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Originally Posted by Joseph Paul
Venomous Pao wanted to know-
Here is my problem- it looks like the numbers for several different parts of the gameworld/system don’t work out. And I have to admit that I am just guessing on some of them because I don’t have BRP0. But I do have what people have posted here and the fact that Jason wasn’t supposed to bring about any great changes so I feel safe in making some assumptions about some systems. If you have a copy of BRP0 let me if I am wrong OK? For instance I am betting that not much changed in the firearms from CoC. That would mean that the .22 still does 1d6 but can be fired 3 times a round. That lets you put 3d6 on an opponent in each round while the .45 only did a single shot of 1d10+2. Hmmm, which is the manstopper here? Had a GM that couldn't figure out that the game system was dictating unconventional choices.
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The Pistol, Light (assume .22) allows you to
shoot at the same target target three times per round, meaning three separate shots which all have to hit and do damage independently. If you change targets, you loose the extra shots and can't shoot till your next action because of the time to acquire and aim at the new target. Perhaps slightly fast, 2/round might seem more reasonable, but keep in mind that a .22 is generally not going to have the kick of a .45.
Many Special Operators keep .22s in their inventory because they are easily silenced, but also because they don't have a lot of kick and can be kept on target easily.
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Another example from CoC that may have changed in BRP0-explosives. A stick of dynamite does 5D6 damage. A 75 mm shell does 10D6. The 75 has over 4 times the explosive in it (about 800 grams to 136 grams). Even accounting for different qualities of explosive (60% nitro in the dynamite and ammonium picrate in the 75) I don’t think the numbers jive. One is too large or one is too small. Again I see this as a situation where the original designers eyeballed things and never did get around to setting a standard to work from.
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75mm shells have a fragmentation effect that is generally not present with dynamite, unless the dynamite is contained within something else that will fragment.
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These are all examples of things that should have been integrated into the original games better but were not. Some of them, maybe all of them will be present in BRP. It speaks to the fact that the very foundation of the game is not set up to accept being played in a crunchy gearheaded manner.
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Ok... I'll give you that. But please look carefully at the history of BRP.
BRP was never designed to be played in a crunchy gearhead manner.
RQIII was the crunchiest BRP game. That game can be approximated in these rules with the appropriate choice of optional and alternate rules sets. One of the biggest complaints about RQIII (at least that I've heard) from new players was how long combat took. And even that could not be considered
crunchy gearhead
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In a genre game it can be forgiven. However BRP is no longer a genre game, it is a generic platform for many different games and styles of play. I feel that standards should have been set and systems created so that as new material was being developed it would fit into the overall structure with out straining things. Do all the crunchy stuff up front –even if it isn’t going to show. That way when it does matter you have a system to go on rather than having to eyeball it and hope that it fits.
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That was not the mandate of the author. His mandate was to take what already existed and integrate it into a single core system. Also, as has been stated before, none of the people at Chaosium are "gearheads"... the issue about money and history of the company has been stated in other threads.
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I like RQ- I am not so thrilled with Glorantha. I like crunchy, gearheaded play, lots of tactical options, and involved chargen. RQ was a good basis for that and it could have been set up so that it was easy and did not break the game if people wanted simpler modes of play. Doing it the other way around seems to be a bit problematic to me.
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RQ is there, if you choose the appropriate optionaly/alternate rules. It can still be expanded on as you state above, if you want to. In most BRP fan's opinions, Stormbringer 5e was the best version of BRP, and thus that was used as the basis for this effort.
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I have really liked the design philosophy that I have seen out of the GURPS game. Armor has a standard-1”RHA will stop 70d6. Firearms and explosives have their own formulas. Are they in the books? Does SJG expect you to figure something on the fly? No. The design formulas are used to set up all of the material world stats so that I don’t have to eyeball it myself. It provides a consistent, rational approach to things that are modeled from the real world. Does GURPS have its problems? Certainly. But modelling that doesn’t work isn’t one of them. Except for hiking.
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Hmmm... in the BRP book, the
Steel Plate is NOT listed as RHA. Its listed as Steel Plate. Because of its specific design as armor, I would expect RHA to have a much higher AP value; in fact I would expect any material designed as modern AFV armor to have higher values.
I applaud SJG, their writers, or both for being so thorough in their approach to world modeling. BRP was never designed as a model of the world though, but as an abstract. An abstract with enough detail that people could have fun roleplaying in the story that the GM has placed them in.
As for accurate world modeling? YMMV, as no two people "see" the world in quite the same way.
SDLeary