Korgoth said:
I see it as an attempt to solve problems that didn't actually exist. It seems to me that the 2 radical moves it makes are to make investigation 'nonrandom' and to remove the stats for the big baddies.
Let me take the second point first: removing stats for the big baddies. Let's recall first of all that in the central story of the so-called Cthulhu Mythos, "The Call of Cthulhu", Cthulhu is defeated by a mariner who rams his boat into Cthulhu's noggin.
I've heard that before, but my impression of the scene, as the island descends and the boat causes temporary discorporation. Assuming that it's even Cthulhu himself, there's still plenty of deaders.
You can (at least temporarily) stave off the end of the planet with the African Queen, and you don't even need Bogie to do it. But how does anyone know that if the squid doesn't have any stats? Then it's just pure fiat.
I'm all for stats on gods and old ones and everything, but seriously, if your game ever revolves around the damage Cthulhu will take from a boat, that can only end badly. I had a rigger in an SR game and ramming a guy with a drone caused quite a lot of discussion.
They're just giant, hungry aliens with psychic emanations strong enough to melt you.
As an aside, I had this same problem with Cloverfield: you're hitting this thing with 2,000lb bunker busters and you don't even scratch it? I call B.S. The monster already has enough advantages without the screenwriter having to cheat on its behalf.
You do have to keep in mind that many of the Mythos societies were highly technological too. "power shields" that stop nuclear blasts are a staple of sci-fi, and there are plenty of sci-fi reasons Cthulhu could be unstoppable.
But, I mean, I'm not really disagreeing with you, just saying that it can go whichever way the campaign requires, and that comes back to DM trust and such.
The other issue was with the investigations.
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So in my experience, the game doesn't really turn on a single Library Use roll, or even a series of such rolls, since you can generally just keep rolling. Also, if the party decides that it missed a clue at some point (like they find themselves lacking info) they can always send guys back to the library.
This was mostly addressed in other material I read about it, and I can see their point.
If a player misses an important clue because of a bad roll, you can;
1) arrange for another roll, or alternate clue, until they get the info needed or explode.
2) fudge things so they get the info anyway
3) the game stalls while players try to figure it out without the clue.
The simple idea is that in 1&2, the roll really doesn't matter, does it? If you succeed, you get the clue. If you fail, you get the clue?
For CoC/BRP, I think the problem was more the yes/no skill check. Other systems have a method by which you can get degree's of success, and I think those are better for investigation rolls.