What are some BRP clones?
I don't necessarily have a problem with introducing a random element to the combat sequence. I just don't want to lose the variability associated with size/dex/weapon strike ranks. I never found BRP combats to be difficult to run, or cumbersome, and don't see why introducing a random element would speed things up. In D20, once the initiative order is determined it doesn't change, no matter what you do unless someone delays an action. But in BRP, you can change the order of combat by changing your tactic.
I presume that we will still be able to do that.
Also, I don't really see how (yet) AP/HP makes more sense than just AP. In the old system, the AP and HP were the same stat. As the weapon got damaged, it's ability to resist more damage would decrease. Take, for example, an archer using his bow for impromptu defence against a sword. One would expect that with each successive hit the bow would be more likely to break as it would withstand damage less each time.
I'm speculating here, but if AP and HP are separate, does it not stand to reason that only the HP would go down as the weapon got damaged while the AP stayed the same. Therefore the damaged bow would have have the same resistance to further damage that a fresh bow would. But my experience in real life tells me that a cracked cricket bat might break when hitting a ball, but an uncracked bat could hit thousands of the same ball without suffering damage.
But perhaps I'm misinterpreting AP/HP. How does the 'breaking value' in BRP clones differ from RQ3's AP system?
As for poor Steve, he didn't get his own arm back but did manage to get something else installed in it's place. For those of you interested in prosthetics in the world of fantasy, I would encourage you to read Michael Moorcock's "The Stone Thing: A tale of strange parts" which can be found at the end of "Elric at The End of Time". All hail the Wise Man of Oorps from the mountains beyond Katatonia!
Cobra
I don't necessarily have a problem with introducing a random element to the combat sequence. I just don't want to lose the variability associated with size/dex/weapon strike ranks. I never found BRP combats to be difficult to run, or cumbersome, and don't see why introducing a random element would speed things up. In D20, once the initiative order is determined it doesn't change, no matter what you do unless someone delays an action. But in BRP, you can change the order of combat by changing your tactic.
I presume that we will still be able to do that.
Also, I don't really see how (yet) AP/HP makes more sense than just AP. In the old system, the AP and HP were the same stat. As the weapon got damaged, it's ability to resist more damage would decrease. Take, for example, an archer using his bow for impromptu defence against a sword. One would expect that with each successive hit the bow would be more likely to break as it would withstand damage less each time.
I'm speculating here, but if AP and HP are separate, does it not stand to reason that only the HP would go down as the weapon got damaged while the AP stayed the same. Therefore the damaged bow would have have the same resistance to further damage that a fresh bow would. But my experience in real life tells me that a cracked cricket bat might break when hitting a ball, but an uncracked bat could hit thousands of the same ball without suffering damage.
But perhaps I'm misinterpreting AP/HP. How does the 'breaking value' in BRP clones differ from RQ3's AP system?
As for poor Steve, he didn't get his own arm back but did manage to get something else installed in it's place. For those of you interested in prosthetics in the world of fantasy, I would encourage you to read Michael Moorcock's "The Stone Thing: A tale of strange parts" which can be found at the end of "Elric at The End of Time". All hail the Wise Man of Oorps from the mountains beyond Katatonia!
Cobra