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Old January 22nd, 2008
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Lord Twig Lord Twig is offline
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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 (and not even necessarily yours) and get taken out in a relatively trivial fight where you fundamentally did nothing wrong; it tends to be a deal-breaker for using the system for certain groups even with campaigns it'd otherwise be attractive for.
Of course other groups appreciate that combat is "dangerous" and that there is a chance that they will be taken out of the fight by one lucky hit. As long as the whole group doesn't die the characters that fell can be healed back up by the ones who made it through the battle.

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. No one's fault, dice do that at times. The net effect was that suddenly, the whole group was wiped out, the adventure was stopped dead, and everything was back to square one. All from what was, a "wandering monster".

That's the sort of things that hero points can address.
It can also be addressed by GM fudging. I know some people have an unreasoning hatred of GM fudging, but it is a time honored tool. If I roll one critical, fine. Two? Bad luck for them. A third? Well, maybe I'll save that for later. The players certainly aren't going to suspect that I am cheating in their favor, I already rolled two critical successes against them!
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