Deleriad said:
I like the party Hero Points mechanic as well. It's a completely different idea to the printed system and I'm too far into my current campaign to change to it. May use it in future though. Perfect for BRP games that don't already have HPs I reckon.
Sadly that rule isn't mine, it comes from the RQ redux! (it IS credited where i put it, i think you may have missed it)
Deleriad said:
Your skill list is quite similar to the one I use. I have made Insight a Basic Skill though. It gets used for obvious things (is X telling the truth) but also as something like an INT*5% roll. i.e. I use Insight for insight into people, places, plots etc.
I've actually made all the basic lores into one single "natural world" lore. That way you have a skill for what you know about the natural world (Lore) and society (Culture).
I just TOTALLY stole your Insight skill! In addition, i merged world, animal and plant lore into World Lore (like natural, only i like "world" better).
The advanced Culture (other) went away (if you want to know about cultures just get a Lore (Culture). This is reflected on the mini description.
Deleriad said:
I like the way you've adapted the Open Quest skill categorisations and character generation system. Looks nice and smooth.
I added a Communication section, and split the practical skills among Comm, Physical and Knowledges. This also allowed me to clear up the character generation (every category gets the same ammount of points) and also allows for specialist character rules: basically make one category one "step" worse but improve another one "step". Also correctly credited OQ there.
Deleriad said:
I don't think that adding a weapon speed modifier into SR makes sense in the way you've described it. Unless your modifier is a negative number then it means it's quicker to hit a person with an axe than to run. This is the same problem as the weapon SR values in the GM's Handbook.
Well, arguably if you have to turn around it IS faster to hit you, but that is already covered with different moves and free attacks.
Weapon strike rank modifiers were suppossed to simulate reach, although they are going to go away if i settle for weapon reach rules from the RQ redux. I Just dont pay attention to it till it's resolved
Im working on maneuvers (again, from the RQ redux). Im trying to balance them a bit, and though they DO add a really nice layer of customization for characters, i fear im opening a can of worms (that's why they arn't merged into combat, they will be a stand-alone addition).