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I'd say one of the more innovative concepts in 4E is the idea that combatants tend to be pushed, pulled, shifted, or slid around the battlefield. I find this idea to be very intriguing, it makes combat more dynamic as you may be forced to give ground, or feinted into enemy ranks, or simply knocked back from the position of wedging yourself in a doorway. Could BRP use this? Yes.
The idea that everyone has powers is also pretty neat, in the sense that it gives some narrative control to the players. This could easily be incorporated using a character's POW. Much like spellcasters using POW to fuel spells, combatants could use POW to capitalize on martial exploits and thereby perform a few neat tricks. Could BRP use this? Maybe? Rituals. In 4E, spells all focus on combat effects. Non-combat magic is based on rituals, and the economy of rituals is; AFAIK; based more on time and materials. BRP already has something like this, but it's still based on the economy of POW (RQ3 rituals) |
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The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts. Bertrand Russell (1872 - 1970) 30/420 |
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A 'Trick' is any maneuver in combat that is meant to lower someone's defenses. It could be anything from the classic [looking over opponent's should] and saying 'Glad you finally showed up', to throwing sand in someone's face, or an intimidating shout. Tricks can be Agility tricks (feints), Psychological (POW, eg: intimidate), or Intellectual. This is resolved with opposed rolls on the resistance table. Dex vs Dex, Pow vs Pow, or Int vs Int. If successful, you lower your opponent's defense by 10% until the beginning of your next turn. Optionally, crits could lower defenses even more. Feints force your opponent to move 1m in any direction. If this would cause them to fall off a cliff or into lava, they get to make a DEX or Luck roll to fall prone. To Summarize, tricks and maneuvers offer more combat options without excessive rules. Use tricks when you cannot overwhelm your opponents defenses. Use feints to control the battlefield. Optionally, Feints could be a skill. Quote:
For 1 pt. Temporary POW = +5% to Skill Check +1 damage Soak 1 HP Be Heroic Or something like that. You get the picture Last edited by Harshax; May 14th, 2008 at 04:30. |
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So the lucky farm boy (POW 18) is better at Intimidation than the veteran Soldier (POW 12), the smart kid (INT 18) better than the average adult hustler (INT 12), the graceful apprentice (DEX 18) better than the normally co-ordinated Guard (DEX 12)? ![]() I concluded after some thought that a) a lot of this stuff is covered in the new BRP in the Spot Rules and b) they are functions of skill (i.e. experience and training) not raw ability (i.e. stats). If I was to implement a generalised mechanic for non-combat skills aiding in combat I'd use a variant something like this: a character with a sufficiently high skill (e.g. Fast Talk 50+) can use it in an opposed test vs. an opponents appropriate skill (e.g. for a bluff, or taunt use of fast Talk, probably Insight) and if they win either penalise the opponents defensive skill or add to their attacking skill an amount equal to their special success chance with their winning skill e.g. in the Bluff example, one fifth of their Fast Talk could be applied as either a penalty to the defenders parry or Dodge, or as a bonus to the Attackers weapon skill. Quote:
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RuneLords in RQII got specific unique abilities for weapon skills over 100, which might be a source of inspiration. 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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Luckily I'm immune, being mad already. ![]() Quote:
If D20 is so good, how come they feel the need to change it so much...?
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280/420 |
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280/420 |
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In any case, I'm looking forward to getting my hands on BRP0 and seeing what can be easily accommodated with the core book. |
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).To add to it, however, there is one little thing that D20 does that would benefit BRP skills. The way d20 shows how each skill is used in the skill description is a very good idea. That way all the different uses of a skill (feints, increasing parry, increasing damage, skill specializations, etc.) could all be rolled up nicely into the skill description text. There are two issues with that, though. One is that each skill description would become very long (although you could do it by type, such as combat/weapons skills, knowledge skills, etc.) and the joyous freeform skills creating rampant in CoC (flail about wildly 25% 1d4 damage) would be harder for GM's to just "wing it" if they went with this idea. I agree with Nick that keeping skills (and not having gobs of feats, modifiers, etc.) as the basis for the majority of player rolling is the way of BRP. After all, what good is having Warhammer 138% if some mook with lots of POW/MP's can be just as good as you are for a bit, or someone has some modifier that makes their 80% skill better than your 100%+ skill? Skills should represent a field of study/compentence in its' entirety. :focus: One disturbing thing I noticed is the "movement around the battlefield" effects described. My question is "why"? PC's can move around just fine, or use magic items/spells/tech items to enhance it...so why make more rules? My other contention with 4E is the bizzare leveling and character pigeon-holing that is increasing with each new iteration. It was bad when everyone in the world was 0 level, but they almost fixed it (although commoners are pretty worthless, but at least they finally have skills...) in 3E, but now in 4E it seems like depending on who you are fighting your HP's change... Needless to say, color me unimpressed with 4E. I only play two systems (BRP and D20) and it shall remain so for a very long time. -STS Last edited by sladethesniper; May 14th, 2008 at 17:25. |
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Until 4E, I don't think I came across a game system which did not treat combatants as set pieces of the table. A moves to B, and they stay there until either decide to leave. aka: the impassable line. Sure, I've seen rules for pushing, and knocking someone down, but not for tricking them to step to the right. So yeah - one fiddly bit of several hundred pages of new rules is something I think is worthwhile to add to BRP. |
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