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| 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 |