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Originally Posted by Atgxtg
Likewise if you are shooting for (sorry couldn't resist) a style of play that models reality better, then a little more detail is fine. In fightfights, things like "stopping power" and suppression fire play a factor. They just don't in BRP.
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What do you think what a character in BRP does if he looses half of his HP? Making a CON roll or fall down. This is enough to simulate "stopping power". Additionally creating one or two additional rules should be solve the problem for those who like it more complex.
And suppression comes automatically if you fire fast shots against a target, provided it is sane enough to duck and cover immediately.
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Originally Posted by Atgxtg
Now for CoC that's no biggie, as most of what you can shoot at tends to be bullet resistant anyway.
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Not in my games. Maybe this is because I dont normally use CoC monster extensively. (rather humans as opponents) Additionally there is not much combat in my CoC games. Players tend to avoid combat because they know it could be very nasty and deadly to them. Its more an investigate the secrets of supernatural, dark mood game.
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Originally Posted by Atgxtg
But, for BRP to be used to play in other genres then problems will pop up. For instance, the ability to take out a sentry with a sneak attack with a dagger is important for certain modern day types of adventures. If you can't do it in the game, it's a problem.
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Yeah in this I agree with you. I resolved this problem with a small house rule (a skill called "assassination (05%)".
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Originally Posted by Atgxtg
It is all a trade off between what you want to do, and how much you are willing to pay for it. I've played and liked both simple/abstract RPGs and complex/realistic ones. It depends on what you want to do with it. If reality doesn't make much difference and isn't important for an RPG you can go with D20 Modern.
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No. CoC is much more realistic than d20. Alone to have such thoughts is a crime. Beware of the BRP-police.

Obviously you think that realism comes only with rule complexity. But as far as I know this is in only one exceptional case true. And this exception is Gurps. It seems Gurps is the system of choice for the atgxtg in you who likes complex games.
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Originally Posted by Atgxtg
CoC combat rules are pretty weak in general (IMO the worst version of BRP. The goal of the game is what, survive long enough to go insane? Practically everything is immune to most weapons anyway, so the combat rules are almost unnecessary).
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You said above that it all depends on playing style, no? So why do you think that everybody employs a playing style of "surviving long enough to go insane"?
Quote:
Originally Posted by Atgxtg
Sure, loading makes a difference. But the standard damages should be based on the standard ball round. Otherwise the whole damage chart is sort of pointless. I can think of some loadings for 9mm that give it stopping power comparable to a standard .44 magnum round. But I don't expect to see the 9mm listd in the book with the same stats as a .44M. My problem with the 5th edition COC chart is that it out of whack. THe .38 does the same damage as the 9mm, when it shouldn't (a .38 caliber round is actually a shorter, 9mm round with less power, the .38 SPECIAL is the one that is close to a regual 9mm and the ne that is usuable in a .357mag); and the .44M is performace wise too close to the 5.56 and 7.62 rifle rounds.
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This is too "gun-nerdy" for me. In my other modern games I didnt even distinguish between the different calibers. Only light and heavy pistols. Worked perfectly for our group.