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Old January 28th, 2008
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Kloster Kloster is offline
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Quote:
Originally Posted by Jason Durall View Post
I'll admit to considerable frustration with the "I don't have it, but here's why it fails" opinions, so maybe you'll understand why I get peevish with the fact that the most vocal critics are those who don't seem to actually have copies of Edition Zero, or were hoping for RuneQuest 3.5 instead of the book that was solicited.
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Hello Jason,

As I have already explained, I'm not buying BRP edition 0 because, counting shipping and handling, it is far too expensive, and I am saving my money to buy it in a store when final version will be released, not because I don't like what you've done. As I can NOT have this edition 0, I am basing my judgment on the explanations YOU gave.

I would have preferred having RQ 3.5, but I knew from the beginning I would not have it, and this is not my point. I would have preferred having BRP more based on RQ and less on SB because I think RQ is a better game than SB, but I know since month that I would not get that, and this is not my point. What I told is that I would have preferred a top-down approach, with a maximum of rules by default, and optional simplifications, because I find simpler to remove what I don't use than having to add what I want and is not default.
To cite the exemples you gave:

Quote:
Originally Posted by Jason Durall View Post
  • Hit Points Per Location in addition to general HP... not much conflict there
  • Fatigue Points and Sanity... easy enough to add... this seems easy!
  • Armor per Hit Location is easy enough to add, but what if the GM wants random armor?
  • Heroic Hit Points doubles HP, and causes a double value if you want to have normal HP also represented
  • Splitting Attack and Parry Skills... hmm... now each melee weapon skill has two values - what if I only want to use one? Do I average them, or just use attack?
  • Skill Category Modifiers - should they be presented and not added, or should they be included and GMs not wishing to use them must subtract the values from existing skills?
  • Simpler Skill Bonuses - hmm... these don't really mesh with the above easily, do they?
  • Increased Personal Skill Points, Cultural Modifiers, EDU/Knowledge rolls, etc. - do I add these for GMs who want to use them, and make GMs who don't want to use them remove them, or do I put them in a block alongside each NPC writeup?
  • Skill Ratings Over 100% - hoo-boy! Do I want to play Elric! style, with NPCs with attack skills of 300% or more, do I want to keep things simple and say that 100% is the top? Does each skill have two ratings, based on where you want to put the limit? Over 100% and under 100%?
If the supplements, which are, like I said, my main points are using only core rules, I have to:
- calculate all the location HP (not easy on the fly).
- calculate the SR (not easy on the fly)
- put armor on each location (easy, if we assume no variation).
- calculate FP and SAN base and remaining (not so easy).
- generate a separate value for all melee weapons (easy).
for each npc.
- check which variable armor I should use (easy, not fast)
With the top-down approach, you have all of this printed, and those who don't use the options:
- ignore the locations HP, as the total HP is also given (doubling is easy for heroic).
- Ignore the SR, and just use the DEX rank.
- ignore the armor value for each location, using only one (probably torso or abdomen, if a specific value is not given).
- Ignore FP and SAN if not using them.
- Use only attack value for melee weapons (parry for shields) and ignore the second value.
- Same problem for variable armor, but value can also be printed.

This is what I have explained..

Runequestement votre,

Kloster

Last edited by Kloster; January 28th, 2008 at 13:18.
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