Tentative House Rules for Deluxe
The core book encourages us to warp the rules to our satisfaction, so I thought I'd throw out some stuff I've been mulling over, followed by explanations. My BRP pedigree is recent so I have few sacred cows.
Abilities: 3d6, treating 1's as 2's, arranged to taste. SIZ can be increased with improvement points.
Rationale: A modest bump. I'm also not keen on 2d6 + 6 abilities, they seems more of a legacy mechanic than anything and aren't reflected by NPC stats presented. Plus, people can and do gain mass, something I'm continually reminded of as I grow older.
Damage Bonus: Add Strength and Size. For every full ten points gain 1 point of damage bonus.
Rationale: Faster, more brutal combats on the human scale. Larger creatures are less instantaneously lethal.
Free skill points: Choose 12 skills and add 20 to each.
Rationale: Speeds up character generation and encourages more rounded PCs.
Connections add 5% to a non-combat skill. No skill may benefit twice from a connection.
Rationale: Softens min/maxing tendencies further.
Hero Points may be used to flip percentile results or reduce the damage of a successful attack to it's minumum rolled amount. Hero Points refresh per game day or per session, whichever comes first.
Rationale: Ameliorates combat lethality on the players' side. Makes each point spent count.
Charge or Great Attack: +20% to hit, double damage bonus, lose reaction. Great attack is available to two-handed wielders only.
Rationale: Changed to incorporate damage bonus changes, unified for simplicity.
Comments and suggestions welcome.