Adam France
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Posts posted by Adam France
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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.
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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.
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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.
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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
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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
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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?
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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. :-)
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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.
A farewell to the last of D&D - Percentile attribute and no hps.
in Basic Roleplaying
Posted
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.