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Originally Posted by NickMiddleton
There is a fate point mechanic in BRP (page 176 of BRP 0).
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Don't have the book yet as its not out in the UK, so that doesn't help much.
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(my emphasis)
My experience of such systems (not just in BRP/RQ but in a number of other games) is that they are intrusive, breaking "the fourth wall" in a fashion that is detrimental to the atmosphere and flow of the game. Some groups love them - but equally, some groups don't...
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I find that including the players in the creative process makes them more involved and more interested in the game and the world. We've never found them intrusive, but as you say, YMMV.
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How else would you describe a skill of 250%? "tremendous skill" is just that: tremendous skill.
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You tell me, what does having such a high skill do for you under the new BRP rules? How is functionally different from a skill at 96% other than the higher chance of a critical? What can you do with that 250% that you can't do with 100% or 150%? In combat, I imagine it gives extra attacks... but does it allow you to do more damage with a blow, shatter your opponent's weapons or armor? Does a 250% in art allow you to manipulate the emotions of your viewers, so that everyone who sees your work weep or go insane?
My BRP games don't allow skills to represent such abilities, they simply increase the chance for success. I'd like to see more to it than that. If the new BRP rules have such ideas in them, then awesome.
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Elements of the Super Powers system can be used to model exceptional / superhuman talents (e.g. Superhearing will let a character hear frequencies other humans cannot), and setting the campaign "level" suitably high will allow very high skill levels.
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What I'd be interested in seeing if there is a way to map such extra abilities to high skill levels.
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Err, Hit Lcoations are an optional system in BRP. The Fate Point system I mentioned allows a Character to "soak" one point of damage at the cost of three "power points" (what we known in previous BRP games as magic points), as well as offering various options to affect the outcome of percentile rolls that could reduce damage suffered in combat.
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Yes, they are optional, not standard. I don't intend to use them as I find they slow down the game personally. Hero Points reduce damage to locations in a specific way in MRQ. Thanks for letting me know how they work in BRP with 'total hp'. It seems a bit weak though, doesn't that mean that say your average person with a Pow of 10 will only deflect 3 points of damage? I guess the better option is to spend your points to avoid being hit in the first place?
Anyway, thanks for that bit of info on how the new system works.