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  1. jaz0nj4ckal

    GURPS with Armor Class and no Dodge

    Folks: I starting toying around with the idea to retool/HomebrewGURPS to use Armor Class oppose to armor reducing damage. In addition, Dodgenever really sat well with me, so I have contemplated to ditch that as well.The idea goal is to have something similar to AD&D and AD&D 2E but use3d6 to get...
  2. jaz0nj4ckal

    Advanced Fighting Fantasy ideas for SciFi

    I see what you mean... I am coming from AD&D, and just starting AFF, so it is taking a while to understand the modifiers. Thanks.
  3. jaz0nj4ckal

    2nd edition Thief Assassin kit and poisons

    You said it - Save vs DIE is too high of a price to pay; however, I could see this work if this was a specially crafted monster found at the end of an epic arc adventure, but for your normal module monsters... yes...'save vs die' is too high of a price.
  4. jaz0nj4ckal

    Advanced Fighting Fantasy ideas for SciFi

    When I get my group orginized ++laugh++, I will take you up on that offer. thanks.
  5. jaz0nj4ckal

    Advanced Fighting Fantasy ideas for SciFi

    What are some good bonuses and penalties to apply to the dice for events? For example: AD&D 2nd ed runes on a (+/-2, +/-4, +/-6, ~ +/-10). However, since the dice mechanics in AFF is 2d6+skill+special skill, I am not sure what a good difficulty or benefit modify should be. Thanks.
  6. jaz0nj4ckal

    2nd edition Thief Assassin kit and poisons

    Too deadly and too slow for onset. I was thinking about the poisons that PC can use would deal damage along the lines as weapons. For example: Poison AA might provide a 1d6 pt of extra damage, and poison AB might be 1d6+1. Following this model, there might be a type of poison that would deal...
  7. jaz0nj4ckal

    2nd edition Thief Assassin kit and poisons

    I have a player that wants to use the Thief Assassin Kit found in the Complete Thief’s Handbook. In addition, they want to use poison; however, the poisons list in the GM Handbook seem a little over kill at times, or take too long to influence combat rounds. Due to the latter, and still...
  8. jaz0nj4ckal

    Thief Abilities – Static Progression or Player Distributed Progression

    I handle my Thieves the same way. In your example: to climb a tree – I do not have my players roll a skill check, only if I believe it requires a task that is beyond normal. However, I might be a little free with my MS/HS skills for Backstab. I usually give them bonuses to these skills when...
  9. jaz0nj4ckal

    Combat/To-Hit Matrix

    Thanks everyone!!! I guess I am playing too much Classic Traveller these days, and it reminded me at one time seeing something similar to AD&D 1e.
  10. jaz0nj4ckal

    Advanced Fighting Fantasy ideas for SciFi

    Thanks so much - I understand now...much appreciated.
  11. jaz0nj4ckal

    Thief Abilities – Static Progression or Player Distributed Progression

    Thief Abilities – Static Progression or Player Distributed Progression I wanted to hear what others think or have noticed in their gaming history when it comes to the Thief Abilities - 1st Edition Static progression or 2nd Player Distributed Progression. I am a little torn – I like the...
  12. jaz0nj4ckal

    Combat/To-Hit Matrix

    I might have called what I was thinking of by the wrong name, since I only saw it once, and I thought it was the THAC0 progression. I just happened to stop off at a used-books store on the way home, and found AD&D Oriental Adventures 1st Ed. The attached image is a snippet of what I was talking...
  13. weapons_list.png

    weapons_list.png

  14. jaz0nj4ckal

    Advanced Fighting Fantasy ideas for SciFi

    Technomancer :: Thanks... I was thinking about using the AFF mechanics for a 'quick and dirty' system, so my group can focus on role playing - oppose to number chrunching. In addition, we are getting a little bored with the D20 dice rolls of AD&D 2nd edition. Looking over the damage matrix for...
  15. jaz0nj4ckal

    Combat/To-Hit Matrix

    I only saw a copy of AD&D 1st edition at one time; however, I do not own a copy. But what stood out to me, was the Combat/To Hit Matrix. How was this matrix developed or created? Was there a pattern or were the bonuses/penalties randomly generated? In addition, if I remember correctly –...
  16. jaz0nj4ckal

    Advanced Fighting Fantasy ideas for SciFi

    Folks I just received a copy of Advanced Fighting Fantasy as a gift, and impressed how the system is easy and fast. Due to that latter, is there a version or module that uses the rules for a SciFi setting or has anyone retooled the mechanics to work in a future/scifi setting? Thanks. JJ
  17. jaz0nj4ckal

    Help With Stats and their Range

    I just found Star Wars D6, and glancing through the 2ndEdition Revised book; however, I am a little lost. I am coming from AD&D 2ndand GURPS 3rd, so the dice pool is a new concept to me; however, Iam having a hard time visualizing my character due to the STAT ranges. Inoticed some creatures...
  18. jaz0nj4ckal

    Introduce Action Points

    This Last Gasp is a neat idea, and will have to take a look at it, so thanks for mentioning it. I forgot that GURPS uses one-second actions - I suspect the culprit was the fact that my group has been playing a great deal of Car Wars and MechWarrior recently, and we thought it would be cool to...
  19. jaz0nj4ckal

    Introduce Action Points

    These rules seem pretty interesting and thank you for brining them to my attention; however, we are thinking more along the lines of Action Points, which are used for action during turns. For example - a character would get a base number of Action Points, which is based on his speed. Each action...
  20. jaz0nj4ckal

    Introduce Action Points

    Folks: The other night, a group of friends and I were toying with the idea of introducing an Action Point system into GURPS. The idea is to make it play more as a tactical SIM, which would play like Fallout 1 and/or Fallout 2; however, we are not sure where to start. Has anyone done something...
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