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One of the things that bothered me about the BRP system, especially coming from playing d&d for years, was the relative lack of significance to attributes (this was because I was mostly playing CoC which lacks attribute category bonuses). This was especially true for strength based damage.
I guess I didn't feel the system was 'grainy' enough. But then I came across the flat bonus from RQ4, and that seems to solve the problem. Has anyone used that? What are the feelings about it versus the bonus die method? |
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I cannot see any real advantage in having a fixed number for the damage bonus. RQ3/CoC have a sudden increase in damage bonuses, going straight from 0 to 1d4, and this may result in the "poor granularity" you lament. MRQ uses the same progression as RQ4 (1 step every 5 pts. of combined SIZ and STR), but with dice (1d2, 1d4, 1d6, 1d8 etc.). My group has adopted the RQ4 damage bonus, and the result is not really satisfactory. All considered, I prefer the dice.
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I'm curious why they didn't like it. |
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First of all, rolling a lot of dice is more fun.
With RQ4 modifiers, you usually deal only 1 pt. extra damage, rarely two, where you used to deal 1d4. This decreases the damage dealt, so it is more difficult to down opponents. Having monsters do a slightly lower damage is not as important, when it comes to balance, as being able to take them down in one blow, as you are supposed to parry them with a 12-15 point shield and they are not supposed to parry you. STR+SIZ RQ3 RQ4 21-24 - - 25 1d4 - 26-30 1d4 1 31-32 1d4 2 33-35 1d6 2 Not everything that was in RQ4 is necessarily better than RQ3. If nobody has revived this concept it is because it does not add anything, not because they forgot. |
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I agree with rolling dice being fun, and that the mrq d4, d6, d8, d10, etc. damage modifiers have a better progression.
d2 and d3 sucks though. I want to roll those dices as little as possible. Maybe +1 and +2 from rq4 could be combined with the mrq way? SGL.
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116+120/420. Ef plest master, this mighty fine grub! |
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D2 sucks big time, but when the reward is taking that pesky trollking down one SR before he possibly impales you, I think that no one would choose a fixed 1 instead. The lack of granularity in Damage Bonuses wa the first time I wanted to correct when I learned RuneQuest 3 in (gulp
) 1987. After 21 years and all manners of houserules, I think this is just a minor nuisance and there is no real need to correct it. Either you have 1d4 at start, or you'll manage to learn Bladesharp, sooner or later. |
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The Swedish RPG "Drakar & Demoner", which was based on Magic World, but later developed along its own lines (but still always has been clearly a BRP-engine game) used a different table in its 3:rd ed. (from 1987).
Code:
01-16 No extra damage 17-20 +1d4 21-25 +1d6 26-30 +1d10 31-40 +2d6 51-60 +3d6 61-70 +4d6 71-90 +5d6 each additional + 20 +1d6 Code:
01-26 No extra damage 27-29 +1 30-32 +1d2 33-40 +1d4 41-50 +1d6 51-60 +1d10 61-80 +2d6 81-100 +3d6 101-140 +4d6 141-180 +5d6 |
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1/420 ||| Rocket Séance (my blog) |
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Though the d2 bugs me too I still much prefer the random bonus and the MRQ progression over fixed bonuses.
A fixed bonus rapidly sets a minimum damage threshold that proves quite lethal - especially when used with hit locations. A creature with a +3 damage bonus is pretty much goint to always take out an average persons arm on every hit, even with a relatively weak damage attack (say 1d4). If the same creature instead had a +1d6 damage bonus the average damage done will be slightly higher, bit there is still a chance that it will do only a 2 point wound. The opposite holds true on the max damage side. That d4+3 damage is never going to do more than 7 points, were it a d6 bonus it could do 10 (and hence do some real damage to a heavily armored foe). Though this 'max threshold' doesn't bother me as much as the high minumum damage value.
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The Actor asks: What is my Motivation? The RPG'er asks: What is my motivation to kill him and take his stuff? |