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Originally Posted by RosenMcStern
Do not forget Hero Points. They are a worthy addition that MRQ applied to D100, stealing the idea from HeroQuest or Mythic Russia.
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There is a fate point mechanic in BRP (page 176 of BRP 0).
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You may not like Legendary Abilities, which are covered by Powers in BRP, but Hero Point usage in combat makes a game better.
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(my emphasis)
My experience of such systems (not just in BRP/RQ but in a number of other games) is that they are intrusive, breaking "the fourth wall" in a fashion that is detrimental to the atmosphere and flow of the game. Some groups love them - but equally, some groups don't...
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I also like Heroic Abilities. You say that they are covered in Powers by BRP, but I thought the BRP Powers section just contained things like magic and psionics and mutations. Does it have special abilities that represent Feats of tremendous skill or some such?
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How else would you describe a skill of 250%? "tremendous skill" is just that: tremendous skill.
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Because that would be awesome if they did!
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Elements of the Super Powers system can be used to model exceptional / superhuman talents (e.g. Superhearing will let a character hear frequencies other humans cannot), and setting the campaign "level" suitably high will allow very high skill levels.
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How would you use HP in BRP to reduce damage since there are no hit locations?
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Err, Hit Lcoations are an optional system in BRP. The Fate Point system I mentioned allows a Character to "soak" one point of damage at the cost of three "power points" (what we known in previous BRP games as magic points), as well as offering various options to affect the outcome of percentile rolls that could reduce damage suffered in combat.
Cheers,
Nick Middleton