Like many on this forum, I have been playing BRP for a long time. I think it was 1979 to be exact. Due to this fact there are some things that I just can't bring myself to change or drop just becouse I'm using one of the D100 licences. Things that were in the first edition of CF and I want to keep.
There will be hit locations. I like my combat lethal.
Total hit points with hit points per location: I'm not sure about this one. Not having the seperate set of hit points to keep track of along with the hit points in each location may be easier on the book keeping, but do you guys find it less lethal? Not really sure. Then again, In the last edition of CF, I assumed the use of double hit points for the player characters and was thinking against it this time through. So maybe...
There will be skill check boxes and the "use a skill to improve a skill" system. Due respect to the writers that have decided to change it to "skill improvements" handed out at the end of the game, but the skill system was one of the things that made BRP different than every other game out there. I can't part with it. I will be including it again, in "my own words" of course.
Here is the new layout, along with what has been completly rewritten so far.
Chapter 1: Introduction. Done, just need to finish the "example" script.
Chapter 2: Character Generation. Done.
Chapter 3: Races. Done.
Chapter 4: Classes. Done. Two new classes added, the Cavalier and Thief-Acrobat. These two along with the Barbarian from CF1 have finished the 1st ed. Unearthed Arcana classes.
Chapter 5: Skills. Done
Chapter 6: Equipment. Done
Chapter 7: Spells. I have not yet started converting the CF1 spells chapter yet. I'll need to rewrite all the spells that CF1 simply refered the reader to in BRP. For example all the "see BRP page XX" stuff. I also plan to add at least 100 more spells to the 150 I already wrote for CF1. I will be using pretty much the same system as before except rewritten. I will now have spells seperated into Magnitude 1 through 9 instead of Uncommon, Common, and Rare. Before I can begin the spell chapter I need to finish the combat chapter so I don't have to go back after and change all the spells when I realise I changed the combat system and now they don't work. Second book, lessons learned.
Chapter 8: Combat. 70% done. Will be finished this weekend.
Chapter 9: Adventuring. Will contain much that was in the CF Spot Rules chapter before. Not yet converted.
Chapter 10: Adventuring at Sea. Nothing yet, may just be subsumed into chapter 9.
Chapter 11: Between Adventures. Not yet converted. Will contain stuff that was in the Spot Rules chapter plus new stuff that was chopped for space reasons before.
Chapter 12: Experiance. Check the skill box. Use a skill to improve a skill. Training etc. Nothing done.
Chapter 13: NPCs. Finished for what was to be CFII (2nd book of first ed.) Just need to convert. Contains NPC classes like the assassin, anti-paladin, witch, and necromancer, as well as rules for the mundane masses. They are written but need conversion.
Chapter 14: Encounters. Finished for what was to be CFIII (3rd book of first ed.) Just need to convert.
Chapter 15: Monsters. 50% finished for what was to be CFIII (3rd book of first ed.) Just need to convert and fill in gaps.
Chapter 16: Treasure. 80% finished for what was to be CFII (2nd book of first ed.) Just need to convert and fill in gaps.
Chapter 17: The Realm. Maybe. Only about 20% done. My own setting for about 15 years, most is in my head.
Appendix 1: Deities and Demi-Gods of the Realm. Done. Just need to expand and reformat.
Appendix 2: Psionics. Maybe. If not for player characters, for monsters.
Appendix 3: Spell list. Have to finish spell chapter first.
Anyway, there it is. I cant give any idea as to when it will be ready. It will take time. I want to do a really complete playtest when more of the book is complete, but not yet. It least chapters 1 through 8.
It looks like it will be a BIG book. This may not be possible depending upon the publisher. I'll know better as I get closer to done and we have had a chance to really talk.