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The point is, not whether the Opposed Roll mechanism can work or not, but that introducing it breaks the stated design principle of using rules from previous BRP incarnations. And worse - it's not just an option, but officially the only way.
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SGL.
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Ef plest master, this mighty fine grub! 116/420 |
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It strikes me everyone's getting a bit heated about a rule which is quite straightforward. OK, maybe it requires a paragraph break or an extra clarification, but to be honest when I read it through I had no doubt what it meant. Here is what it says:
i.) The character that achieves the highest degree of success in an opposed roll wins the contest. Success trumps Failure, Special trumps Success, Critical trumps Special, etc. HOWEVER, if the loser also succeeded their roll, the winner is "bumped down" one level of success for every level of success of the loser. As follows: If the Loser Succeeds, Winner's Critical becomes Special, Special becomes Success. If the Loser Specials, Winner's Critical becomes Success. ii.) If both rolls achieve the same degree of success, the higher roll wins. Note that there is no mention of Bumping in example (ii). This is clear from the wording, but could definitely be made more explicit - on a casual skim through you *could* misunderstand and assume its all basically one rule instead of two. The example does make it clear what's intended, though. It looks like Jason has agreed to put a clearer wording in the full release, which clears it up nicely. It's a neat, elegant rule. I'll be using the first part unchanged; for me, I'll be calculating Success Margins (how much you make your roll by) for the second part, as I anticipate lots of 100%+ characters in time! BTW - in general, the book is really impressive. It's clear it's a proof copy, with niggles which are now being cleared up, but I've been gaming since 1980, and whilst I threw my hands up in horror at the mess that was MRQ, I see nothing here deserving anything but the highest praise. Typos and unclear bits get cleared up in proofreading - that's normal. We're just casting an expert eye and doing our bit to help. It's good stuff, guys! Sarah |
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Seriously, a LOT of criticism is levelled at BRP for lacking a generalised Opposed skill mechanic, and a LOT of people have used a variant rule like Jason's included as the "default" as a house rule for decades. Plus optional variants are included. Also note that Combat (Attack, Parry and Dodge) are special cases (they were in the playtest draft anyway), as they've always been in most BRP games: RQII and III handled the specific cases of opposed skills it bothered to mention (Sneak vs Spot mostly) very differently to combat. Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 Last edited by NickMiddleton; January 16th, 2008 at 10:33. |
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![]() Hence Pete Nash and I saying (in different fashions) that in case ii, the rule should be "higher roll wins, but only achieves a normal success" or, "bumping happens in case ii, but can't reduce a winner's degree of success to worse than a normal success" whichever is deemed clearer. This address the flaw. Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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Has Jason commented on this? |
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Thanks to Shaira for posting the actual rules from the book.
What Shaira posted from the book is different from what I expected based on the earlier comments in this thread. I assumed the rules in the book followed the more common BRP rule of "best degree of success wins; if both roll the same degree of success, the higher roll wins." That is what I would prefer. I understand why a crit vs a success should be less overwhelming than a crit vs a failure, but the genius of BRP has always been in its elegant simplicity, IMHO. |
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I wouldn't bump/degrade at all.
What I'd do is have success by levels. That would then determine any success-level-dependent results. Criritcal vs Fumble = Succeeds by 4 levels Critical vs Failure = Succeeds by 3 levels Critical vs Normal = Succeeds by 2 levels Critical vs Special = Succeeds by 1 level Special vs Fumble = Succeeds by 3 Levels Special vs Failure = Succeeds by 2 Levels Special vs Normal = Succeeds by 1 Level Normal vs Fumble = Succeeds by 2 Levels Normal vs Failure = Succeeds by 1 Level Failure vs Fumble = Succeeds by 1 Level For opposed roll victories based on highest roll/greatest margin Critical vs Critical = Succeeds by 0 Levels Special vs Special = Succeeds by 0 Levels Normal vs Normal = Succeeds by 0 Levels Failure vs Failure = Succeeds by 0 Levels Fumble vs Fumble = Succeeds by 0 Levels It's quick, easy and you don't need mental gymnastics to degrade rolls. |
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