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A Day Late and a Lunar Short


Al.

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Herewith my inaugral post in 'things what are far too late to influence playtesting but nonetheless seem like a good idea'

Rules are:

No timetravel

Nitpicky and pointless are to be preferred over elegant and useful

Idea 1.

The 'Dexterity roll' (Dex x5%) from previous editions has been renamed the 'Agility Roll'

Therefore 'Agility' as a skill category became 'Physical' which i think sounds horrible and clunky and breaks continuity with previous editions. So how about 'Athletics' as the category

Al

Rule Zero: Don't be on fire

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Herewith my inaugral post in 'things what are far too late to influence playtesting but nonetheless seem like a good idea'

Rules are:

No timetravel

Nitpicky and pointless are to be preferred over elegant and useful

My idea: add two more difficulty levels to skill rolls, thus:

Easy Skill % x 4

Routine Skill % x 2

Challenging Skill % x 1

Difficult Skill % x 0.5

Formidable Skill % x 0.25

This explains why CoC characters get a driver's license with 25% skill --

most driving tasks on paved roads are easy, and a character with 50%

skill will be able to handle any routine (or easy) task. I was also thinking

of adding Impossible tasks that need a critical roll to succeed.

Also, limit skill gains from experience from easy and routine tasks to 1%

per check.

Michael Hoxie (oh, well)

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Allegience

1. Starting Allegience

I don't like the low starting allegience scores. Firstly in their original incarnation they did not tally with sample npcs (for newcomers to BRP this may not jar so much and some say that npcs do not have to follow the core rules but this is my nitpick so I get to choose) and secodnly there is a disparity with how the scores increase in play. Example, you gte 1 Chaos point for starting with a spell. In play you get 1 Chaos point for casting a spell. This suggests that a starting character has never cast the spells which (s)he knows.

'Balance' starts at (lowest starting characteristic)

'Chaos' starts at 1d8 per spell known (additional 1d8 for any bound demons or elementals)

'Law' starts at 1 per skill which starts at 90% (additional +1 for 120%, and 150% etc)

I know that the sample allegiences have been re-named in BRP but at work and cannot remember the new labels

2. Effect on Luck

I want a more low key but more pervasive effect on characters

If Balance is highest add to Luck score when being Lucky

If Chaos is highest add to Luck score when casting magic

If Law is highest add to 1/5 to Pow when resisting magic (or if you've moved over to opposed rolls add Law to Luck score when resisting magic)

Al

Rule Zero: Don't be on fire

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There are no stats for Cats in the Bestiary, yet there are Dogs. An official cat writeup can be found in one of the Dreamlands supplements. I'm just thinking of all those poor Magic using witches out there who want a cat familiar.

70/420

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You should not gain any experience check for succeeding in a routine task.

How about modifying experience rolls by the difficulty of the task that earned

the check? For an easy task to get a check, you must roll over 4 x skill. This

is also useful for allowing skills over 100% to gain experience -- they can only

get experience checks for difficult+ tasks (eg roll over .5 x skill) instead of the

roll 96-00 method used currently (I think) which flattens the experience curve

at the high end.

Mike

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Levels of Success

I pushed for specials to be any time the 1's die came up 0 or 5.

If your skill is 73%

A roll of 64% is a success.

A roll of 60% is a special success.

A roll of 78% is a failure.

A roll of 80% is a special failure.

And don't forget Realism Rule # 1 "If you can do it in real life you should be able to do it in BRP". - Simon Phipp

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