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Last edited by Nightshade; October 16th, 2007 at 01:07. |
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He gave a listing of what critters were in the book farther up-thread... I'm not sure if they were the ones out of the monograph, which would have been most of the non-Gloranthan critters from RQ3... yes?
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I've been trying to follow and keep up with this thread but have been busy lately. Forgive me if any of these have been covered.
First off thanks for taking the time to answer our questions (not to mention, y'know, writeing a comprehensive collection of the BRP rules), and congrats on your daughter. First, how do the opposed roll mechanics work (Spot vs. Hide for example)? Second, Are armor points fixed or variable by default? Also, do armors have different values based on attack types (melee, ballistic, energy)? Third off, it seems from upthread that most of the questions I've been wondering about have been answered, and it seems for the most part BRP will be a collection of previously publications collected and fit together (which is pretty much in line with my expectations). What parts would you say are new, or which sections have the most original content? That's it for now, thanks. |
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Both parties roll. If one is successful and the other isn't, then the one who made it achieves their goal. If both succeeded, compare quality of successes (special or critical vs. normal). Best result wins. If quality of success is still tied, a few options are provided (actually, I think a side box has three separate options from "compare the highest successful value" to "who had the greater spread between their roll and the success"). The GM can pick the system she likes best. Quote:
No different armor values by type of attack - though there is a note in the weapons section that states that the GM may (optionally) decide that non-ballistic armor is worth only 1/2 value against high-velocity weapons such as firearms. Playability over additional detail for the sake of "realism" was the guiding principle here. Quote:
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How character improvement going to be handled? Is it going to be like in old BRP where you then have players climbing trees and swimming in the lake for improvement roles or similar to MRQ where there a set number of improvement roles per game?
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However, the BRP book uses the traditional system, but there are guidelines as to when a skill check is appropriate. If a skill is not being used to further the story and no dramatic purpose is achieves, or no reasonable threat is implied (climbing a tree or swimming in the lake), the skill use is Easy (double skill). Success at an Easy skill roll does not merit a skill improvement check. Similarly, the GM should be able to tell players when a skill improvement roll is called for, and when it's clearly just a part of the "golf bag of weapons" exploit. * I didn't want to deal with any cross-pollination from that vector, and my extremely unpleasant experiences as a onetime freelancer for Mongoose have soured me on giving them any of my money or reading a word they've published. Last edited by Jason Durall; October 16th, 2007 at 19:02. |
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