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  #41 (permalink)  
Old October 15th, 2007
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Originally Posted by Jason Durall View Post
Character generation is normal BRP, but allows for point-based character generation. Skills are "get a dump of points and spend them as appropriate for profession and personal interest".
Pretty straightforward then, and much like the optional character gen in RQ3.

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The rules for different character power levels (normal, heroic, epic, and superhuman) allow for different starting characteristic bases and more skill points.

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Just because I'm curious, how is that handled if someone is using the rolled system (the different characteristic bases I mean)?
The super powers system also includes skills like "super characteristic" and "super skill" which let you put character points into characteristics and skills.
Yeah, I'd figure that was probably the case since it was derived from Superworld.

Last edited by Nightshade; October 16th, 2007 at 01:07.
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  #42 (permalink)  
Old October 15th, 2007
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Originally Posted by Nightshade View Post
Just because I'm curious, how is that handled if someone is using the rolled system (the different characteristic bases I mean)?
It changes the default dice rolls. I'm not going to give away too much (and don't have the manuscript handy), but it goes something like this:

Normal - every characteristic is 3d6 (except for maybe SIZ)
Heroic - every characteristic is 2d6+6

For epic and superhuman level campaigns, the GM is advised to provide a pool of character points and let players modify the heroic-level rolls as desired.
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  #43 (permalink)  
Old October 15th, 2007
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Originally Posted by Jason Durall View Post
It changes the default dice rolls. I'm not going to give away too much (and don't have the manuscript handy), but it goes something like this:

Normal - every characteristic is 3d6 (except for maybe SIZ)
Heroic - every characteristic is 2d6+6

For epic and superhuman level campaigns, the GM is advised to provide a pool of character points and let players modify the heroic-level rolls as desired.
Ah. Thanks, Jason.
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  #44 (permalink)  
Old October 16th, 2007
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Are all the creatures/monsters from the BRP monograph included in the book?
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  #45 (permalink)  
Old October 16th, 2007
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Are all the creatures/monsters from the BRP monograph included in the book?
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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  #46 (permalink)  
Old October 16th, 2007
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Originally Posted by Simlasa View Post
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?
It was a dramatically reduced list of those, plus some classics from other sources.
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  #47 (permalink)  
Old October 16th, 2007
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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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  #48 (permalink)  
Old October 16th, 2007
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First, how do the opposed roll mechanics work (Spot vs. Hide for example)?
Off the top of my head (and the rules were written early in 2006), they go as follows:

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.
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Second, Are armor points fixed or variable by default? Also, do armors have different values based on attack types (melee, ballistic, energy)?
Fixed by default. Variable results provided as an optional rule.

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.
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What parts would you say are new, or which sections have the most original content?
Off the top of my head:
  • Skill success values (for each skill - optional stuff but nicely useful)
  • Professions that haven't appeared before
  • Different player character levels (normal, heroic, epic, superhuman)
  • Some spot rules are new, others have been reworked for congruence with current system
  • Mutations and psychic powers were extensively reworked and expanded
  • Some new super powers and magic spells
  • Many pieces of equipment
  • The GMing and Settings chapters are almost entirely original
  • Some monsters never seen in BRP
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  #49 (permalink)  
Old October 16th, 2007
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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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  #50 (permalink)  
Old October 16th, 2007
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Originally Posted by TRose View Post
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?
I'm not familiar with how MRQ handled it.*

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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