Quote:
Originally Posted by Sven Norén
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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That's kind of the tact at least one version of the RQM rules used, and its probably as good a solution as you're going to find. I may try it next time I'm running something BRP-ish.