly what we need. In fact, we need several, one for each game genre (sword&sorcery, western, spies, cloak†, horror... wait, we have that already! )
  20. This reminds me of several conversations I had with my girlfriend. (Fortunately, she's a gamer, too. During BRP playtest, she played a witch with a bat familiar.)
  21. Hope you can read German: Dragonworld It is, AFAICT, the best - and cheapest - RPG internet store in Germany. It just happens to be in Hamburg, where I live. (Actually it's at the far end of town, so I usually order mail delivery. So it's more of an F-not-so-L-GS. ) After my order, the book was immediately out of stock. Come to think of it... they may just have had that one copy, because I pre-ordered it about a year ago.
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