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First you need to implement a method of finding out the relative level of success of any roll. A simple, yet elegant, method to solve this problem is to compare the tens of skill roll with the tens of the effective skill level. For example, assume that Abe and Bernie are competing in a poetry contest. For this purpose the GM uses the Oratory skill. Abe has skill 78% and Bernie 65%. If Abe rolls 50 and Bernie 46 then Abe’s relative level off success was 7 – 5 = 2 and Bernie’s was 6 – 4 = 2, it’s a tie. Special successes increases the level of success by 150% and a critical increases it by 200%. If the attacker manages to hit (his level of success is higher than 1) then use the following table: Code:
Effect Damage Bonus 1 1 2 1d3 3 1d6 4 1d8 5 1d10 6 2d6 7 2d8 8 3d6 9 2d10 10 4d6 each extra level adds +1d6 to the damage EDIT: One could also change the damage calculation completely and base it on the effectiveness of the blow, the damage bonus and add a bonus for the weapon used. The later would then be a fixed value. I would suggest using the average of the dice used (rounded down) - 1 and ignore any added value, i.e. a dagger would do 1 point of damage (2.5, rounded down, -1), a broadsword would do 2 points (3.5, rounded down, - 1) and a pole axe would do 6 points (3 times 3.5, rounded down, -1). A strong human of average size that managed a good hit with a sword would do 1d10 + 1d4 + 2 points of damage. A successful parry would soak damage up to shields AP, a successful dodge would avoid the hit. Last edited by peterb : 4 Days Ago at 15:57. |
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It's a variation of the Degree of Success used in SPQR (Steve Perrin's system). It is nice, but it creates a totally new system. Also remember that even 4d6 is not enough to bypass a Dragon's armor, so a success level of 10+ is not equal to a critical.
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But I thought long and hard about it during the BRP play test and to be honest, at the point at which things get a 2d6 DB in BRP , I don't think it's an issue. Before I'd re-jig the DB table I'd re-jig the weapons damage tables to remove the flat +'s, as I think they distort things far more. YMMV. Nick
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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I'm sticking with BRP. I've looked at too many systems trying to find the "right one". BRP is the best I can find to cover everything I want a role-playing system to do. I was just wondering if someone came up with a way to do the same thing with BRP?
Last edited by Dredj : 4 Days Ago at 19:15. |
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No-one has objected to Bladesharp's flat damage bonus. So I think it's just that most people around here are accustomed to variable DB's, and the grainy progression they give. There seem to have been several improvements in RQ4, including both flat damage bonuses and removal of fiddly "+1"s from weapon damages. (Just dropping them, rather than rounding up to the next die, btw - avoiding an 'arms race' with armour points, and reducing lethality of criticals). No reflection on Jason's superb effort with BRP - he had to base it on what was actually published. But - ah! - what might have been...
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280/420 |
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Removing flat bonuses yelds the improvement of scimitars, battleaxes, broadswords and maces having about the same statistics. If that is what you call an "improvement"... Quote:
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(Also, it plain doesn't apply to SB5, where a 1H mace does 1d6+2 damage. I thought the new BRP book took its close combat weapon stats from SB5?) Quote:
Also, as was already mentioned, flat adds leads to the anomaly where you can't get grazing hits. This is particularly noticeable in CoC with rifle damages like 2d6+4.
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The black rivers of pitch that flow under those mysterious cyclopean bridges - things built by some elder race extinct and forgotten before the beings came to Yuggoth from the ultimate voids - ought to be enough to make any man a Dante or Poe if he can keep sane long enough to tell what he has seen. |