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Adam France

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Everything posted by Adam France

  1. Hadn't thought about that yet tbh, but I can't see it being a problem, I would guess a simple timescale of recovery time after being healed per severity of wound, and perhaps the ability to reduce severity of wound depending on the strength of spell.
  2. Maybe I didn't explain armour - it doesn't reduce your chance of being hit, it reduces (by percentile) the severity of the wound. For example, Plate Armour is base 40% - so a character, without a damage adjustment, that has hit someone with plate armour protecting his arm, with a normal sword (-10% to damage), would suffer -50% to his chance of wounding on the arm location wound table, if he rolls under 50% no significant wound occurs.
  3. Never said hps or D&D were evil, just that the 3D6 attributes and hps seem rather bolted on to BRP and in a way always have. Of the two I think the 3D6 attributes are the more incongruous in a percentile game certainly, hps are a more personal thing perhaps - they tend towards either 'too many' or 'too few' imo.
  4. So the thinking/intent is that rather than tracking wounds to pcs by hps, they record what wounds they've taken, get a minus to fatigue and possibly to skill and attribute rolls, but no need for hps. This makes damage more subjective and less specific (though not narratively, narratively we will know exactly where and roughly how bad someone has been wounded), thus removing for one the problem of firearm damage, which rarely scales right in BRP (one of the system's few flaws imo). Having weapons and armour also based around percentile adjustments enables more fine detail in quality than previously. Previously platemail was 8 Armour Points, or -40% damage as base, however now it can be slightly different depending on how well made it is, so shoddy rusty plate might be -37, good quality well made plate +43, and so on.
  5. Wound roll - Head 01-25=LW 26-59=MW 60-84=SW 85-00=K Chest 01-44=LW 45-74=MW 75-89=SW 90-00=K Abdomen 01-44=LW 45-74=MW 75-89=SW 90-00=K Arm 01-44=LW 45-80=MW 81-97=SW 98-00=K Leg 01-49=LW 50-84=MW 85-95=SW 96-00=K Effects of Wounds - Light Wound All Lws suffered cause -5 to Fatigue until treated or healed Head Skull - DC0 CON/STR check or suffer -5 to actions per LW Eye - -10 to actions due to bruising or blood in eye Face - As skull Neck - As skull Chest & Abdomen DC0 CON/STR check or suffer -5 to actions per LW Arm DC0 CON/STR check or suffer -5 to actions with arm in question Leg DC0 CON/STR check or suffer -5 to any action requiring movement with leg Medium Wound All MWs suffered cause -10 to Fatigue until treated or healed, each round untreated DC0 (+1 for each additional MW) CON roll or suffer blood loss (1-3 CON&STR Pts) - each time bloodloss occurs victim must test DC(12+1 per point of bloodloss) to stay conscious. MW means the location is disabled. Head DC-25 CON/STR test to stay conscious, - can continue to act but at -15, making bloodloss and counsciousness tests each at the end of each round. Chest Fall to ground, to hurt to fight or act beyond crawling, standard MW bloodloss roll (if weapon appropriate). Abdomen Both legs are useless and the vitctim falls to the ground. He may fight from the ground, but must roll for bloodloss if weapon appropriate, and consciousness if bloodloss occurs. Arm Arm in question is wounded beyond ability to hold or use anything. Blood loss tests (unless wounded by crushing or burn etc). Leg Leg useless, victim falls. May fight from ground, bloodloss chances and possible consciousness test as above. Severe Wound All SWs suffered cause -20 to Fatigue until treated or healed, each round untreated DC-10 (+1 for each additional MW, +2 for each additional SW) CON roll or suffer blood loss (1-6 CON&STR Pts) - each time bloodloss occurs victim must test DC(-10 +1 per point of bloodloss) to stay conscious. SW means the location is either severed or irrevocably maimed, in the case of limbs, or very severely wounded in the case of head, chest and abdomen. Head Immediately uncounscious and losing blood (no roll). Chest Immediately uncounscious and losing blood (no roll). Abdomen Immediately uncounscious and losing blood (no roll). Arm DC-50 CON/STR test to continue to act at -35 with other arm - bloodloss is immediate, as are consequent consciousness tests Leg DC-50 CON/STR test to continue to act at -35 from prone - bloodloss is immediate, as are consequent consciousness tests KILL - A character suffering an immediate killing wound, may be healed by magical means (or by a special or critical First Aid success) made within 1-4 rounds of the mortal wound being inflicted. Called strike - Direct to specific location = -60 To general location = -30
  6. Weapon damage - Prev. Max. Dam. from RQ3 3 - -25 4 - -20 5 - -20 6 - -15 7 - -15 8 - -10 9 - -10 10 - -5 11 - n/a 12 - n/a 13 - +5 14 - +10 15 - +10 16 - +15 17 - +15 18 - +20 19 - +20 20 - +25 ARMOUR Each point of armour equals 5% off the opponents damage roll - any damage roll under 0% results in no measurable wound. STR + SIZ 02-30 -5 31-120 0 121-160 +5 161-200 +10 201-280 +15 281- Additional +5 for each 80 plus DEX (& INT) SR DEX or INT 01-45 - 4 46-75 - 3 76-95 - 2 96+ - 1 SIZ SR SIZ 01-45 - 3 46-75 - 2 76-95 - 1 96+ - 0 POW SR POW 01-55 - 6 56-70 - 5 71-75 - 4 76-85 - 3 86-95 - 2 96-100 - 1 101+ - 0 INT SR + POW SR = Magic Casting SR
  7. Since my return to BRP and it's total conquest of all other game systems at our table, roughly 2 years ago, we have been pollishing and honing our house rules to get to the point where we are at now where we are using BRP (with our house tweaks) for settings as disparate as Middle Earth, Battletech/MechWarrior, 40K, and a gritty realistic Twilight2020/Terminator setting. We now feel confident for the next step, which has been mooted for at least a year, smoothing out the seeming inconsistency of having 3D6 attributes in a D% system, and removing the rather artificial concept of hps. Both of which seem to be holdovers from D&D, that actually don't do much for the system. So, as a test run, I am presently preparing a new campaign set in my old D&D homebrew world, for a thief character, where we are using percentile attributes (starting as 40+5D10), and without the concept of hps. I shall post some rules under here so you can see how combat will work. We use the Harnmaster hit location tables, which give specific locations hit down to each finger, and a more generic Light Wound, Medium Wound, Severe Wound, Kill, damage mechanic. By rationalising the old 3D6 attributes to percentile it brings them much easier into line with skills, where Difficulty Code tests can be made against both skills and attributes (a DC10 test from a module would be a no adjustment test, DC11 would be harder - a minus 5% test, DC12 minus 10% and so on). Big or particularly nasty/tough monsters, rather than dozens of hps will have Damage Reduction. I've a feeling this will work smoothly, especially once we're used to it. Has anyone else tried something similar?
  8. Hi all, just joined. I am a huge BRP fanatic ... that's huge as in I like it ... not that I'm personally huge ... ahh, you get the point. ;-) I am presently using BRP with the following game settings (I tend to play a few weeks of each campaign in a row, then rotate to another for a few weeks, and so on); Middle-Earth, WFRP, 40k (Rogue Trader), Terminator/Twilight 2020, Star Wars, D&D (homebrewed setting), Battletech/MechWarrior I tend to use the basic rules, but have worked out my own firearms rules (based around the old Delta Force rpg) as I always found that firearms are the one thing BRP struggles with (damage always tends to be either too deadly or too weak). Anyway, I'm glad to be amongst fellow lovers of BRP ... the One System, as we call it, as we feel we will need no other. :-)
  9. I use a human maximum of 21, with starting characters having a starting max of 18. With heroic type campaigns (D&D, Star Wars, etc) I give each stat, except SIZE, a percentile amount under the 3-18, which advances at D6 per adventure, to allow some slow advancement of attributes over time, with the character gaining an extra point each time they pass 100%, up to a theoretical max of 21.
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