Adam France Posted June 27, 2010 Share Posted June 27, 2010 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? Quote Link to comment Share on other sites More sharing options...
Adam France Posted June 27, 2010 Author Share Posted June 27, 2010 (edited) 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 Edited June 27, 2010 by Adam France Quote Link to comment Share on other sites More sharing options...
Adam France Posted June 27, 2010 Author Share Posted June 27, 2010 (edited) 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 Edited June 27, 2010 by Adam France Quote Link to comment Share on other sites More sharing options...
Adam France Posted June 27, 2010 Author Share Posted June 27, 2010 (edited) 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. Edited June 27, 2010 by Adam France Quote Link to comment Share on other sites More sharing options...
RosenMcStern Posted June 27, 2010 Share Posted June 27, 2010 A concept is not inerently "evil" because it comes from D&D. Removal of Hit Points has been done in Mongoose RuneQuest, and I am really unsure about the fact that it is a good idea, as it forces you to use hit locations instead of letting you choose. Hit Points and Armour Points are a great abstraction, but every person who has played _any_ game, even Starcraft, can understand how they work. Quote Proud member of the Evil CompetitionTM Link to comment Share on other sites More sharing options...
Adam France Posted June 27, 2010 Author Share Posted June 27, 2010 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. Quote Link to comment Share on other sites More sharing options...
rust Posted June 27, 2010 Share Posted June 27, 2010 You are aware that to change the combat system this way also requires a new system for first aid, medicine, healing spells, healing potions and all that ? Quote "Mind like parachute, function only when open." (Charlie Chan) Link to comment Share on other sites More sharing options...
Agentorange Posted June 27, 2010 Share Posted June 27, 2010 Seems interesting, the only bit I'm not keen on is the idea that armour reduces your chance of being hit...that seems very D&D to my mind, armour reduces your chance of taking damage when you are hit is how it works to me Quote Link to comment Share on other sites More sharing options...
Adam France Posted June 27, 2010 Author Share Posted June 27, 2010 (edited) 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. Edited June 27, 2010 by Adam France Quote Link to comment Share on other sites More sharing options...
Adam France Posted June 27, 2010 Author Share Posted June 27, 2010 You are aware that to change the combat system this way also requires a new system for first aid, medicine, healing spells, healing potions and all that ? 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. Quote Link to comment Share on other sites More sharing options...
fmitchell Posted June 28, 2010 Share Posted June 28, 2010 Your armor/damage system sounds a lot like a variant in Unearthed Arcana, later refined in Mutants & Masterminds and True20: one roll to hit, another "saving throw vs. damage" with armor adding to the second roll. (If it helps, the "soak roll" is older than 3.x.) Quote Frank "Welcome to the hottest and fastest-growing hobby of, er, 1977." -- The Laundry RPG Â Link to comment Share on other sites More sharing options...
sdavies2720 Posted June 28, 2010 Share Posted June 28, 2010 You are aware that to change the combat system this way also requires a new system for first aid, medicine, healing spells, healing potions and all that ?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.When you get to things like healing spells & potions, you're going to have a fundamental choice whether there is a heal per type of wound (e.g. "Light Heal" cures one "Light Wound", "Medium Heal" cures one "Medium Wound" or one "Light Wound") or some conversion between wounds (e.g. "Medium Heal" cures on "Medium Wound" or two "Light Wounds"). If you go the latter route, you've just renamed hit points... It looks like a workable system, and interesting. I'm happy your group wants to go that route. My gaming group is just too comfortable with the old 3D6 characteristic and hit point approach, even though the characteristics (for one) cause periodic problems. Steve Quote Bathalians, the newest UberVillians! Link to comment Share on other sites More sharing options...
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