My name is Erik Brickman, I'm from Sweden and haven't posted here for ages. Have been collecting BRP based games and paraphernalia for 30 years now, and am still hooked as I think BRP is the greatest RPG-system ever invented.
Anyhow, I've been pondering over this idea for quite a while, and perhaps it's not so original but I haven't seen it discussed anywhere else, so here goes. It's about the system for skill increase. The usual way, atleast in Call of Cthulhu and lots of other BRP games, is roll under or equal to succeed in a skill and then jot down a note in the box for advancement, and after the session roll over your skill points to get the right to increase it. So far nothing unusual, eh?
But I've been wanting to change that for like 15 years or something. I want the system to notice failure instead of success. As Oscar Wilde put it: "Experience is merely the name men gave to their mistakes." So the idea is to get a chance to increase the skill from the fact that you miss your skill rolls in the game. But only once per session/per skill as usual (debateable). Then I have never really liked the INT stat. As the real intelligence lies with the player not the character.
I have only thought of using this in a fantasy setting.
And I want to replace INT with LEA (Learning) and it's the rate with which the character learns new things within his or her profession (again debateable). The maximum points you can have is LEA 20. And max in skill points is 100%. Then, for each point below 20 that the character has in LEA, the chance to increase the skill is -5%. So, with a LEA 16, a -20% penalty would imply for rolling for increase. Why you perhaps ask? Well, I am of the conviction that not all skills should be able to get to 100% value (or 99% if you have that as max).
Then another thing: the skill rate should only be able to rise by either 1 or two points. If the character has a LEA of 1-14 it rises with only one point, and if the character has LEA 15-20 it increases with 2 points. But the character should have some sort of "talent-area" that is especially affected by the LEA attribute. Let's say that a travelling merchant has a talent in haggling (Bargain). Here skill areas should be used, and Bargain would be within the Communication skill area. The player of the Merchant have chosen the Communication skill area to be the "talent area" for this Merchant. So for the skills within the Communication skill area are all raised with 1D3+1. LEA should also be able to be raised in the long run, "trained" so to speak.
These are all just loose ideas floating around, still not the firm and tested system I want. But perhaps I am about to get the chance soon. But what do you guys think? Is these all bad ideas or could some of them work?
Edited by dracopticon, 05 May 2014 - 11:18 AM.