Thread: Math and BRP
View Single Post
  #45 (permalink)  
Old October 22nd, 2007
Nightshade Nightshade is offline
Senior Member
 
Join Date: Sep 2007
Posts: 1,027
Default

Quote:
Originally Posted by Sven Norén View Post
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.
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.
Reply With Quote