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Old January 22nd, 2008
frogspawner frogspawner is offline
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Join Date: Oct 2007
Location: Bingley, Yorkshire
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Quote:
Originally Posted by Nightshade View Post
One of the least attractive features of BRP (at least with full blown RQ) for many people is how remarkably easy it is to just get a bad roll ...
You can't completely buffer bad luck, nor, in the end, do you usually want to except in very stylized games, but there's matters of degree here.
I still hope to devise a system that buffers it better (without massive PP expenditure in Round 1 by both sides, farcically attempting to out-Hero each other). Currently I'm trying a "Defence x PP spent" % chance to avoid 10/20/All damage ('Defence' starting low, 0-ish, but increasing for good RP). Hopefully, it should reduce thos Bad Rolls by nearly a factor of 20. We'll see how it goes.

Quote:
Originally Posted by Atgxtg View Post
If you give both sides the same amount of points all the time, yeah. Like I posted in another thread, if you give a squad of 20 stormtroopers points to spend, they will become an insurmountable obstacle.
THe idea is that the points should either only be available to the major characters, or be alloted in proportion to the character's significance. So an extra would get not or very few, while a major villain would get a lot.
Understood. I was assuming the 'grand denouement' with the villains - the encounter that you least want to degenerate into farce.

Quote:
Originally Posted by Atgxtg View Post
I don't think the spending 6 to alter a success level is too complicated. If you think it is, then stay clear of any of the magic sections. Functionally it is simpler than casting Protection 6, and will a shorter duration.
I meant the array of different BRP options makes it too complicated. OK, the GM may only use one or none, but he may allow any, or any combination... too much!

Quote:
Originally Posted by Atgxtg View Post
I think you are missing the purpose of the points. They are not there to add to the excitement, but to help mitigate some of the extreme effects-especially when players have little they can do about them.
Case in point, long ago in a campaign, the GM got a hot hand and criticalled every PC in the first two rounds of battle.
Ooo, nasty! I do get the purpose - but I think Fate/Luck/Hero points can be used for that in some way that also doesn't detract from the excitement too much. Having a totally reliable way to escape killing blows would spoil it, for me. I reckon the system I'm now trying would have saved most of your unfortunately criticalled PCs (but just cost them some/all of their power points...)

Quote:
Originally Posted by Atgxtg View Post
As for it not being heroic. in what way.
To be Heroic, you need to be taking a risk. If your Fate Points options guarantee you a way out - there's no risk. Totting up points to buy your way out of danger makes you an Accountant, not a Hero.

Quote:
Originally Posted by Atgxtg View Post
My only real issue with the points is how they are regenerated. POW is okay for "Luck" points. But I'd have preferred a method of earning new ones rather than regenerating POW.
I hope combining an earned "Luck" (Defence) skill with having to pay PP to use it will do the trick. (BTW, I'll be checking out your spot rules straight away. Sorry for not spotting them sooner! )
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