Barak Shathur Posted June 17, 2022 Report Share Posted June 17, 2022 I gripe a lot about BRP here. That's because I love this game so much I want it to be perfect. So to balance things out, here's three cheers for BRP! What I love about it: realism with playability. Years of playtesting BRP systems have crystallised some really excellent RP technologies for gamers with a simulationist bent who also enjoy a level of gamism. For people like me, who almost exclusively plays in fantasy settings, two of the best inventions are multiple parries and fate points. The systematisation of success levels for each skill is also great. And I really like the attack and defense matrix. Bypassing a parry or dodge when achieving a higher success level both advantages high skill and shortens the ping pong aspect of melee fights. I could probably go on. So what are the minimum amount of must have house rules for you guys? For me, I've narrowed down to a few aspects. First, I have to reduce the damage bonus system. Going from 0 to 1d4 is just too big a step. And for humans to do up to 50% more damage with most one handed weapons if they have 1 pt higher STR or SIZ than average seems excessive. Also, the rapid increase in DB at higher levels leads to ridiculous levels of damage pretty fast. So I reduce it one die step: 1d4 becomes 1d2, 1d6 becomes 1d4, 2d6 becomes 1d6 etc. Second, I use the weapon table from RQ3, because overall, I find it to be more balanced in terms of its dynamics. For example, in BGB, there is no technical reason to choose a broadsword over a battle axe. The axe does more damage and weighs less. The sword has more HP but they don't matter with BGB:s parry rules. The only benefit to a sword I can see is that its greater size would let you strike first if both opponents happen to wind up on the same DEX rank, but that seems a very minor difference. In RQ3 however, the broadsword can impale, which makes is potentially more deadly. So there a player can make a meaningful strategic choice between two more or less equal weapons with different advantages and drawbacks. Another example is the warhammer, which in BGB is almost indistinguishable from a mace, but in RQ3 does slightly less damage than a heavy mace (1d6+2 vs 1d10) but can impale (which also is congruent with the historical weapon, that's what it was for). Also, I use the weapon AP from that table (which are lower than for BGB) and let them function as armor when successfully parrying (as per RQ3), instead of just deflecting all damage. That gives some advantage to shields, which tend to have higher HP. Finally, I interpret the passive cover rule in BGB as shields always providing half AP for the locations covered. This also makes shields a meaningful choice over two handed weapons, which in BGB are kind of a no brainer choice. 3 Quote Link to comment Share on other sites More sharing options...
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