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Found 7 results

  1. **This topic probably comes up every once in a while, I sorry if it's a rehash of a conversation that you already had** **I don't have any idea about how real life bow and arrows work** I see the bow rules and they seem to be made from a list of disjointed situations like: "Someone can shot an arrow every 5 seconds" "Someone can shot an arrow at 250m" "Someone can hit a head size target 19 out 20 times at the Olympics" "Arrows can pierce mail/plate" So the rules try to be a mash up to acomodate all those, then a "master archer" can hit 19 out of 20 times a human sized target at 120 meters, twice per melee round at full damage. Let's challenge that. https://youtu.be/BEG-ly9tQGk Extremely fast shooting, not far, not pulling the whole extension of the bow. There are several examples on YouTube https://youtube.com/shorts/AL1W3HkjJ2Y?feature=share these are all half draw bow shots, fast but not hard hitting and totally not 120 meters range. This is an 120 meter shot, https://youtu.be/sjnG-5N5nL0 there is no way he is shooting 19 out of 20 arrows that far every 5 seconds. This one is 300m https://youtu.be/L-pZgHZp2ug and you can quickly tell this is not twice per melee round with a bone and wood bow. "But he is not an Olympic archer!" You say, well, yes, let's see how far Olympic archers (95%?) shoot - Archers shoot up to a distance of 70 metres (for recurve) and 50 metres (for compound) (Notice that compound bow means with pulleys and multiple strings, modern tech, not just "made with bones" and the ones on my bronze age glorantha are most likely not those or the 14th century English longbows) Ok, so not 120 meters at full %, or 250 meters at half % (which is a fair guesstimate, you are just not expecting to hit a single target, just shooting at troops I guess https://youtu.be/Gg2WImjzaAw ) So I'm planing on house ruling this and I want your opinion. 1- I would love to add half damage modifier to Bows based on weight. 2- Strongly enforce the rules for moving targets, shooting at melee and weather conditions. If the target is alive you are probably shooting at x1/2%, target practice x1% 3- Field archery or half draw - 20 or 30 meters effective range, up to twice that at 1/2%, twice per round (even 3 times maybe? If you can) One step down on damage (1d4+1 for self) no strength damage mod (see 1) Target practice or Full draw - 70 meters effective, full damage, once per round. (Damage mod for heavier bows) Long range, above 70m you can take as much as you want to aim and get the "taking your time bonus", 1/2 % for being above effective range, no damage mod , full damage one shot per round. Clout archery , up to twice the max range, once per round, half %, no damage mod, one step down damage (used in formation mostly) On a horse you can use the field archery option. Thank you in advance for any feedback, more than half of our group uses bows and I want to add some color to it.
  2. I was a young enlisted man serving in the US Army in Germany when the Twilight: 2000 game came out way back when rocks were still soft and fire was this new hippie thing that would never catch on. The game became instantly popular in the barracks for several reasons, but the main one was that we had all the toys immediately to hand or knew somebody we could ask about them. I mean, our wall lockers had our helmets, web gear, and 'go' bags on top of them. The motor pool was full of M1 tanks, a Bradley IFV or two, and other bit of military mayhem machines. But this was also the age Rambo and Chuck Norris movies. At every table there was that 'one guy' whose characters always carried an SMG, a M16 /203 [an M16 with a 40mm grenade launcher under the barrel] AND a sniper rifle and believed down to the bottom of his soul that could wear a flack vest, a full rucksack, and every piece of ironmongery he owned and STILL jump through a window, execute a combat roll, and come up ready to fire an 'aimed shot'. After awhile it got to be a real pain in the ass to argue with guys like this every week. Then the GM [my buddy Russ] came up with a solution that was not only elegant, but freaking hysterical as well.... He instituted the Get Your Shit On Rule, or GYSOR. If Joe Knucklehead wanted his character to do some seriously Dolph Lundgren type ninja-hero shit, he would be challenged to Get His Shit On. This meant that he had to go to his wall locker and put on his helmet, flack vest, and his 'go' bag rucksack and do something physically challenging. Examples included jumping over a chair without tripping and falling, or running up and down the barracks stairs 3 times and then writing his General Orders legibly, or something similar. If Joe Knucklehead successfully completed said maneuver, then the Uncaring Buddha of War smiled upon Joe's character and whatever idiotic stunt Joe previously described was executed to perfection. If Joe failed in the task, his stupid idea failed... spectacularly. The only single guarantee was that the character wouldn't out-and-out die. I hope you all enjoyed my little trip [pun intended] down memory lane, and I highly recommend such a rule when you have such a person at the table.
  3. Simply stated: I am considering allowing characters to take a penalty to their attack in order to resolve that attack sooner. I was considering -20% per SR. Since the attack roll represents a series of maneuvers, not a single swing/stab, this rule would represent the character rushing their blow, rather than waiting to create or exploit the best opportunity. (by character, I mean PC or NPC) Does -20% seem appropriate? How frequently would you, as a player, use that rule?
  4. Al.


    I LOVE OpenQuest I love the whole ethos of it, I think many of the design decisions are brilliant But I really dislike the (inspired by MRQ) skill names I did a bit of a bodge swapping in skills from Elric! and it kind of worked. However I'm now thinking of swapping skills out and using careers (as per RuneQuest Slayers or Barbarians of Lemuria). I have what I think is a workable method of gluing to two sets of rules together. Has anyone tried this? How did you get on? Any cautions or warnings to share?
  5. Greetings, OQ2 explorers I thought you all might find a House Rule mod my players and I cooked up concerning shields interesting. Trying to be mindful of OQ2's simplicity, we still felt our game needed some shield tweaks. Weapons including shields are designated light, medium, heavy, and huge in the Close Combat Weapons table on page 45. The term “huge,” however, is only used in relation to shields and can be problematic as it is truly a size designation, in contrast to the light, medium, and heavy designations which seem to describe weight. This dichotomy is further exacerbated by use of the term “Large” in the passage on page 60 which reads: Shields with a size of Large or Huge (i.e. Medium and Large Shields) provide a cover modifier to the ranged attack of the attacker -25% and -50% respectively against arrows, sling shot and cross bow bolts. As there is no “Large” size designation in the table's Size column, “Heavy” is what was obviously meant, which is again more a reference to weight than size. After discussing further shield category concerns and rather than rename the column Weight, my players and I felt a re-designation of shield size was in order. Thus it was decided that, small shields (buckler, targe, etc.) would be sized “Light” rather than Medium; medium shields (heater, round, etc.) sized “Medium” rather than Heavy; large shields (scutum, hoplon, etc.) should be sized “Heavy” rather than Huge; and truly enormous shields, such as the pavise, should be termed “Huge.” Thus the above excerpt was revised in our game version to read: “Medium, Heavy, and Huge shields provide extra protection from arrows, sling shot and crossbow bolts. Archers, crossbowmen and slingers suffer a -25%, -50%, and/or -75% modifier to their attacks against targets armed with Medium, Heavy, or Huge shields respectively.” In addition to the above, it was decided to modify the Ranged Attack Situational Modifiers table and “Cover” section on page 59 to better reflect the House Rule addition and modification. The RAW passage reads: “For missile attacks the defender benefits from the best of the shield modifier in the table above and the cover modifier below,” but there is no “...table above.” Our version reads: “Against missile attacks, the defender benefits from the best of the shield modifiers in the table below...” To the “Target Visibility” section, we then added three rows: Target is armed with a Medium sized shield -25% Target is armed with a Heavy sized shield -50% Target is armed with a Huge sized shield -75% Sorry about the huge table there...something exploded in the translation from word processor to forum :-( A reminder of these penalties was suggested as an additional note under “Range” in the “Ranged Weapon” section on page 47. We also decided an addendum to Newt's excellent “Taking out Life Insurance” advice on page 54 would be in order: On Shields “Your shield is your friend. Regardless of character concept, get a shield and use it. It will prolong your character's life.” For new players, we wrote the following House Rule summary: Small shields sized Light, such as bucklers and targes, will block all incoming damage from Light weapons with a successful parry. Small shields will only block half the incoming damage from a Medium sized weapon and no incoming damage from a Heavy sized weapon.They offer no protection against archers, crossbowmen and slingers. Medium shields sized Medium, such as heater or round shields, will block all incoming damage from Light and Medium sized weapons with a successful parry but only half the incoming damage from Heavy sized weapons. Luckily, there are no Huge sized offensive weapons. Medium shields offer greater protection from arrows, bolts and sling-stones, levying a -25% modification against such missile attacks. Large shields, such as scutum and hoplon shields, sized Heavy will block all incoming damage from Light, Medium and Heavy weapons with a successful parry. They offer even greater protection from arrows, bolts and sling-stones, levying a -50% modification against such missile attacks. Huge shields, such as the pavise, levy a -75% modification against missile attacks. Nearly stationary and deployed for siege or large scale battle purposes (both offense and defense), they cannot be used in the quick of Close Combat situations like the above sized shields can. And don't forget: "Shield-carrying characters may attempt to Parry hand thrown missile weapons (daggers, darts, hatchets, rocks, etc.) if the target is aware of the attack" (58). Cheers!
  6. Greetings fellow BRPers!When I first began gaming with Basic Roleplaying, I used the optional rule of "Step Six (Personality)" on pg. 21 to give player characters some extra oomph. As time went on, I tweaked the rule to allow greater player input and variation:Background A profession that fits your character's "pre-career" training, a secondary or former job, schooling, or other such description adhering to the character concept is considered your character's Background. Choose a fitting profession and add 20% to each skill.For Example: One character was a 'Maverick' type Military Officer. Rather than choosing Outsmart an Opponent as the Personality, the player chose a Background of "Pilot" reflecting his earlier years in the military (gaining a one-time 20% bonus to 10 selected skills), then the profession of "Soldier" which he invests his professional skill points into.Now, I am considering another change. Rather than giving players a full profession's worth of skill bonuses, I propose offering five skills from a profession, and flatly raising the skills to 50%. Effectively, this change gives players deeper bonuses in a fewer range of skills, and reducing math at chargen. I feel it also distinguishes the "backgrounder" from the "professional" with a handful of skills starting at a moderate level as opposed to an array of skills with a decent rating.I'm curious if any of you have experience with the Personality skills rule, or variations thereof. Furthermore, which of my Background skills rulings make more sense or present more pitfalls (10 skills with a 20% bonus, or 5 skills raised to 50%)? Perhaps there is a better option that a more creative soul can suggest?
  7. Hi fellow dabblers in the arcane craft of rule design, after reading through the download section I felt brave and will post a new rule my group will be using in the next campaign. RESOLVE What How determined is a character to accomplish his goal? Resolve(points) are a measure for that. See a friend get killed or multiple plans go south, your resolve decreases. A pat on the back or a rallying speech and up it goes again. Why Something that bothered me for a long time is "hero willpower". A pc hero just couldn't be broken or indimidated. Players could restrict themselves, but that needed borderline method acting to be somewhat accurate and consistent. Why not just POW? POW has many tie-ins and there is no need to be super tight. PP are used for magic and stunts*, adding another thing would be too much. *another house rule I shamelessly stole (from Dragon/Fantasy Age) How A character starts with as many Resolve Points (RP) as his highest attribute score. //I'm not married to this, must be something. This sound better than just 12. Many situations in- or decrease a character's resolve (RP). The mechanism is based on the sanity rules. 1d4 "Uh-Oh" - hit in combat, being frightfully intimidated 1d6 Nasty Suprise - being ambushed 1d8 Major Setback - BBEG kills a hostage 1d10 No Way Out - Huge Beast blocks path --- 1d4 Pat On the Back - after a victory 1d6 "That went well" - crossed antagonist's plan, a big reward is promised, a skilled rallying speech 1d8 Mission accomplished - long time goal reached 1d10 Unbeliveable Luck - mostly if PC get away with something awesome Additionally there is the possibility to loose maximum resolve (RP) for example if a friend dies in action. It can increase through major victories - or a simple lengthy break from constant danger. Do you have used something similar? What are your thoughts?
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