RQ2's rule is that critical parries mean the parrying weapon takes no damage, a shield blocks all incoming damage, and impaling hits don't get to do their thing either. Normal parries against attacks that miss mean the attacking weapon can be damaged (if the parrying weapon is of the right...
They do, and I tell all my players that that's for two days, three days if you're willing to push your horses. After that, unless you've got remounts (and hard food for them if they're not steppe ponies on the steppes) or are using a 'pony express' you're not moving any faster than the grunts on...
I'm a fan of doubling/halving, etc. for BRP games and similar systems for a number of reasons. One I mentioned above - it makes even super-high skills still feel like they are useful. Another is that 50-60% skill can be easily sold as 'competent' because 'easy' tasks at x2 or more become 'don't...
As Tulpa Girl says, the more 'recent' BRP games sometimes go that way. Also, Traveller: The New Era did this. It makes easy rolls easy for almost everyone, and keeps really high skills useful, as even a '200%' skill only gives 50/50 odds when the task is hard enough it's being divided by four.
His art can match specific content - his work in GURPS Vehicles is entirely in keeping with the book's theme and content. I remember hearing a take about Smif - Someone asked Steve Jackson why he had Smif do so much of the art for GURPS when a lot of fans didn't like it that much. Steve's...
To a point. Horses are individuals, but they're are definitely bound by being, you know - horses. Some seem to have more 'personality' than others, and they definitely vary in intelligence quite a bit. Like dogs, breed is important both physically and temperamentally, but most horses' breed back...
Aside from training (and your list seems reasonably comprehensive), a horse's temperament is important - a nice phlegmatic draught horse might be big and strong enough to be a warhorse, but without a degree of 'spirit' and aggression it won't really fit the role. Obviously physical...
The interaction of the degrees of success/failure are a lot of what makes BRP's combat interesting to me. I could see skipping that in CoC maybe, but not in most games.
I get that quite a bit with my players - they've never used firearms, or at least not outside of a few shots on a range at some field-day or the like. Thus they have no idea just how often skilled shooters miss in actual combat conditions, and get unhappy about hit chances under 50% for their...
That sounds remarkably like a bad game of Rolemaster, where the GM decides that anything more complex than walking (without chewing gum at the same time) requires a roll - and maybe walking, too. Given how RM's skill checks work, that means characters with broken ankles, smashing in skulls, and...
We are running a donation drive this month to help offset the costs of running the Pub and to avoid running intrusive ads in the future. If you would like to help out please visit this thread for more details. Thank you!