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Could you tell me how characters earn Powers using these rules? Are there guidelines? I know back in Superworld there were ways to earn new Power Points (or whatever they were called) but it was quite difficult and certainly wouldn't have translated to a fantasy campaign. Ack, I wish that book would hurry up and come out. Any idea when it will be released in the UK? |
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Bushido has some rules which might help in this situation. You character gets to pick a certain number of skills (1 per Int point for example). These skills advance as normal. Every other skill has a penalty when trying to learn them. So, in BRP, you might have a character pick a certain number of skills (these might be the skills that the character regularly practices at if you need an in-game rational for the rules). A successful advancement check might give 1d6 point to a "practiced" skill but only 1d3 to a "non-practiced skill". That way fighters can learn magic or magic-users can learn fighting but they will each be hindered in the other's specialty. It would work for rogue-type characters as well, keeping them from outdoing the regular fighter guys in combat.
BTW-I'm not very familiar with the new BRP rules. Are there options for some skills being more difficult to learn that others? Aaron |
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Glad to let you know about them.
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I don't even know exactly when it goes to press, or will be available in the U.S., much less the U.K.
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1/420 ||| Rocket Séance (my blog) |
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Between this thread and the adding mrq thread I was churning up some ideas. They may be unpalatable to some but are only in the proto stage.
Without the Divine magic siphoning off Pow points, characters may build them up pretty quickly. The only two permanent magic point bleeders I recall are staffs and familiars and that only one point a piece. What about buying these powers, feats, heroic abilities with permanent Pow points? Much like super Powers. I think that is what Jason is saying here: Quote:
If that was the case I was trying to think of other appropriate non-flashy powers that could be bought that would fit a fantasy setting and would particularly benefit non-magic users other than simply increasing skills. What about buying a weapon specialty that would increase the special hit (impale, crush, slash) with that particular weapon 1% per permanent Pow invested. or Buying the ability to aim well with a weapon. May change the die roll on the hit location die by one point per Pow Sacrifice. or A defense specialist that may subtract 10 from the 30% penalty on subsequent parries. For three points they may parry twice per round with no penalty. All three of these would require a cap of say 5 points to prevent things getting out of hand, but they may work….. I think. Any other possibilities?
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1) More Damage with a specific type of weapon 2) Ability to negate some armor 3) Ability to 'roll with a blow' (i.e. innate armor) 4) Increase range with missile weapons 5) Decreased reload time with MW 6) Ability to reduce opponent's dodge/parry 7) Increase Initiative (or Strike Ranks, or however they are handled now) 8) Bonus with a specific weapon (if weapon skills are grouped, like 1H Edged) Just some thoughts off the top of my head. |
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Just some things to ponder:
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That can also be done with Fate Points, or as the Armor super power. A function of the Martial Arts super power. The Super Skill super power handles that.
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1/420 ||| Rocket Séance (my blog) |
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So a GM could put conditions on their use. (Surely it doesn't have to be a simple "Yes/No"...?) So, under the Rules As Written, a GM would be perfectly entitled to say, for examples: 1) If you have a weapon skill of 100%+, you can spend FP to maximize Damage with that specific type of weapon 2) If you have a weapon skill of 150%+, you can spend FP to activate an Ability to negate some armor 3) If you have 100%+ Dodge, you can spend FP to activate an Ability to 'roll with a blow' (i.e. innate armor) etc... True?
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They're an optional part of the system, and the applications are provided as "possible" uses. Each GM should use them in a way that feels appropriate, and attach whatever conditions might be suitable. Ignoring the optional Fate Point system entirely is a valid choice (as with all of the optional rules).
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1/420 ||| Rocket Séance (my blog) |
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