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<blockquote data-quote="Wolfpack48" data-source="post: 9262275" data-attributes="member: 6872648"><p>I don’t disagree on some of these points but as an alternate take:</p><p></p><p>1. Although there may be some statistical advantage to using non-linear modifiers, I’ll assert that the ease of use and understandability of straight linear modifiers outweigh any disadvantages. Folks grok +1/+10% easily and this makes teaching BRP easy. I’ll give the nod to playability over more complex systems every time.</p><p></p><p>2. One thing that’s great in BRP is that monsters, NPCs and PCs all use the same stat blocks, something others have complained about in the D&D model. BRP has the an assigned point system option for character gen, but we’ve always rolled stats and allowed players to assign numbers to chacteristics as desired. INT and SIZ are constrained by the type of roll (2D6+6)</p><p></p><p>3. We’ve found that even “special” abilities can be handled by the skill system. If you had say the ability to Leap Tall Buildungs, you could simply add it as a skill, perhaps with a high percentage. Superworld used this model with some detail about how to use those skills. Again, simplicity and ease of use helps.</p><p></p><p>4. BRP gives the opportunity for Hp to be a total of SIZ+CON instead of an average, which can make for a more sturdy PC. There are other spot rules that allow for a more high powered game. We like the grittiness and lethality of RQ and CoC but there are many ways around it.</p><p></p><p>I do agree the system is older, but I’ve found it easily adaptable and modifiable to fit with the theme of the game I’m running. It’s modularity and streamlined resolution system still shines today.</p></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9262275, member: 6872648"] I don’t disagree on some of these points but as an alternate take: 1. Although there may be some statistical advantage to using non-linear modifiers, I’ll assert that the ease of use and understandability of straight linear modifiers outweigh any disadvantages. Folks grok +1/+10% easily and this makes teaching BRP easy. I’ll give the nod to playability over more complex systems every time. 2. One thing that’s great in BRP is that monsters, NPCs and PCs all use the same stat blocks, something others have complained about in the D&D model. BRP has the an assigned point system option for character gen, but we’ve always rolled stats and allowed players to assign numbers to chacteristics as desired. INT and SIZ are constrained by the type of roll (2D6+6) 3. We’ve found that even “special” abilities can be handled by the skill system. If you had say the ability to Leap Tall Buildungs, you could simply add it as a skill, perhaps with a high percentage. Superworld used this model with some detail about how to use those skills. Again, simplicity and ease of use helps. 4. BRP gives the opportunity for Hp to be a total of SIZ+CON instead of an average, which can make for a more sturdy PC. There are other spot rules that allow for a more high powered game. We like the grittiness and lethality of RQ and CoC but there are many ways around it. I do agree the system is older, but I’ve found it easily adaptable and modifiable to fit with the theme of the game I’m running. It’s modularity and streamlined resolution system still shines today. [/QUOTE]
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