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![]() SGL.
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Ef plest master, this mighty fine grub! 116/420 |
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HP = [CON+SIZ]/2 MP/PP = POW SAN = POW x 5 FT = STR+CON I always wanted to make them all sort of work in the same method and refigure the rest of the values, like this: HP = CON+SIZ (healthier, bigger people have more HP) MP/PP = POW+CON (healthier, more willful people have more PP) SAN = INT+POW (reasoning and will help resist insanity) FT = unchanged This, of course, would lead to changing weapon damages, power use costs, sanity losses, and fatigue, and I'd treat all of those resources like something that does damage against them. SAN losses would be chunked away if you fail your Luck or Idea roll, but would be less (because you've got less to lose). Fatigue would be lost per turn of heavy activity based on your actions/armor/burden, and you might make Effort rolls (CON x 5%) to avoid losing them. And so on.... |
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If total is below 17, it's a -1d4 damage bonus. If 17-24, no bonus. If 25-32, +1d4 to damage. If 33-40, +1d6 damage. 40+ more damage (increases in steps of 16, if I remember correctly). |
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That sounds pretty close to what I remember of the RQ3 progression.
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Quote:
SGL.
__________________
Ef plest master, this mighty fine grub! 116/420 |
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