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Originally Posted by Jason Durall
Two things I should clarify:
a) I am not a line editor at Chaosium, and at no point have I stated "this is the way it's gonna be" as regards to supplements. I spoke only about what I felt would work better, and what I plan on doing for my own Interplanetary book. If Charlie comes back and says "Hey, we really need to add all of the options into your manuscript" I will do so.
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No problem Jason. I understand that sometimes you are speaking rules/BRP wise and sometimes you speaking as another gamer. That's cool. Maybe we should set up up with an "Jason the BRP author" account and "Jason, just another gamer" ID?
Just wondering how are you planning on handling options in Interplanetary? I would assume that certain options would be well suited towards the setting, and others not. Moist of the other multi-genre systems have some notes in settings book over what options are recommended. With BRP I could see some guidelines for which character generation method would be recommended, if EDU is recommended for that setting, and so forth.
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Originally Posted by Jason Durall
b) It's probably about the same amount of work to add optional stuff as to subtract it, and trying to go both direction makes for an extremely overcomplex NPC writeup. Some options aren't exactly compatible with one another, as well.
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Not really. Consider what it takes to add hit locations in. First, the GM has to work them out, work out armor by piece (else all the NPCs are wearing complete suits all the time). Then the GM has to write that down. Since he can't just add it to the writeup in the book, he must either keep two sets of partial stats for each character and use both of them in the adventure, or copy all the stats out of the scenario and add the other stuff. That is really about the same work as building up all the NPCs from the ground up.
While I agree that not all the options will (nor should) be used at once. I think certain options will be more common with certain settings. Hit Locations would be more likely to be needed in a Roman campaign than, say the SAN or Superpower rules.
Likewise, adding things like all three AP values for armor isn't that tought, and more than one game with optional hit location and generic armor does just that. It not too hard to do "Armor-Plate 8 AP/1d10+2 or by location as follows:" with a hit location chart.
Otherwise, I don't think BRP is really supporting any of the options. Right now, anyone could adapt a CoC or SB5 adventure to RQ3. It's a lot of work, but it is possible. I think that things like hit locations being one of the more common options should be supported. If that is how BRP is going to write up the supplments then I don't think the sourcebooks will be of much use to those who use certain optinos any more that supplments for other games.
Going through you points:
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Originally Posted by Jason Durall
[*]Hit Points Per Location in addition to general HP... not much conflict there
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Since about 1/3rrd of the people here seem to use Hit Locations, I would say they are a must for most fantasy and historical settings.
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Originally Posted by Jason Durall
[*]Fatigue Points and Sanity... easy enough to add... this seems easy!
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A must for horror supplments. ANd should be inclduing in such supplments. Probably;y not needed for other settings.
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Originally Posted by Jason Durall
[*]Armor per Hit Location is easy enough to add, but what if the GM wants random armor?
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List both.
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Originally Posted by Jason Durall
[*]Heroic Hit Points doubles HP, and causes a double value if you want to have normal HP also represented
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Drop this unless it is heavilty reccomeded by a particular setting. Doubling HP is easy to do in you head. Working up AP ratings and AP/HP per location isn't.
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Originally Posted by Jason Durall
[*]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?
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Ans what if you just give one and someone wants to use split values? Same problem. My solution would be to list both then institute a rule such as, if you are only unsing one value use the highest.
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Originally Posted by Jason Durall
[*]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?
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Do the same thing they did in all those RQ and Stormbringer adventurers for year and years. Unless the PC is expected to be a reoccurring character who improves, you can ignore them. Since NPCs in adventures typically have more experience that they started with, skill scores are raised above the category mod anyway. Likewise 90% of Chaosium's NPC stat blocks only listed "significant skills".
We need what we will use in play.
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Originally Posted by Jason Durall
[*]Simpler Skill Bonuses - hmm... these don't really mesh with the above easily, do they?
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And again don't factor into an NPC. It isn't like the NPC would be redesigned with those things in a deailed campaign. The GM writes up the opposition with the skills required to fill the role required by the adventure.
You don't roll up the NPCs like PCs and run them through adventures for 6 months until you think they are ready to be put into an adventure, do you?
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Originally Posted by Jason Durall
[*]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?
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One again, it most these things factor into the skill scores for the NPC "before play" then it doesn't matter, since the GM will write up the foes with the skills required by the adventure.
Like I said before when you write an adventure do you work up the NPCs as player characters, or do you write them up with the skills required by the scenario? That's basic GM 101 stuff.
[*]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%? [/quote]
This is another big one. If you don't put something in there you are basically not supporting skills over 100%. My solution would be to list the skill score over 100%. The reason being that it is easy to cap off 137% to 100%, but impossible to extrapolate 137% from 100%.
Lack of skills over 100% and hit points, AP per location translates as no support for those who use those options. If skills over 100% aren't supported, then those who reach those levels simply won't be able to use your NPCs.
I think you've done a lot to support soltakss's argument. It's looking like it will be as much work to use a BRP supplment in BRP as it will be to use it with CoC, SB5, RQ3 or even MRQ.
If Chaosium doesn't provide support for the options? Who will? Are they options or dead ends?
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Originally Posted by Jason Durall
I have no idea what BRP means for CoC. I'm assuming that Charlie and Lynn have an idea, but I'm sure they're smart enough to see how BRP does before making any decisions.
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It will be interesting to see if adventures are written for both games now. The last contest they did allowed submissions for either, but with BRP being a non-entity at the time, I doubt they got any BRP submissions.