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Darkholme

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Everything posted by Darkholme

  1. I was skimming Dark Heresy 2e book again. For perspective on how their numbers work, attributes (characteristics) start at either 20 or 30, and can be increased by an additional 25 from there. Skills start at -20 (unskilled penalty), and can be bought up to +30. When you roll a skill, it's Characteristic + Skill, like in most other RPGs. So, before circumstance modifiers, a DH2e's character's trained skills max out at 85, and start in the 35-45 but circumstance modifiers are much more abundant than they are in BRP. I'm not sure just how abundant skill bonuses are, but I do know that they max out at +/- 60, no matter how many you have. Of course, for bits that are highly incompatible, DH2e characters are highly class-based. The binary options you choose set the base values of your stuff as well as the prices of many of your options. Looking at the DH2e number scales, you would indeed have a tricky time using DH2e characters in a d100 game. You'd need to figure out their attributes and derived stats, and most of the character numbers are notably lower. HP are a 7 or 8 or 9 + 1d5, which can be raised by a talent you can buy repeatedly, each time raising your HP by 1. DH2e characters don't have many HPs. As mentioned, skill totals cap out at 85 rather than 100 or ∞. And the talents don't have a ready analogue to BRP (though some of them would work great on their own, just plopped in). So you're not going to be able to just plop down a bunch of Dark Heresy aliens or characters in a BRP game and expect them to work well. There's a bunch of stuff you would have to calculate/make up, and you'd have to scale up their numbers. It's straightforward enough that you could probably automate it easily enough, but not simple enough that you can just plop them in and use them seamlessly like you can with various BRP Based systems. That said; that doesn't mean other WH40KRPG stuff isn't easily ported over. The rolling system would be pretty easy to port, as mentioned (I really like degrees of success), and many of the talents would be easy enough to port over. Armor seems usable - though I'm not sure if it's on the same scale such that you could mix & match - but at the very least it looks like you could just use the WH40K armor if you wanted.
  2. I'm pretty familiar with RM. It has some good points to it, but it feels very dated and clunky in some ways to me (whereas d100 doesn't feel like that) - and I really hate character creation and advancement in the system.
  3. Theoretically 10. Your # of degrees of success is the difference between the 10s digit of your roll vs the 10s digit of what you needed to succeed. So if you needed a 55, and you got a 55, that's 1 DoS, and if you got a 41, that's 2 DoS, if you got a 39 that's 3 DoS, etc. It's basically every 10 is a DoS, but they ignore the 1s digit to make the math a bit faster. And the system seems to not have rules for crits or botches at all, which was an interesting change (that I'm not sure I would want to go along with - though I may do just a flat 5% chance of both, D&D style... we'll see.). [Edit] I wasn't counting the degree of success you got y *Succeeding*, so in my example all of the numbers were off by 1. Fixed now.
  4. Those both seem kindof neat. I was also considering their Spaceship rules. Haven't looked at those too closely yet, but I don't think there is a SciFi/Ships in Space BRP book, so porting them from WH40k might be helpful. Of course there is also the talents, the character creation rules might have something in them that could make an interesting addition to BRP, there are more varieties of weapons and armor, and perhaps their dice mechanic. Looking at Dark Heresy 2e, the dice mechanic is obviously still a d100, the difficulties are like Mongoose' Legend other than the fact that the penalties are capped at -60 instead of -80, and rather than the d100 variety of success they do degrees of success (which is something I wish d100 had more granularity with). You'd have to do some tweaking to make it work, but I think more granular degrees of success could add something good to the system.
  5. Yeah, that was mentioned upthread. Not every setting is like that though. Personally I like non-humanocentric settings, and I'm also a fan of large multicultural/multi-species metropolis focused games surrounding a variety of disparate guilds and factions and cults.
  6. Fair enough. I did see that it seemed to be trying to be a "Best of" book of sorts - However, it's far from an exhaustive collection between (at least so far), and I figured I might as well ask about any good stuff it's still missing.
  7. Oh, I concur, regarding a free extra attack. IIRC, in RQ6, while you can still get extra turns, you get them at half the rate, so in RQ6 that same elf race is only getting a 50% head start towards a second attack (still pretty powerful boost, but not nearly as absurd).
  8. Fair enough. I like MatteoN's math approach. Allows you to figure out just what kind of xp progression could work for each race. Eventually (once the game has gone on long enough) this will result in the power balance switching completely in favor of the humans (or a race with bad stats that gets a higher die for skill improvement). as they will get truly monstrous skill totals. Another approach, which could be done on its own or combined with MatteoN's idea on how to apply your progression rate limiting based on the idea I gave upthread. I've toyed a little bit with the idea of having skill maximums (ignoring characteristics) as the game progresses (both overall total and individual skills), and if you use a skill improvement roll when you're at the cap, the total you get is the number of points you can shift around, rather than the amount you can improve something (but you can't lower something below its base value). You would also give out skill improvement rolls that are only for shifting points. This would stop that advancement from getting out of hand; and would mean that the elf who has an int boost is going to hit the cap faster, and will get to shift more points around, but he'll be at a sort of plateau for a bit until the other characters have all caught up and you raise the caps. So you'd set a ceiling at the start of the campaign, and periodically raise the ceiling. Eventually, you can just leave the ceiling where it is, keeping them at the top of whatever you deem the "sweet spot" of the system to be.
  9. Hmm. I was thinking that the game mechanics were the part I might be interested in. (the Fantasy setting is alright - I like squigs, but most of the rest of the fantasy setting I'm indifferent to, and I actually really dislike the 40K setting, because I really dislike the human galactic empire, and wh40k is a humanocentric setting.) I'll take a look at it a bit more and see if I can see anything besides the talents that might port over pretty easily.
  10. Interesting. Why do you think you would prefer the multipliers?
  11. So, from what I understand, Warhammer Fantasy Roleplay (1e & 2e) is some kind of RuneQuest derivative. And Warhammer 40K Roleplaying is a Warhammer Fantasy Roleplay derivative. Has anyone tried lifting some of that stuff and using it in a RQ or MW or other type of BRP game? I haven't tried it or looked into it much yet, but it just occurred to me that there may be some decent cross-compatibility there. I know character advancement is quite different (particularly in 40k), but some of the other stuff might be more useful in a d100 game. I dont know if HP are on the same scale, but if they are, that gives you access to the weapons; and vehicles are probably the easiest thing to port in. I would suspect that you may be able to just pick up the adversaries and use them, as well. Plus, you might be able to import and use their talents/feats/whatever you want to call them in a way that is compatible with Legend's legendary abilities or blood tide's stunts. Just a thought.
  12. Hmm. Interesting. I just ran a the totals on attributes on the non-gloranthan elves (Monsters of Legend/MRQII Monster Book) whose totals come out to 90 on average, with 3d6+6 int for an average of 3.5 higher than human int. The free starting skill points are a flat amount in Legend though, and improvement rolls work the MRQ way (you get a set number of rolls, which you can take for whatever skill you'd like, charisma/appearance increases the number of rolls you get, d100+int vs your current skill total to improve, and it goes up by 1d4+1), with a teacher you roll your skill, and on a success, you add int/5 + teacher's teaching skill/10. Out of curiosity, do you actually use "roll and keep" for attributes? Or do you use the point buy, or some other method? The math you mentioned covers a skill point disparity pretty well. Do you have any idea how to measure how much of a big deal extra hp or extra damage should be worth?
  13. So, in the BRP Quickstart rules, on page 18, they list a bunch of difficulties, which act as multipliers on the skill. In Legend on page 39, they list a bunch of difficulties, which act as flat bonuses or penalties on the skill. I'm sure some of you prefer one approach, and others prefer the other approach. So! Personally, +/- to the skill makes the most sense to me, in that it becomes easier to reach the point where you will always succeed on a particular task using a skill (short of a botch) because it's now so easy for you. It also makes sense to me because I can think of the difficulty modifier as a skill DC/task difficulty the same way I would in D&D or NWOD, where I am reducing your odds of success by a flat amount (okay in NWOD it's a little less reliable because dice pool statistics). Thus far I have only played the mongoose way, however. Discuss: Which do you prefer, and why? How do both of them work out in play?
  14. Oh. Odd. Where is the section on task difficulties in MW? I can't find it. Does it not exist? If not, I could just refer to the BRP Quickstart rules for difficulties, on page 18 though. Right? Are there any other subsystems you can think of that MW is missing that I will need to look elsewhere for, and if so, are they located in the BRP quickstart rules? Basically, if I can avoid buying the BGB for one or two spot rules, and it will work with a combination of what I've got and what's free, blood tide looks more appetizing. I currently have 3 d100 Corebooks as it is (Mongoose' Legend, RQ6, MW), plus my girlfriend has CoC 5.6. If all I need to find are a couple of freely available spot rules, I can always print those out and shove them in the book.
  15. IE: If a Dwarven Blacksmith wants to increase a skill outside of "Mountain Dwarf" or outside of "blacksmith" he's doing so at decreased effectiveness (1d3 or 1d2 skill improvement roll, or something of the sort).
  16. Ah. I only play local face-to-face games. Never been able to get into play by post; and something is still lost in Virtual Tabletop. Still vastly prefer the online, public, digital sheets, for the list of reasons given above.
  17. Hmm. I think you guys might be onto something with a way to give this "human ingenuity" thing mechanical weight. I don't think I would want to make them unable to improve skills outside their culture/profession, but I can definitely see them being less effective at doing so or gaining less benefit from doing so. But if you play an orphaned dwarf (Dwarphan!) who was raised by humans, how do you explain that? I would think such a character would be culturally inclined to think like a human. That is, unless they're genetically and intrinsically predisposed to becoming very set in a limited way of thinking, even when raised surrounded with people who are constantly innovating. But this just gives you a two-tier system. It doesn't quite address the difficulties of multiple non-humans at different power levels. I think we might be on the right track, however.
  18. Hmm. But it wasn't too problematic to use it with MW without needing to reference the BGB?
  19. Not bad Kreider204. Looks pretty comprehensive. I think I'd want the portrait front paged, but otherwise, it would serve well as a physical sheet. Is it fillable while up on google docs, o do you have to download it and fill it in acrobat?
  20. But yeah, these days, I'm heavily inclined to go with something online and digital like this, over a conventional paper sheet. Paper sheets get lost. I can't see your character on a paper sheet if you take it home with you. I can't easily leave you comments on your paper sheet telling you you did the math wrong, or that you missed something. I can't see your updates to your character in advance on a paper sheet unless you come by my house and give me the paper. And if you're sending me digital files, How do I know I'm looking at the most up to date copy? I could see an argument for dropbox, but that relies on everyone using a machine with MS Office, and sometimes players have needed to pull up their sheet on other kinds of devices. Everything has a web browser and a google account - it's simpler to just have everyone use google drive. That being said, Google drive DOES support spreadsheets, if you prefer spreadsheet character sheets to Word Doc styled ones.
  21. Hmm. I will think on this further. Your suggestion of Heroic Abilities and Stunts is definitely a good one to consider. Even in fairly low-magic or no-magic fantasy games; multi-species interactions and multi-species parties come up fairly often in the games we tend to play. At the very least, the basics of elf, dwarf, human show up - typically with orc thrown in as well; but games with a party that includes an elf, a human, a gnoll, and a lizard-man have come up in the past as well, and I remember one party included two different ape-men. I think allowing the players to help design the setting via playing through a game of Dawn of Worlds is a contributing factor in having bizarre "common races" of the setting. I may just have to go out of my way to make new racial stats for the player races in my games, so that they're on closer to a level playing field, and just do a better job leveling them than I have in the past, rather than looking at how the existing races work and copying them. I hadn't realized that what we were doing with it was so far off of how other people used the system.
  22. Oh. That's pretty interesting. Obviously MRQ Pirates is more compatible with RQ6; how compatible is Blood Tide with Magic World? Is Magic World a good replacement for the BGB when it comes to blood tide?
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