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OK, I'll agree that it seems nifty to move your opponents around, but wouldn't that simply be a codification of how many items/effects already do that (teleport, daze, stun guns, wind blast, explosions, gravity effects, throws, displace, etc.)?
One fiddly bit isn't bad, it's just not worth the cash. Granted, eventually I'll probably dole out the cash (since my son loves D&D and all the munchkiny evil-ness therein, plus the 4E minis are already out...and of course he's hooked on them) for 4E, but not any time soon...maybe for his birthday next year. I am all about taking ideas from any game system and making them work for me. -STS |
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Yeah I agree, $100 dollars for research material isn't worthwhile for a couple of ideas to translate into BRP.
That said, I think there a few more gems that you can extract from the teaser material. For one, i like the concise energy types (fire, cold, radiant, necrotic). Nice concept of spell 'trappings' couple with Savage Worlds generic magic system could be a nice alternate for BRP. (actually, I'm prone to borrow from SW whose design is more like BRP than D&D - i just don't care for 'levels') I also like the advice in skill challenges (too long to post here, and writing from my pda is hell on the thunbs) |
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For me, the useful bits appear to be:
- Encounter-long spell durations (frankly, just openly acknowledging an existing state-of-affairs - that they're too much bother to administer!) - Um... that's it. (OK, Social Encounters sound intriguing and may turn out useful, too). The "Points of light in a dark world" setting idea is cool. But that's not Rules. And my campaign seems to be heading that way already, anyway... ![]() Other things we learn - D&D is being changed again, so they can sell more books; and though many of the changes are actually improvements, many more are not. We are reminded that D&D is grotesquely rules-heavy, overly prescriptive (controlling, not enabling) and, increasingly and sadly, just a silly kids game.
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But it seemed that SW mechanics are much more characteristic based than BRP. So shouldn't Tricks, Taunts, Intimidates be skill-based for the Active party? And maybe Passive highest of (Characteristic x5 or Skill)? So Lucky Callow Youth (Pow 16 and Intimidate 20%) only uses his 20% as Active when intimidating but 80% when resisting Intimidation. Whilst Big Bastard Sergeant (Pow 12 and Intimidate 100%) uses 100% as Active and (because he understands Threats) 100% as Passive to defend against Intimidation. However my favourite mechanism for such grooviness comes from PenDragon pass and its rule for 'Feats' (my D&Dphobia being what it is I rename them 'Stunts' but use the rules unchanged) Al |
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I don't know the best way to implement tricks yet, but I'll probably use Characteristic vs. Characteristic. Otherwise there would be too many skills, thus defeating the point. Though, upon rereading your post, I must say I'll have to give it some thought. (Maybe broad trick skills based on Dex, Pow, and Int. With the option to use your raw Characteristic, or your skill [which can be improved only through experience]) |
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However SW uses skills for the offensive for Taunt and Intimidate and BRP could do too. In fact the BRP skill specialisations rules potentially make this easier. Al |
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For instance, you could have : 1 Hand Melee : 37% *1 Handed Sword : +32% : 69% *Dagger : +12% : 49% *Double Feint : -25% (Untrained) : 12% 2 Hand Melee : 14% *2 Handed Sword : +12% : 36% And so on... |
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Do you mean the 'anti-parry' rules that RL got, or were there other abilities detailed somewhere else? If so, where were those rules detailed? Cheers! |
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