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Showing results for tags 'hit points'.
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Hello, I would like to dedicate this topic to a more-or-less classic BRP solution related to Toughness and Readiness present in Revolution D100. That is, the usage of unified Hit Points (or Hit Locations Hit Points for those preferring the localised damage), as well as Action Points in general. I have been considering tweaking Action Points into my own game, as I am currently running on Mythras and seeing a lot of interesting things in Revolution D100. Perhaps it is the slight unfamiliarity of mine on how the Readiness (SR) functions in general as I didn't get to try it just yet. I would probably assign a unified 2 (or 3) Action Point value per round for every Player Character regardless of their species. Basic movement would be a free action if used to engage an opponent within the non-running/non-sprinting range. Every Action and Reaction would cost a single Action Point, meanwhile various Spells would have Action Point (and Effort, also known as Exertion Points) cost relative to their casting time. What about the rest of you, have you devised your own alternative of the rules, or perhaps the author himself has some alternative rules in store for us? I'd be very curious to read your input on this matter!
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I’m travelling and only have my Mythras PDF so I can’t check my library. For iterations of BRP that use hit locations, can anyone remind me how to calculate hit points by location for creature with non-humanoid hit locations? Can’t see an explanation in my Mythras. 3 uses. Above or below average NPCs non-humanoid PCs creating new creatures Thanks.
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I've always favored the Pendragon way of figuring damage; based upon characteristics, perhaps modified by weapon (depending upon the weapon). I also favor the ability to model things like "grazing" damage, enough for the character to feel, but not enough to seriously damage or inhibit a location; normally represented in my mind by 1pt. of damage. This is pretty hard in BRP games (of which I count Pendragon) with multiple dice figuring into damage calculations and modifiers to the damage of most weapons (ex. 1d8+1), or without something in the way to block a portion of the damage. In this vein, I'm considering characteristic based damage; nd6–(n–1) for d6 based damage. Now I do agree that creatures larger/stronger than Human size should do more base damage; so for example a Gloranthan Dark Troll should have that "graze" represented by 2pts. of damage. Does anyone out there have a method in mind to overcome the discrepancy here? I have also thought about using multiple dice up to d12 (starting with d4), but break points to add a second die seem to be too soon, and if I compensate, then average for a human drops too much, necessitating a refactoring of HP and Armor values. Now on to a related issue... I'm using locations, and want to use locational values as single hit threshold values for Major Wounds. I was thinking of reducing the Abdomen multiplier to .25, and the Head to .20, to represent their vulnerabilities. Abdomen with lots of vitals and no rib cage to protect them, and the head, well its the head. Opinions? Thanks Much SDLeary
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From the album: IMPROVED BRP MODERN HP SHEETS
Feel free to download and print for personal use only. Hopefully i will get a chance to improve the image quality in the near future. comments or suggestions are welcome! I forgot to include the following notes on the sheet itself MAP(melee armor points), BAP(ballistic armor points), HP(hit points)© I own the copyright and it is current to date.
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From the album: IMPROVED BRP MODERN HP SHEETS
Feel free to download and print for personal use only. Hopefully i will get a chance to improve the image quality in the near future. comments or suggestions are welcome! I forgot to include the following notes on the sheet itself MAP(melee armor points), BAP(ballistic armor points), HP(hit points)© I own the copyright and it is current to date.