BRP Options & House Rules   [16NOV08] options.htm
     
BRP OPTIONS: Used? DETAILS  (Note: Italics indicate non-standard rules.)
Choosing Characteristic Values (p16): NO (Characteristics are rolled randomly). Some flexibility is allowed, by swapping and/or spending CC-points on higher stat values.
Higher Starting Characteristics (p16):  YES Player-characters start with higher-than-average stats. Variant: roll 4d6 and pick 3 (instead of 2d6+6 for all)
Education/Knowledge Roll (p24 etc):  NO (As recommended for non-modern/scientific/investigative settings, the EDU characteristic is not used)
Cultural Modifiers (p38):  YES As recommended for fantasy settings, characteristics can vary by culture/race/gender/age/status.  See Character Creation
Non-Human Characters (p335):  YES As virtually required for fantasy settings. See Character Creation
Point-based Character Creation (p19):  YES Variant: a simple point-buy system incorporating some randomness. See Character Creation
Step Six (p21):  NO (Increased skills for selected personality types is an unnecessary complication).  See Personality Traits
Increased Personal Skill Points (p24):  NO (Increased skills for starting characters are unnecessary at the normal campaign level)  
Hit Points per Location (p20, 29):  NO (Keeping track of separate hit points for each body area is fiddly and unnecessary). See Grievous Injuries
Total Hit Points (p30):  NO (Doubling the hit points of significant/player characters is simply cheating). See Heroic Defence for a better system!
Fatigue Points (p20, 32):  YES Simple version: Make CONx5 rolls after exertion to avoid becoming Fatigued or Exhausted
Sanity (p21, 32, 318):  NO (Hey! This isn't Call of Cthulhu, y'know! In Pandaria, there are Heroes - and Good Guys can win. Well, there's always hope...)
Distinctive Features (p34-35):  YES Variant: Inborn "bogies" are also available, in addition to various tables of physical features.  See Distinctive Features
Freeform Professions (p41):  YES Setting-specific professions are provided, but other versions/combinations may be possible. See Character Creation 
Aging and Inaction (p183):  YES Variant: Fixed modifiers apply to age categories, to make magical aging/rejuvenation changes easier
Skill Category Bonuses (p20, 31, 48):  NO (As recommended, incompatible with Simpler Skill Bonuses option, below:)
Simpler Skill Bonuses (p31):  YES Variant: Skill base values depend on the related characteristic value, so stat bonuses are built-in. See the Skills System
Complementary Skills (p50):  NO (Adding fractional bonuses to skill-rolls for other related skills causes unnecessary complications and calculations)
Acting Without Skill (p49):  YES Usually a 5% chance is permitted - but don't push it!
Literacy (p67):  YES As recommended for settings where literacy is not universal, ability to read/write must be acquired/noted specifically.
Research Specialities (p74):  NO (As recommended for ancient/mediaeval-style and non-investigative/academic-themed settings, this is unnecessary)
Skill Ratings Over 100% (p175):  YES As recommended for heroic settings, any skills can progress to over 100%
Power Projection (p145):  NO (Recommended only for superhero settings, this skill of targeting energy-attack abilities is not required)
Opposed Skill Roll Systems (p174):  NO (As stated, a matter of personal preference - and I hate 'em, so I'm inspired to use the earlier method). See the Combat System
Encumbrance (p180):  YES Useful for gritty realism. Simpler system - Variant: SIZ+STR based limit, weights in lbs not 'things', with armour burden types.
Eliminating Statements (p188):  YES As suggested to speed up combat, 'statements of intent' are not used: actions are performed in turn, in initiative order.
Initiative Rolls (p188):  YES As recommended for combat-oriented games, initiative is rolled. Variant: Initiative rolls use d12 + DEX bonus
Power Use in the Action Phase (p189):  YES As recommended to put magic/powers on an even footing with normal combat, a separate 'Power Use' phase is not used.
Attacks and Parries over 100% (p198):  YES As recommended for heroic settings, combat skills can progress to over 100%
Dodging Missile Weapons (p198):  NO As recommended for realism, ability to dodge missile weapons is restricted (to Heroic Defence and certain Martial Arts)
Dying Blows (p199):  NO (Unrealistic and unnecessary. Besides, death need not be the end...)
Separate Attack and Parry Skills (p199):  NO (Despite being recommended for detailed simulation, I feel tracking parry skill separate from weapon/attack is overly complex)
Strike Ranks (p199):  NO (Despite being recommended for detailed simulation, I feel breaking combat into strike ranks is overly complex and mechanistic)
Miniatures and Maps (p202):  YES As recommended for detailed simulation, miniature figures and floor-plans are a virtual necessity to convey situations clearly. 
Armour By Hit Locations (p262):  NO (Usually unnecessary). Variant: Standard suits of armour are defined heterogeneously, if such detail is required. See Armour Lists
Damage and Hit Locations (p204-205):  NO (Despite being recommended for detailed simulation, tracking damage for each hit location is unnecessary). See Grievous Injuries
Allegiance (p315):  YES As recommended for supernatural/divine powers. Variant: "Holiness" for Priests invoking miracles. See the Miracles System
Personality Traits (p294):  YES As recommended, a useful GM tool. Variant: A mechanism for player-characters to gain role-play bonuses. See Personality Traits
  The Optional Rule Checklist above does not list these following options, although they are noted as optional/discretionary within the standard BRP rules:
Fate Points (p176):  NO (The new Fate Points idea seems too arbitrary and 'meta-game' to me). Heroic Defence is better. See the Experience System    
Random Armour Values (p195):  NO (As it's recommended only for genres emphasizing random chance,  unreliable armour from Elric!/Stormbringer is not used.) 
Criticals Damage Armour (p214):  YES Variant: Rather than armour being destroyed by criticals/fumbles, very powerful hits may damage it. See the Combat System
   
MAJOR HOUSE RULES:  
HEROIC DEFENCE  Characters become Heroes by gaining the "Heroic Defence" (Dodge) ability - which increases only via role-playing.
REALISTIC HIT POINTS Hit Points are determined by a character's physical size (i.e. SIZ/2) but loss of HPs is not fatal until below -CON.
STANDARD CHARACTERISTICS Character stats as per D&D (Str, Int, Wis, Dex, Con, Cha) on a 3d6 scale (APP, POW & SIZ are derived).
STANDARD SPELLS Spells are as per AD&D (1st ed.), with noted interpretations and modifications. See the Magic System
COMBAT ACTIONS  Actions in combat are similar to D&D (3.x): Move + Attack, Free Attacks of opportunity, etc. See Combat Actions
GRIEVOUS INJURIES More detailed Minor/Major/Fatal Wounds, replacing hit location rolls and simplifying combat. See Grievous Injuries
SAVING THROWS Roll STATxX to avoid most physical effects, or POWvSTAT versus mental spells and similar effects
MAGIC SKILLS & ABILITIES "Magic" is one skill, not one per spell, but extra magical skills/abilities also exist. See Magical Abilities
COMBAT SKILLS & ABILITIES "Expertise (weapon)" skills (Martial Arts) give extra damage/attacks and abilities. See Martial Abilities
   
MINOR HOUSE RULES:  
SIMPLE DAMAGE BONUS Instead of BRP/RQ-style rolled bonuses, simple +X damage bonuses are used as per D&D (3.x): (STR-10)/2
MAX. EXPERIENCE Instead of an experience bonus complicating every increase roll, a max. experience of 100-INT allows higher skills to increase easier.
IMPERIAL MEASUREMENTS Imperial units are used (not Metric); a 'Turn' represents 10 minutes (not 5); Move Rate is in 'Squares' (5ft)
CHARACTER WEALTH & STATUS Status skill and Wealth Levels are not used. Heritage may give social status and wealth, but normally actual cash is required to buy things!
COMBINED FUMBLE TABLES One combined Combat Fumble table is used for Melee/Missile/Natural weapons; and there is also a separate Magic Fumble table.
PSYCHIC POWERS  Psionic powers are as in AD&D (1st ed.), with a few modifications and revised costs. See Psionics
VERY EASY/DIFFICULT ACTIONS  As well as Easy/Difficult modifiers (x2 or /2), there are modifiers for Very Easy/Very Difficult tasks (i.e. x10 or /10).
WEAPONS/SHIELDS/ARMOUR Some mods: Prices; No damage adds; Detailed armours; Longswords can impale; etc (differences noted in italics). See Weapons & Armour
SKILL DIFFICULTY FACTORS Some skills improve faster/slower than normal. Instead of the usual +d6/+3, easy skills gain +d6+1/+4, hard +d6-1/+2, v.hard +6-2/+1. 
TRAINING SKILLS & STATS Simplified method of increasing skills and stats through training: training/research times are given in weeks, not calculated in hours. 
NO PENALIZED PARRIES Extra parries/dodges at cumulative -30% penalties are not used: Fighting Defensively gives an extra parry; and Heroic Defence can dodge.
INDEPENDENT ATTACK/PARRY The Attack/Defence Matrix is not used. Rolled Attacks/Parries/Dodges give results independent of opposing rolls. See the Combat System.
SPECIAL EFFECTS There are minor modifications to the Special attack results (e.g. Crush only stuns one hit location; Slash inflicts +1 damage minimum; etc).
PERSONALITY TRAITS  Player Characters may also have personality traits, like NPCs, and can gain skill-bonuses through using them, with a simple mechanism.
INBORN BOGEYS / FEATURES Optionally roll for special abilities and distinctive physical features for your character.
GOLFBALL EFFECT Especially powerful blows can knock their targets back, and perhaps down, and may also even punch holes though armour.
HEALING HERBS A detailed system for the location and usage of healing herbs, and otherwise useful natural substances, makes Herb Lore a very useful skill.
PERILOUS POISONS More detailed effects for poisons (not simply POT HP damage), and their chance to seep past armour, gives more realism - and danger...
ENCUMBRANCE, BURDEN & FATIGUE  A simple system realistically limits how much can be carried, what armour can be worn, and how tiring adventuring activities will be.
MAGIC ITEM COSTS & FUNCTIONS Minor magical items may be available for purchase and their approximate prices are detailed, along with properties of these and others.
MIRACLES SYSTEM Religions are detailed with their own available miracles (spells), and the activities (skills) and attitudes (traits) suited to their adherents.