Basic Roleplaying Central |
|
|
|||||||
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
||||
|
Hi Sunwolfe,
I'm going to be using SRs in my BRP games, so have found the same issue. I think Jason may be addressing this in the clarifications / errata / 1st edition edits, but in any case I think it's *deducible* from p201 & p248, if not actually *clear*. Personally (as firearms are rare to non-existent in my game) I'm using the whole "1/SR" explanation in the Equipment chapter, ie the DEX Rank / DEX Rank +3 thing, as it's the clearer of the two if you just use bows, etc. The p201 wording assumes no intermediate "action" of notching and drawing the bow - ie if this was a firearm, the p201 rules would apply verbatim, so at a DEX of 12 with a pistol you could fire 3 times a round at 3/6/9, whereas with a bow you can only do twice at 3 / (notch and draw) / 9. Note that this means anyone with a DEX of 9 or under can't make 2 attacks per round with a bow, but just about can with a pistol. That sounds reasonable. That's how I used to play RQ (but without the pistols ).After that, things are a little less clear in my head, particularly as I personally want to use the 100%+ skill can make 2 attacks rule. The "Multiple Attacks and Strike Ranks" thing on p201 says that it's incompatible with the 100%+ multiple attack rule - and I can see that they haven't been designed to work together, so fair enough. I'm just creating problems for myself. ![]() In RQ3, we used to play the 100%+ attack rule as spaced by 3 SR. So, if you attacked normally on SR7, and you had more than 100% in your attack, you could make a second attack on SR10 (but of course you'd have to divvie your skill appropriately). I still think that's a reasonable approach, but to be honest it's not something covered in the BRP rules. So, if you want to bugger about like I do, you end up with two slightly different rules depending on whether you're using Missile or Melee weapons. It also means I have to try and work out what to do if you have a bow skill of 100%+. I can probably wing something fairly decent from implications in the rules, but as the rules stand if you're using SRs you don't get the 100% multiple attacks benefit - which certainly avoids the issue neatly! Just my two-pennorth, Cheers, Sarah |
|
|||
|
I've never been sure of missile weapon SRs, and the whole strike-rank system seems unnecessarily complicated to me.
Why not just let everyone do all their moves/attacks for that round, in DEX-order? (Flame away - I've got my asbestos suit on now...) |
|
||||
|
Quote:
Quote:
Those who knew said that tall people with long weapons generally hit first, regardless of DEX. My martial arts experience is very limited, but even I know that having a stick in my hands meant I could hit earlier than when punching/kicking/grappling. It all depends how "realistic" or gritty you want things to be. Not worth a flame attack. Left my flamethrower at home anyway.
__________________
Simon Phipp Wallowing in my elitism since 1982. Never in a million years / 420 Many Systems, One Family RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html |
|
|||
|
Quote:
What are the options in BRP Zero? |
|
||||
|
This is one of the first sections I looked at in vZero. My players tend to stand and pound (having been brought up in D&D) rather than run and fight.
For a while I did a SR-by-SR melee, allowing movment on every SR. Probably the crowning moment was when the party encountered wolves, which circled the party and darted in to attack wherever they could get at someone's back, then retreated. Within a round or two the party had formed a circle, with the most vulnerable people in the middle, and the wolves on the outside. It was beautiful. But the downside was constant 'fiddling' during combat, which got on everyone's nerves. I've gone to a system of multiple actions per round based on DEX and a roll+Modifier Initiative. I keep cycling through the list of actors until everyone has run out of actions for the round. Actions can be used for movement, attacks and reactions. So there is some sequencing of activity, and a few combat options, but each characters' actions are bundled Steve
__________________
Converting characters |
![]() |
| Thread Tools | |
| Display Modes | |
|
|