Quote:
Originally Posted by NickMiddleton
This is covered in the optional "Fate point" mechanic in BRP. I've yet to try them in play, but I know Jason and others have used these sorts of things a lot and think well of them... I think it's worth looking at skills over 100% and considering how big a deal it is: in an SB style game, skills over 100 are sufficiently common that they don't nee extra rules. In a RQII/III game where skills over 100 are theoretically possible but rare and noteworthy then I think some extra benefits of exceptional skill would be good - whether something like Land of Ninja's ki skills or MRQ's Legendary Abilities done right.
RuneLords in RQII got specific unique abilities for weapon skills over 100, which might be a source of inspiration.
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Like I said earlier, much of what 4E presents as new and interesting has already been done more succinctly and with less fanfare in BRP. While weapon skills over 100% might be a good source of inspiration, I would not like an added combat subsystem to be available only once a character hits the 100 percentile mark. As someone who enjoys 100 as a literal expression of competence, and typically plays with that cap, I'd want these options available from the word 'go'.
In any case, I'm looking forward to getting my hands on BRP0 and seeing what can be easily accommodated with the core book.