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It works pretty well in practice.
I've probably got about a dozen games with d% hit location tables. The most fearsome hit location table I've ever seen is the default system for Tri-Tac Systems (games like Stalking the Night Fantastic, Incursion, FTL 2448, etc.) which has you roll d% for hit location (around 25 or so locations are specified) and then has a 2d6 roll that's handled as two numbers (so the results are 1,1; 1,2; 1,3;...). Each location is roughly about an inch or so of flesh.
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1/420 ||| Rocket Séance (my blog) |
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Because BRP is a d100 system, a non-d100 table is better if you're using the hit locations option - so you can roll your HitLoc D20/D6/D12 at the same time as your d100 attack dice, and can tell it apart. That's the way to streamline it...
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Well, I didn't make that one up... I just updated it.
And it's not much of a hit location chart in the classic sense.
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1/420 ||| Rocket Séance (my blog) Last edited by Jason Durall : April 16th, 2008 at 12:35. Reason: Missing crucial "not" |
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(* and on rarer occasions it's significant, like net-entanglement, grappling, wildly inconsistent armour, splats of green slime... )Having now seen it, I agree the Major Wound Chart isn't much use as a hit location chart. But since you didn't invent it, I hope you won't be too offended if I come up with an alternative, that combines both functions...
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). So...The location/injury tables I currently use are here. It's vaguely based on an article for Aftermath in a very old White Dwarf, with just a touch of Rolemaster criticals for good measure. It strikes me that it may actually be more useful to you than the all-in-one version I was planning to adapt from the BRP wounds chart, though there is the slight problem of having two different levels of "major" wound (i.e. serious/critical, corresponding to the D&D healing spells).
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I had the same idea as Kloster (and am also a former Top Secret player). I plan on using a house rule where the 1s digit of the attack roll determines the hit location
1-2=head 3-6=body 7= l arm 8 = r arm 9= l leg 10= r leg That seems to me to be the simplist method. You don't even have to roll a seperate die for hit location. At the same time, I recognize that the purpose of the new BRP rulebook is not to change the system, but to compile all the rules from the different pre-existing BRP games into one consistent set of rules: "Chaosium's Greatest Hits" so to speak. Don't you hate it when a band records a new version of one of their songs for the greatest hits album? Same principle applies here. That's why I am content to keep it as a house rule. |