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Doctor_Rob

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Everything posted by Doctor_Rob

  1. Being someone who tends to play modern/near futurte games, my experience whith BRP is that it can be deadly to the PC. CoC7e seems to have some innovations to moderate some of these deadly elements. I'm thinking here of the full auto rules (in CoC7e, burst size does not increase chance to hit per se; simply get more rolls) and the damage rules (need a major wound to kill - prevents the 'nibbled to death' problem) - both of these changes seem sensible IMO. Actually, it would be a very simple matter to port these into the BRP BGB as an option (which I'm going to do anyway). Another innovation which I liked was 'pushing' a failed roll which can be dramatically very enteratining... My point is, any new version of the BRP BGB could import some (not all) of the CoC7e changes to the better without being overly intursive to the essential BRP project.
  2. Thanks for your suggestions - much appreciated. A problem I face with modern or futuristic games is the ready (ish) availability of weapons that have a full-auto capability. Multiple hits are really deadly, which, although I presume does reflect reality, can be a show-stopper for a game where the baddies have such weapons. This is what got me thinking about a damage category system which does not use ablative HPs.
  3. I'm currently trying to devise a damage system for brp which is less deadly to the PCs, but simple to use. Here's an example I came across somewhere. This was based on comparing the amount of damage done by any single hit to the character's total undamaged hit-ponts; the proportion dictated the degree of damage (e.g. less than 25% = light wound, 25 to 75% = injured, 75 to 100% = critical, 100+ = dying; each damage level has its own consequences). The nice thing about this system is that it only becomes deadly when a PC takes a big hit in any one go, and this tends to be quite rare in my game, whereas with ablative damage, a modest hit can be fatal to a an already moderately injured PC. (But, the downside of this rules variation is that when used for monsters with a fair number of hit ponts, they become very difficult to take out). Basically, I don't like killing-off characters too readily. If you use home rules for damage, I'd be inerested to know how they work...? Cheers, Rob
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