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Old April 11th, 2008
Tywyll Tywyll is offline
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Join Date: Apr 2008
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First off, thanks for the info! I really appreciate it. It certainly makes me more excited about the new BRP. A few follow ups however...

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Originally Posted by Jason Durall View Post
There are some guidelines for this, including alternate means of character creations (for more competent characters), some combat rules that defy realism, a drama/fate point system, an alternate means of determining hit points for heroic characters (heroes and major villains get CON+SIZ, everyone else uses (CON+SIZ)/2), etc.
That's cool. Are there any rules for 'special abilities' outside of standard skills (like the old Ki Abilities, or anything similar)?

Oh, is there a 'point buy' system for attributes?

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No guidelines on race creation, but RQ/SB/CoC-style stat blocks (with dice rolled) for all three of those, plus centaurs, halflings, minotaurs, and orcs, as far as fantasy critters go. Lots of other monsters, and a couple of dozen sample NPCs from a variety of settings.
That's a bit disappointing, but at least we have a basis to work with.

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There are five power systems. Magic (a simple %-based classic magic system), Mutations, Psychic Powers, Sorcery, and Super Powers. Each works its own way, none are setting-specific, and they are pretty malleable.
When you say they are malleable, do you mean that there are rules and options for 'making them your own'? For example, if the base magic requires every spell to be a skill, and you couldn't wear armor while casting (just as an example) but someone wanted a 'high magic' world where-in all casting was tied to a single (or small number) of skills, and armor could be worn while casting, could these kind of changes be made without the system choking?

How is Sorcery different from Magic?

I noticed there is nothing that seems to include 'divine' magic. Can this sort of magic be handled by 'magic' or 'sorcery'? Would their fx change the mechanics at all?

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Total HP is the default system. Hit locations are optional.
Cool. while I like HL systems, I always find they tend to slow down combat (as well as the dissatisfaction of high skill characters not being able to alter hits after the fact).

Speaking of which-how are multiple attacks handled? Is it dex based, or do they come at certain levels of skill?
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The standard experience model is presented, though the GM may adjust the die used for a standard experience gain.
Cool. Which attribute experience model is used? Are there rules for training att/skills?

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Happy to be of help!
Thank you so much! I'm really eager to get my hands on this book.
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