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Wren
August 1st, 2010, 21:22
Hi all

I've been tweaking BRP using the MyQuest Extension template, in myqscript.lua.

I tried to add Dodge as a default weapon (so it appears on the Weapons Minibar - yep, I know it's a bit of a fudge, but I'm trying to learn), using:

DefaultWeapons = {
["Dodge"] = {Skill="Dodge", Attack=0, Damage="", Hands="2H", Notes="As Dodge skill"},
["Brawl"] = {Skill="Brawl", Attack=25, Damage="1D3", Hands="1H", Notes="", DBFlag=true},
["Grapple"] = {Skill="Grapple", Attack=25, Damage="", Hands="2H", Notes="See Grapple rules"}
},


It's added, but the character sheet shows a Missile Weapon called Dodge (rather than Melee like Brawl and Grapple, as I expected). Is there a hidden value that says what category to put a weapon under, and if so, why does Dodge get that value? (I see there are Weapon Types defined just after this section).

[Edit - this doesn't happen when a new char is created, Dodge is under melee with the other two default skills - however, I'd still like to know what tags weapons as being in a given category - is it derived from the underpinning skill maybe?]

Also, is there a way to automatically populate the Dodge attack value with the correct skill value? It's no real problem for the player to set it manually, it would just be handy.

Cheers
Al (Wren)

StuartW
August 2nd, 2010, 05:52
The weapons default to melee, unless the entry has Missile=true in it. As regards setting the right attack value, the BRP ruleset deliberately doesn't link attack chances to the base skill value because there are frequent circumstances where that would be inappropriate (such as weapons that have an inherent bonus, or the way some GMs work the similar weapons rules), and forcing the link would make it very frustrating.

Hope that helps

Stuart

StuartW
August 2nd, 2010, 05:53
Welcome to the FG forums Al, I hope you find us friendly and helpful, and that you enjoy ruleset modding!

Stuart

Wren
August 2nd, 2010, 12:17
Stuart

Brilliant, makes sense - many thanks :)

Forgive me for hijacking my own thread - I'm trying to get some BRP/Runequest going, but am being forced (due to the relative availability of PDF-based rulebooks) to adopt Mongoose/2nd Age style RQ, rather than classic 2nd Ed/3rd Age style RQ (I gave away all my books years ago, and as far as I know, 2nd Ed/3rd Age essentials such as Borderlands and Cults of Prax/Cult Compendium are both paper-only and out-of-print, so need ninja skillz and luck rolls on eBay).

As part of the modding to support this adoption, I found Mongoose have multi-pass combat rounds (e.g. those with high DEX get a second/third hit), and strike ranks get a random element each round (+d10 if my memory serves).

It's totally not a problem - I'd be happy to house-rule it, "well, round here, you get 1 shot every round at your SR-appointed time, and like it!!" - but was wondering if there was a way to do either of these things?

Cheers
Al


The weapons default to melee, unless the entry has Missile=true in it. As regards setting the right attack value, the BRP ruleset deliberately doesn't link attack chances to the base skill value because there are frequent circumstances where that would be inappropriate (such as weapons that have an inherent bonus, or the way some GMs work the similar weapons rules), and forcing the link would make it very frustrating.

Hope that helps

Stuart

peterb
August 3rd, 2010, 19:53
Stuart

Brilliant, makes sense - many thanks :)

Forgive me for hijacking my own thread - I'm trying to get some BRP/Runequest going, but am being forced (due to the relative availability of PDF-based rulebooks) to adopt Mongoose/2nd Age style RQ, rather than classic 2nd Ed/3rd Age style RQ (I gave away all my books years ago, and as far as I know, 2nd Ed/3rd Age essentials such as Borderlands and Cults of Prax/Cult Compendium are both paper-only and out-of-print, so need ninja skillz and luck rolls on eBay).

As part of the modding to support this adoption, I found Mongoose have multi-pass combat rounds (e.g. those with high DEX get a second/third hit), and strike ranks get a random element each round (+d10 if my memory serves).

It's totally not a problem - I'd be happy to house-rule it, "well, round here, you get 1 shot every round at your SR-appointed time, and like it!!" - but was wondering if there was a way to do either of these things?

Cheers
Al

Classic RuneQuest III is in fact still available, even if it's a bit disguised. The BRP Book (https://catalog.chaosium.com/product_info.php?cPath=37&products_id=1257) contains all the basic rules you need. The rest of the RQIII system is found in the BRP Gamemastering (https://catalog.chaosium.com/product_info.php?cPath=37&products_id=635), BRP Basic Magic (https://catalog.chaosium.com/product_info.php?cPath=37&products_id=528) and BRP Basic Creatures (https://catalog.chaosium.com/product_info.php?cPath=37&products_id=3709) books.

A RQIII extension can be found at the FG Wiki (https://oberoten.dyndns.org/fgwiki/index.php/BRP_RQ_III_Extension).

Wren
August 3rd, 2010, 20:39
Peter

Excellent, thanks for the info :)

Al