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1. One or two broad skills for this sort of thing is not an excessive game-load add on. 2. If one does have narrow skills, its not like people _don't_ tend to use techniques they've gotten good at frequently; the limitation is that if other people get used to them, they tend to lose some effectiveness--but they tend to need to get used to the _specific_ technique. |
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RQII page 55 - Combat benefits lists 4 advantages / "powers" of Combt Skills of 100%+:
Non-Fighting skills help you using the RQII opposed skill mechanic - so Hide 120 penalises Spot Hidden attempts against you by 20 points... Quote:
As I suggested earlier, I'm really not sure BRP needs anything adding to do all these things - it just needs spelling out for players and game masters to see how to use the existing rules and skills to achieve the same effect. Cheers, 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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Do I throw sand in his eyes, or attack him with my sword? Maybe I'll throw together a little tactics spot rules together after I've digested BRP0. |
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eg. Having trouble hitting your opponent? Trick them. Are you smarter than him? Try a trick of wits. Is your POW higher? Try a intimidation. Are you faster than him? Try a feint. Having trouble hurting your opponent? Gang up etc, etc. Not sure if the original intention of this thread was to make light of 4E, or to actually take stuff from it, but I think I'm going to start some new threads. Unfortunately, I'll have to wait for the new printing of BRP, as almost all my gaming stuff is in storage. |
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Say for example, you are a couple of metres from your opponent for some reason and there's some sand to hand. Now if you believe that it's a good idea not to worry about moving into combat then you would always just attack. If on the other hand, you say that moving into combat allows the opponent to hit you on the way in then suddenly using a missile weapon is potentially a good idea because you might be able to rush your opponent while they're clearing the sand from their face. Of course the problem tends to be that a good warrior might be 120% at hitting with swords, 100% at dodging and only 40% at throwing sand in which case throwing sand is always going to be suboptimal. This was a frustration I always had when playing in RQ3. I had a couple of characters that I was always trying to do cool combat tricks with and no matter what, it was never efficient. I did it anyway. As a GM using MRQ I've tended to implement tricks through using the Influence, acrobatics and athletics skills. E.g. to pull off the "behind you" trick a character can make an opposed Influence roll as an action. If successful, the character's next attack is at +20%. This is useful when you're fairly evenly matched or outmatched because odds are that the opponent hasn't boned up on their Influence. Essentially you're sacrificing a standard combat skill in order to have an unexpected edge. This works nicely in MRQ as I use the opposed roll combat system so most things work the same way. Possibly wouldn't work as well in BRP. On the actual topic of this thread; every game has something to learn from. I think the designers are doing interesting things with D&D4. A lot of what it reminds me of is a complex board game that in some ways takes the "game" side of role-playing games back to their roots. It seems to me that if you write a RPG as a board game then those who want to ignore the board and play in their minds can do so. On the other hand, if you don't provide the "board" it's a lot harder to create it. Now I've played D&D twice in my life and have no real interest in the system but it seems to me that there's an awful lot of systems analysis that's gone into the new edition and I'm looking forwards to reading the SRD (if there is one). |
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I feel a curious mixture of 'no we do not need anything new' and 'yes we do' in response to that question/statement.
For one. 'Feint' is already subsumed into weapon skill. 'An Attack is actually a sequence of moves designed to land one blow on target' has been part and parcel of BRP combat for a long time. For two. Fast Talk affects Intellect and Orate emotions. So Fast Talk could be used for 'Duel of Smarts' and Orate for 'Intimidate' and 'Taunt' dead easy like. If you wanted more detail then make Orate a cluster skill with specialisations: Command, Inspire, Intimidate, Taunt in the same way as Ride has the specialisations: Dragon, Flycycle, Horse, Whale (Actually I should go back and amend my previous post to be Orate 20% and Orate 100% not Intimidate 20% and 100% that was just lazy posting) What is missing from official rules are: What is the passive or defending score? What GAME effect if Intimidate, Taunt, Verbal Trick, Physical Trick work? For the former I like my (on the hoof) equivalent skill or (characteristic x5) For the latter something like: Fumble.............Foe gets double skill next turn Failure............No effect on foe Success.........Foe's Attacks next turn are at half normal skill Special.........Foe is unable to act next turn Critical.........Foe is unable to act next turn and Attacks turn after are at half normal skill Al |
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Horse for course of course. I didn't like the decision and effect of yet more scores to keep track of. Sounds like you feel that they added something. Al |