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Found 5 results

  1. Hello, I would like to dedicate this topic to a more-or-less classic BRP solution related to Toughness and Readiness present in Revolution D100. That is, the usage of unified Hit Points (or Hit Locations Hit Points for those preferring the localised damage), as well as Action Points in general. I have been considering tweaking Action Points into my own game, as I am currently running on Mythras and seeing a lot of interesting things in Revolution D100. Perhaps it is the slight unfamiliarity of mine on how the Readiness (SR) functions in general as I didn't get to try it just yet. I would probably assign a unified 2 (or 3) Action Point value per round for every Player Character regardless of their species. Basic movement would be a free action if used to engage an opponent within the non-running/non-sprinting range. Every Action and Reaction would cost a single Action Point, meanwhile various Spells would have Action Point (and Effort, also known as Exertion Points) cost relative to their casting time. What about the rest of you, have you devised your own alternative of the rules, or perhaps the author himself has some alternative rules in store for us? I'd be very curious to read your input on this matter!
  2. Something i am working on, tinkering with for Duke Nukem RPG I currently have no gaming group, i like to hear opinions! Thanks in advance I wanted basic starting skills directly related to characteristics! Everything as far as my rules mods will be optional, use what you like skip what you don't like. Duke Nukem RPG stats CHAR BASIC STARTING SKILLS (not skill modifier) STR Experience( INT+POW) CON -- Action(avg of STR+DEX)+EXP represents skills like climb, jump, swim, etc. SIZ -- Combat(avg of STR+DEX)+EXP represents skills like attack parry, dodge INT -- Knowledge( INT+POW) POW -- Perception(CON+EXP) represents skills like spot, listen, scent etc. DEX -- Persuasion(avg of CHA+APP)+EXP represents skills like fast talk, bargain etc. CHA -- Stealth(DEX+EXP) represents skills like hide, sneak, ambush, etc. APP -- Psionics(EXP) does not guarantee psionic ability, it simply represent the skill % if one had psionics Move Rate avg of Dex+str( siz may effect it.) Damage Bonus | Actions/Round (APR) | Heal Rate(weekly) Average of Damage | DEX Actions/ | CON+ Heal STR+SIZ Modifier | SCORE Round | SCORE Rate 01 to 04 –1D6 | 01 to 04 1/2 | 01 to 04 1/2 weeks 05 to 08 –1D4 | 05 to 08 1/1 | 05 to 08 1/week 09 to 12 None | 09 to 12 2/1 | 09 to 12 1D2/week 13 to 16 +1D4 | 13 to 16 3/1 | 13 to 16 1D4/week 17 to 20 +1D6 | 17 to 20 4/1 | 17 to 20 1D6/week 21 to 28 +2D6 | 21 to 28 5/1 | 21 to 28 2D6/week 29 to 36 +3D6 | 29 to 36 6/1* | 29 to 36 3D6/week 37 to 44 +4D6 | 37 to 44 7/1* | 37 to 44 4D6/week 45 to 52 +5D6 | 45 to 52 8/1* | 45 to 52 5D6/week 53 to 60 +6D6 | 53 to 60 9/1* | 53 to 60 6D6/week 61 to 68 +7D6 | 61 to 68 10/1* | 61 to 68 7D6/week 69 to 76 +8D6 | 69 to 76 11/1* | 69 to 76 8D6/week 77 to 84 +9D6 | 77 to 84 12/1* | 77 to 84 9D6/weel Each +8 +1d6 | Each +8 +1/1* | Each +8 +1D6/week note actions/round(APR) is number of actions per 12 second combat round. *......Only Gods, Mutants, Magic creatures can have a APR above 6/1! Max APR is 6 for normal humans even with modifiers listed below Damage Bonus modifiers | Actions/Round (APR) modifiers table Situation Modifier | Situation Modifier underwater** ½ of normal | wounded -1 thrown ½ of normal | major Wound ½ of normal wounded -1 point | drunk, drugged, dazed ½ of normal major wound ½ of normal | Stunned,restrained ½ of normal drunk,drugged ½ of normal | under water ½ of normal Stun,restrained ½ of normal | very light weapon x2 of normal low gravity@ x2 of normal | low gravity@ x2 of normal heavy gravity@ ½ of normal | heavy gravity@ ½ of normal minimum APR is 1/2rounds **....melee weapoms do ½ of normal damage under water. @...assumes character is not accustomed to this gravity. The game is mostly done, i have stats for most of the creatures from Duke Nukem 3D, Duke Nukem Forever, will also have stats for DN I and II I have weapons, equipment, time line and much more. I will have also standard BRP stats for those who don't like my modification of BRP. It will be free right now mainly working on some original fan art and basic writes ups! let me know what you think! Thanks in advance Also working on POTA, Doom, wolfstien rpg for BRP system. I am thinking of doing Logan's Run for BRP system.
  3. Actions/Round and new movement system This is some more optional rules i am working on, I am interested in what others think, especial on the movement rules. Hopefully my calculations are correct on the movement rules Let me know what you think, i am sure they need refining. Course if the new COC 7e movement rules are good we may not need mine, but i have not seen the new COC 7e rules for movement . Thanks in advance.
  4. 58 downloads

    Actions/Round and new movement system This is some more optional rules i am working on, I am interested in what others think, especial on the movement rules. Hopefully my calculations are correct on the movement rules Let me know what you think, i am sure they need refining. Course if the new COC 7e movement rules are good we may not need mine, but i have not see the new COC 7e rules for movement . Thanks in advance.
  5. I'm working my way through the Basic Roleplaying rulebook, and I have some questions. I just finished reading the chapters on "System" and "Combat," and some things struck me as very odd. First, if I understand the initiative system correctly, it seems that characters can only either move or attack, not both. Furthermore, if they choose to move, they act at a later time in the combat round due to their DEX rank being lowered. This seems like it could really take some effort to track such dynamic DEX ranks, especially if more than one character is taking DEX modified actions. Furthermore, it seems odd they couldn't move and take an action since the combat rounds actually represent a larger amount of time (12 seconds) than in most other RPGs. Secondly, from what I've read, it seems that the only time a character can take multiple actions in a round is if the GM has either implemented the optional rule that allows skill points to rise above 100%, or if his character is using a firearm with a rate of fire. Moreover, in those special cases, the added action will occur at a later point in the round due to a lowered DEX rank. Again, isn't this kind of dynamic initiative difficult to track during play? I've always found initiative to be somewhat cumbersome even when it's static in games such as Pathfinder and Savage Worlds. Lastly, I don't understand the function of the "Statement" phase in the combat round. I don't see what benefit this grants, and it seems to me that it would interrupt the flow of the encounter terribly.
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