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Found 13 results

  1. Hello there, While I've been reading the OpenQuest 3rd Edition core book, I've encountered a really interesting approach on page 220 about the sacred cows of D100 Gaming. In my opinion that's the right approach in order to revolutionise the D100 systems for breadth of audience. Some of the D100 systems remind me of GURPS when it comes to the number of skills a person might not have any incentive to touch (whether the referee or the player). What do you think about the constantly recurring Driving, Riding and Sailing skills? They do seem kind of redundant to me, as despite the fact that there are differences between various transports, I don't think they're a particularly frequent choice of many players around - to the point that my players even frown at the idea of these three skills being separate, thus personally I have merged them into one single Drive skill that handles all kinds of mounts and vehicles akin to how Vampire the Masquerade or some other systems already handle it. A lot of beautiful work has been done on uniting the skills within OpenQuest to avoid having so many smaller skills that practically nobody is decent at. I think rather than being present by default, at most these skills should have been an option to choose, as not every setting might feature ships, or even vehicles, or mounts - for example a setting that's based on floating islands might not find much use for the sailing skill, thus the optionality of the aforementioned three skills in particular, contrasting to the many other generally much more useful ones.
  2. Hey Everyone, I was hoping I could get some help on the First Aid skill? On my first attempt at reading I failed my roll : ) ( LOL actually I re-read it more than a few times) I love the idea of first aid and want to use it properly but must admit the rules confuse me in the wording. I am a very precise person and words matter but I see a few ways to use First Aid. The way I read it from page 149 is that first aid stops bleeding, revives characters and can restore HPs. (I love how you can actually do first aid on wounds and not just hit locations). But it seems that a successful first aid roll allows you to heal 1D3 damage to an injured location. Then it says that a failed roll means no damage was healed. The wound is bandaged but no benefit comes from the treatment. How I read that is that in order to stop bleeding all you need to do is use the first aid skill (no roll needed) on an injured player and you automatically stop bleeding. But you only roll against that skill if you want to restore HP. Then when I read up on the skill on page 177 it gives me the impression I need to roll to stop bleeding. These seem contradictory to me. So the way I think it should be implemented from what I read is: if you want to stop bleeding you do the first aid skill and roll against it. If you succeed you stop bleeding. If you want to restore HP you roll against your first aid skill and if successful roll a die to see how many HP you restore. So you can basically do 2 different types of first aid. The first one is more critical first aid so to speak and the second one is setting someone up for healing. It mentions reviving a character but I honestly have no clue how to implement that one. Would this be a third type of first aid? First you roll to stop bleeding, then you roll against first aid to revive them, then you can roll a third time to heal? Of course taking the appropriate amount of time for each type of first aid treatment? I did search the forum out but could find nothing so am hoping someone could shed some light. I'm working my way through the combat system now and am adding a new complexity. Thanks for any help Brian
  3. I went through the entries in the Bestiary and collected up each skill I saw which AFAIK isn't listed in the RQG core rulebook. For the most part, I've left out attack skills and skills which just fill in predictable blanks, like Speak Aldryami and Cult Lore (Kyger Litor). Figured that such a list might trigger some interesting conversation. I've organized it into three sections. Described Skills are those which have a dedicated sidebar elucidating the skill's functions. Adventurer Skills includes all skills listed in "Creating a X Adventurer" sidebars. These are skills which could see use by players at the table. Finally, I used Other Skills to describe anything else. Usually, those skills are just listed in a creature's statblock, but sometimes they have some explanation in the text. Most of the Craft and Lore skills in Adventurer Skills are on p. 58, Creating a Dwarf Adventurer. I've not cited skills which felt of obvious origin to me (like Darksense Scan). Described Skills: Beast Training (p.52) Bloody Cut (p.71) Quickdraw (p. 39) Adventurer Skills: Area Lore (elf forest) Area Lore (local) (p.29) Centaur Lore Craft (Architecture) Craft (Copper Smithing) Craft (Glass) Craft (Gold) Craft (Insect Care) Craft (Magic Item) Craft (Masonry) Craft (Plumbing) Craft (Secrets of Iron) Craft (Silversmith) Craft (Stonecarving) Craft (Tinsmith) Darksense Scan Darksense Search Earthsense Scan Earthsense Search Elfsense Glorantha Lore Metal Lore Other Skills: Don Armor (p.43) Find Edible Plants (p.113) Fly Glide Quietly (p.127) Hide in Snow (p.139) Hide Underwater (p.121) Move Quietly (while flying) (p.115) Riversense (p.23) Run Backwards (p.136) Sense Intruder (p.134, 174) Sense Life (p.102) Scent (p.143, 144) Scent Intruder (p.146) Scent Prey (p.152) Smell (p.133) Smell Blood (p.46) Smell Foe (p.155, 156) Smell Foodstuff (p.62) Smell Intruder (p.142) Smell Prey (p.120, 124) Spot Flower (p.134) Spot Hidden (p.141, 148) Track by Scent (p.79, 110, 112, 117, 144, 148, 150, 161, 162) Underworld Lore (p.77) Wind Lore (p.84) Some topics which come to mind for me are the use of Craft (Magic Item) and Craft (Secrets of Iron). In particular, if a human was to reforge a piece of iron--say, turning a sword into a couple spearheads--would they learn (Secrets of Iron), or something more mundane like (Blacksmithing). I also wonder if an adventurer could learn the Dragonewt-specific skill Quickdraw through training or research since it seems to me mostly physical, not mostly magical.
  4. In the RQG corebook, in page 73, in cult starting skills you can read "Each cult has starting skills taught to his members. Add the listed skill bonuses to these skills. Add an additional +20% to one of these starting skills and + 15% to another...", but in the Vasana's saga (the sample character), I don't see this bonus and I think that you can get a +40 to one skill via cult is too much increase. what do you think? You take this bonus in the character generation? thank you.
  5. So an idea for my current game is in its fetal stages inside my head. I was inspired by another thread on the forums about a skill list and I thought about the following: How to define a skill, i.e. how broad or narrow is its reach? How to avoid derivative skill discrepancies, e.g. where someone who is knowledgeable in physics isn't knowledgeable in math because they didn't put points in that? I know BRP has symbiotic skills, where you can add 1/5 of a related skill to your skill roll, but that doesn't solve the first problem. Some skills are super broad like "Athletics" and some are super narrow like Craft (blacksmithing). Due to the variance in scope, a point put into Athletics is more valuable than a point put into Craft (blacksmithing). So I went to search out what other systems do, but I haven't found one that strikes the right balance of realism and playability for me. So I started thinking about what I'm calling "organic skill trees". The idea is that all skills begin with a player attempting some action. If the referee and player agree that it's an action any member of the characters species should be able to do without any special training they can use characteristic or "root skill". A root skill is simply two characteristics that fits with the desired action. For example, if a player wants to climb a tree he could use several different characteristics. He could say he uses his intelligence to plan a carefully selected route up the tree and uses his strength to pull him up, or maybe he uses his dexterity to jump between branches and intelligence to know which ones can support his weight. As long as the referee and the player both agree to the reason of this choice it would work. It also creates interesting variants in game description. It would also be more realistic because a character would tend to lean on their strongest characteristics to complete actions. The skill level in this case would simply be the combine characteristic score, usually between 20-30% for the average adventuring human. But suppose the player expects to be climbing a lot. In this case, they can choose to specialize. To make a skill, they take the verb of what they were doing and that's the skill name. In my example of climbing a tree, the verb is "climb". Specialized skill would be limited to skill levels of root skill x 2, putting a cap at somewhere between 40-60%. If they want to be even better they could further specialize by adding a noun, eg "trees". Specializing again would raise the skill level limit 3 x the root skill, putting the cap somewhere between 60-90% for the average adventuring human. You could continue to specialize, unlocking higher and higher skill caps by adding more nouns. So the characters skill list might look like this at this point: - Climb (STR+INT): 15% - Climb (trees): 40% - Climb (oak trees): 41% More details on how I'm envisioning this working: Specialized skills have a base score equal to the previous specialization, e.g. if you specialize in Climb (trees) when your Climb skill is at 15%, Climb (trees) starts at 15%. Skill checks are still based on which skill you used, e.g. if you choose to use Climb you get a skill check in Climb, if you choose to use Climb (oak trees) you get a skill check in Climb (oak Trees) Acquiring a new specialization requires a teacher or research, i.e money and time There are a limited number of skill slots, tentatively 20. A player could choose to be able to have a few really high skill levels, e.g. Climb (oak trees), which is specialized 3 times (climb+oak+tree), is capped at 4 x root skill, putting the cap somewhere between 80-120% for the average adventuring human. Or they could choose to have lots of more generic skills, with limited growth potential. Logic would naturally limit how far you could specialize, but in the end it will be down to the agreement between the ref and the player Actions that couldn't be done without training, e.g. couldn't be attempted with just a root skill (i.e just the attribute scores), but the base skill level once trained or researched would still be based on 2 attributes Certain actions might require multiple specializations to attempt, e.g. in my setting you have to learn a school of magic, before learning a specific magic spell so someone with the ability to magically heal might have to have Cast Spells (INT+WILL): 21% Cast Holy Spells: 24% Cast Holy Spells (Heal): 32% Combat Example: Attack (STR+DEX): 25% Attack (Spear): 43% Attack (Spear - Halberd): 78%
  6. As an idea for my house rules, I'd like a rough mechanic of somekind to track relationships between individual NPCs and groups/guilds/etc. My rough idea so far is that every new relationship starts at 50% (neutral). "Any time you use a skill and score a special success working towards something that can reasonably be considered for that individual or group and/or are wearing an insignia or tabard clearly displaying your affiliation, those relationships increase by 1% and any faction or individual you are reasonably considered to be working against goes down by 1%." Relationships would have different levels, like skills (maybe <30% hated, 30-40% hostile, 40-60% neutral, 60-70% friendly, 70-80% honored, 80%+ revered) that would have different meanings and benefits/consequences. This makes sense in my head because as you become more skillful, your chance of scoring criticals increases, so the more legendary your skills, the more quickly your reputation grows. Also criticals are supposed to represent some sort of memorable use of the skill, and memorable events in the name of some relationship or organization would impact your reputation with that person/organization, and with their enemies. This would need to be used in tandem with some sort of skill decay. I would like to avoid the no stat atrophy trope, but also want something that's simple and doesn't require any more notes. So I'm thinking something like: "every month in game time every skill decreases by 1%" and "every year in game time your primary characteristics decrease by 1." At first I thought of something like "every skill that hasn't been used for x-time decreases", but that seemed very difficult to track. This way you simply always have to increase your skills by at least 1 point once a month in game time, and no tracking of when the last time you increased your skill would be necessary. Relationships would be a special case. Any relationship score over 50% decreases as normal 1% per month. Any relationship less than 50% increases 1% per month. This is because neutral feelings is 50%. I should also note that my current house rules allow multiple skill ups per session, not only at the end of the adventure. Thoughts?
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  8. I'm looking for advice from experienced Keepers & Investigators. Our group has been playing for a couple of months now via a weekly Roll20 game and I've found that I've fallen into a pattern of asking for numerous Psychology / Spot Hidden rolls throughout the session. Typically these rolls are made to allow the Investigator the opportunity to sense the NPC's attitude/demeanor, or in the case of Spot Hidden, find a clue, or perceive some feature of the environment around them. I'm struggling with how to take the Players described actions for their Investigators and quickly come up with a reasonable explanation of how they can use another skill for the requested roll. It is becoming tiresome to ask for Psychology/Spot Hidden every time they meet someone or I want to see if their Investigator has observed some minor nuance in the environment that could be a clue. Any advice you'd care to share would be appreciated.
  9. 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.
  10. What is the degree of skill complexity that you, as a player and/or GM prefer? I have seen systems that break skills and attributes down into basically mental, physical and social blocks (although I would posit that Spiritual should be in there as well) so that a PC would basically only be rated numerically in those 4 areas. Also there are games that are attribute based like AD&D where skills basically acted as attribute modifiers of +1 or +2 on a roll of a D20, although interestingly enough weapons and magical skills and capabilities were very well defined and far more integral to the game. There are games like Cyberpunk that make attributes and skills equal in value. Then there are games that fix skills to attributes and attributes modify skills such as in D20, where having bad stats can be overcome with enough training... Then there are skill based games like BRP and Palladium, where skills are far more important that attributes in most cases. Attributes in this case serve as minimal baseline combat attributes like damage and hitpoints and possibly giving a very small bonus to certain skills. With regard to number of skills a character has, we have: The three or four big categories of mental, spiritual, physical and social, or Large swathes of capability like Science, Firearms, Melee, Engineering, Technology, etc., or More specialized skills like rifle, pistol (both firearms), dagger, polearms (both melee), physics, biochemistry, (both science), automotive repair, computer hacking (both technology), pilot helicopter, pilot space freighter (both piloting) etc., or Even more specialized like katana, bastard sword (both hand and a half swords), pilot F-18, pilot Mig-17 (both jet aircraft) shoot M1911, shoot Single Action Army (both pistols), computer network attack, computer forensics (both computer hacking?) The third part of this is how many skill slots a PC should have depending on the skill breadth...for the first option it would be 3 or 4 since that is all a PC has...or the big skill categories maybe about 10? For the smaller skills (dagger, physics, pilot jet) maybe 20, and for the most specialized version maybe 40? There is the option of building out a skillweb like Shadowrun where big skill categories are progressively necked down into more specialized skills such as Physical (27%), Firearms (31%), Pistol (43%), Single Action Army (62%) and with each level of focus the skill increases... Thoughts? -STS
  11. So everyone loves criticals and fumbles, I can appreciate this. I wanted to make changes that fit my own philosophy not just make changes for the sake of change. So here is how it looks right now. Skill Use 01-10 is always a success. 01-05 is always a critical success. There is no "special" success. 91-100 is always a failure. 96 - 100 is always a fumble. Critical Success on a non Combat Skill 04-05 - Next Use of this skill has an Easy modifier 02 - 03 - Next use of this skill has a Simple modifier 01 - Next use is Simple and you gain 2% to the skill Fumble on a Non Combat Skill 96-97 Next use of this skill has a Difficult modifier 98-99 Next use of this skill has a Hard Modifier 00 - Next skill use is Hard and Everything You Know is a Lie! Lose 1d3% on this skill For Combat, there are charts to roll on... Critical Success (Attack) Roll d100 01 - 25: Armor is Halved 26 - 50 Armor is Ignored 51 - 75 Add 1d8 to Damage Roll, Armor is halved 76 - 98 Roll damage on second body part, Armor is halved 99 - 100 Armor Ignored, Nicked an artery - target begins to Bleed 1HP per round Fumble (Attack) 01 - 25 Next Attack is Difficult 26 - 50 Weapon Dropped 51 - 75 Target's Next Attack on you is Easy 76 - 98 Damage Self. Roll Hit location and weapon damage, armor is halved 99 - 100 Impaled on Enemy. Target rolls weapon damage and hit location, armor ignored. There is more, but this is a fine taste of it.
  12. Hi everyone, I'm new to the BRP system and found it when looking for a rule-set suitable for an 'A Song of Ice and Fire' campaign I'm trying to put together (that's 'A Game of Thrones', for anyone who hasn't read the books). I know that Green Ronin have a game out, and that there's a D20 version (which I have), but looking through the BRP, Chaosium seems like a better fit. For anyone who isn't familiar with the world of Westeros -- A Song of Ice and Fire is a story of war and political intrigue set in a low fantasy world that (at first) has a lot of historical realism. It is rarely a tale where good and evil is black and white. People die from a single sword cut, heroes get slaughtered, noblemen and women are forced into loveless marriages for political reasons; and characters behave like real people with real motivations and often destiny altering strengths and weaknesses. The author was heavily influenced in his writing by the War of the Roses, medieval european history, and the Medici and the Borgia. My question is about skill levels. I know that the BRP uses d100, but am I right in thinking that it is not percentile based? (i.e - characters can have skills in excess of 100). Looking at the BRP, it lists 75% as an expert and 90% as a master. My question is how do these translate to actual game worlds? Where, for example, would Jaime Lannister and Barriston Selmy (2 contenders for greatest swordsmen of recent history) be in regards to their sword skill? 95% or 237%? Is there an upper level to skills? The same with attributes -- I think 18 is max starting characteristic and 20 is overall max? So would Gregor 'the Mountain that Rides' Clegane be a size 20? Or higher for exceptional characters? Does anyone know if the 'A Song of Ice and Fire' characters have been statted up anywhere to give me a head start? Thanks for any help you guys can give me!
  13. I'm looking for rules or options for Extended Actions. The best I could find was in the Quick Start PDF under Extended Research. It touches on how the GM can require multiple successes (pg. 23). I'm looking for more extensive guidelines on this, where a complex task may require lets say three or more rolls. Where can I find this?
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