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Probably. Character gen could be a bit of a chore until you got used to it, but the amount of die rolling and chart looking in play wasn't any worse than RQ. The BAP system was a bit annoying on grounds of micromanaging movement and actions, but that was pretty much true of RQ3 strike ranks, too, and it had a bit less problem there if anything.
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__________________ Joseph Paul "Nothing partys like a rental" explains the enduring popularity of prostitution.
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I'd say it depends on just what sort of style of gaming you are aiming for. A lot of people who I gamed with who play D&D were quite shocked by how deadly combat is in RQ. I had one group practically going into shock when one guy actually lost an arm. Some poeple like hit locations, other's don't. Likewise if you are shooting for (sorry couldn't resist) a style of play that models reality better, then a little more detail is fine. In fightfights, things like "stopping power" and suppression fire play a factor. They just don't in BRP. Now for CoC that's no biggie, as most of what you can shoot at tends to be bullet resistant anyway. But, for BRP to be used to play in other genres then problems will pop up. For instance, the ability to take out a sentry with a sneak attack with a dagger is important for certain modern day types of adventures. If you can't do it in the game, it's a problem. It is all a trade off between what you want to do, and how much you are willing to pay for it. I've played and liked both simple/abstract RPGs and complex/realistic ones. It depends on what you want to do with it. If reality doesn't make much difference and isn't important for an RPG you can go with D20 Modern. CoC combat rules are pretty weak in general (IMO the worst version of BRP. The goal of the game is what, survive long enough to go insane? Practically everything is immune to most weapons anyway, so the combat rules are almost unnecessary). Sure, loading makes a difference. But the standard damages should be based on the standard ball round. Otherwise the whole damage chart is sort of pointless. I can think of some loadings for 9mm that give it stopping power comparable to a standard .44 magnum round. But I don't expect to see the 9mm listd in the book with the same stats as a .44M. My problem with the 5th edition COC chart is that it out of whack. THe .38 does the same damage as the 9mm, when it shouldn't (a .38 caliber round is actually a shorter, 9mm round with less power, the .38 SPECIAL is the one that is close to a regual 9mm and the ne that is usuable in a .357mag); and the .44M is performace wise too close to the 5.56 and 7.62 rifle rounds. As a side note, I'd agrue against the .357M. Basically it's a 9mm (.357 vs .355) with a lot more power, so much so that it tends to overpenetrate, injuring or killing bystanders. That is why is is no longer the wondergun among the police that it used to be. As for what is easier to shoot mutiple times, so what? If we were running "Gun Range the Role-Playing Game" that might be a factor, but as far as a firefight goes it doesn't make a difference (well, I suppse it might for the D20 crowd. They might need a second box of ammo to get through all those hit points). |
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I7ve played AFTERMATH too.
Yeah, it was a bit complex. Even wrose was the way the boooks were organized. There were lots of sepcial case rules that yo really had to hunt for to use. THe game love of using it'S own technical jargon, and hiding most items behind some sort of identifcation code didn't help. But, if the GM was really up on the rules, it could play fairly well and fast. THe GM really had to but up on the rules though, or it could bog down. It had a couple of things that I wish RQ had (like the different hit location tables you used depending on how you were fighting, so guys with shields tended to get hit on the shield side more, while guys fighting with rapiers took more hits on the leading arm and leg) |
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And suppression comes automatically if you fire fast shots against a target, provided it is sane enough to duck and cover immediately. Quote:
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![]() Obviously you think that realism comes only with rule complexity. But as far as I know this is in only one exceptional case true. And this exception is Gurps. It seems Gurps is the system of choice for the atgxtg in you who likes complex games. Quote:
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That was a common problem in general with FGI games of the period, and its quite true. Quote:
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Please don't imply that GURPS is my game of choice, it isn't. IMO GURPS does more things wrong than it does right (1pt knife damage, the inability to defend youself with a weapon without a superhigh skill or armor). I7d take Timelords, CORPS, HARNMASTER or a bunch of other before GURPS. Quote:
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But in some games and gneres, it can be important and worth differntiaing. For CoC Light/heavy is fine. For, say a James Bond style episonage game, a modern warfare game, or a Old West campaign, a bit more detail really helps. |
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