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Taxonomy of D100 Core Mechanic

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Thinking about the sweet Chill 3e RPG made me wonder if anyone has created a taxonomy of how the BRP/D100 core mechanic has been implemented. Something like:

System: [name of system]

Opposed Rolls: [e.g., use a weird chart, lowest roll under Skill # wins]

Special Results; [e.g., 01 is always an auto success, double number under target is a critical success]

Difficulties: [e.g., +/- 10% to skill roll]

Player Agency: [e.g., spend a Fate Point to add +10%]

 

 

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I created a "BRP for New Players" doc that is about a half-page long detailing a lot of these bits. It's ripped right out of the BGB on pg. 390 and altered with my houserules.

Basic RolePlaying has only a few principles to keep in mind. Once you know these, you should be able to play:

·         Characteristics are usually rated 3-18 (the higher the better). Human average is 10-11.

·         Attributes and Skills have percentile ratings, from 01% to 100%+. You will roll a d100 (two 10-sided die) any time a rating is tested, with the goal of rolling at or under your character’s rating to succeed at the test. The higher your rating is, the better your character’s chance of success.

o    A roll result where the ‘tens’ and ‘ones’ match (ie: 77%) is a noteworthy result, upgrading a success to an advantage (best possible result) and downgrading a failure to a fumble (dramatic setback).

o    Bonuses or penalties may be applied to your rating depending on the test difficulty, conditions, or circumstances. These values are always in multiples of 10% and rarely exceed +/- 50% for extremely favorable (or unfavorable) circumstances.

·         When you run out of hit points, you run the risk of death.

·         Most powers use power points for fuel. When these run out, you fall unconscious.

·         Qualities are the crux of what makes your character and his story unique, and are powered by Fate points. They can be used to empower your character for success or a bit of good fortune (allow extra rolls), or bring some trouble his way (act in-line with the Quality or lose a Fate point).

 

Everything else can be determined during the course of play, or explained as required.

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