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  #21 (permalink)  
Old December 9th, 2007
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EDUCATION
This is a unique part of BRP, and needs to be central to the game, not optional.
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  #22 (permalink)  
Old December 9th, 2007
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FATE POINTS (P.181)
Nice idea again until you get to a Supers game where many people have 100+ Power and can use this to roll Luck for Skill Rolls time and time again. Needs to be a Power if used at all.
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  #23 (permalink)  
Old December 9th, 2007
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POWERS
Energy Blast should have a mechanism when you can increase the chance of achieving a secondary effect at the cost of Damage / Chance to Hit.
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  #24 (permalink)  
Old December 9th, 2007
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POWERS
Protection (P. 157) works fine Vs. Super Power attacks which are also purchased in straight Levels, but how does this work against someone whose attack isn't then bought in D6 levels such as weapons or Powers not defined at creation as an Energy type?
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  #25 (permalink)  
Old December 9th, 2007
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SKILL ROLLS
Because of the Low is Good nature of the system surely it makes sense under Opposed Skills (P.168) for the lowest rather then the Highest Roll to succeed. I.E. In the example the Sentry's Sense Roll of 35 should, to be consistent, beat the Character’s Hide Roll of 47 as it is a better success - this just doesn't make sense.
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  #26 (permalink)  
Old December 9th, 2007
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NAMING INCONSISTENTCIES
If the level of a success is called a "Success" then do not refer to it as such and then a "Simple Success" in the System Chapter because all it does is invite people to go looking for what the differences between them are!
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  #27 (permalink)  
Old December 9th, 2007
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SUCCESS LEVELS (P.48)
And while we are looking at Success Levels the varying levels should be clearly explained here along with Special and Critical Rolls.

Also we found that there seemed to be very large jumps in the Difficulty levels (P.48) with in our opinion one or more additional steps required.

Why does this not conform to the rest of the System and use Specials and Criticals?

I.E.

Automatic Success = Always Succeeds.

Easy Success = x2 Base Skill Required.

Average Success = Base Skill Required.

Difficult Success = Special Skill Check Required.

Impossible Success = Critical Rolls Only.
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  #28 (permalink)  
Old December 9th, 2007
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GREY BOXES (Throughout Book)
These would be much better used to draw the readers eye to the Core Rules of the system rather then befuddling them with optional ones.
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  #29 (permalink)  
Old December 9th, 2007
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EXPERIENCE
We didn't really get a chance to play this through, however as far as we can see if you run a game using all the different Powers the following occurs:

Characters with Sorcerous Powers remain static - there is no way for their power level to increase or new ones to be gained without GM boon.

Psionic & Magic based Characters laugh with glee as their Skill based Powers are rolled on and so have the potential to increase.

Superheroes are awarded Hero Points and so increase slowly which is fine.

Super-Mages & Psionic buy Super-Skills AND get to roll - yippeee!

Mutations - as Sorcery, but even less powerful to start with!
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  #30 (permalink)  
Old December 9th, 2007
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POWER TIMING
When a Power goes off the timings are unclear - is Drain an instantaneous effect or does it kick in a round later? This then only becomes worse when incorporating the other Power types leading to a confusing multi-tier imitative
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