Thread: Math and BRP
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Old October 22nd, 2007
Sven Norén Sven Norén is offline
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Quote:
Originally Posted by Nightshade View Post
I personally prefer to keep both a special and a critical result; the former provides more of a tool for weapon type differnces (since it can trigger the various special results for bashing, slashing and impaling weapons) while it doesn't overly gust really severe results, which are reserved for criticals.

The only thing I _do_ wish is that there was a more consistent way to handle criticals; treating it differently against armored and unarmored foes is ugly, but you get border conditions where crits mean less and less the less armor the target has.
One idea I saw on a discussion of BRP houserules on RPG.NET (see, it's not all bad!) was to have a short list of special effects, like:

- Do extra damage (impale/slash/crush)
- ignore armour
- choose hit location
- do knockback
- disarm
-

All are taken from the RQ3 combat rules, some of them optional. When you roll a special hit, pick one of the above. On a critical, pick two. Gives the players (and NPC:s) a bit more control over the fight, without adding an extra layer of rules. I'm going to try this next campaign.
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