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/tg/ - Traditional Games


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What does it get right?
What does it get wrong?
How easy is it to learn?
How easy is it to teach?
How does it stack up against Genesys, GURPS, and DnD?
What other extra tidbits must one know about it before getting into it?
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What is it called?
Who wrote it?
How many pages is it?
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>>96611740
Never played it but on account of it not being dnd means that it will have a higher chance of players NOT bringing typical dnd brain rot autism to the table.

Also it is just one book makes it pretty interesting already.
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It's a good system but the expansive skill system generally doesn't feel good. Making a character that's an anthropology professor and putting skill points into Anthropology but then having to also put points in History and Archaeology is just ridiculous.

Sure, most of the systems suggest you shouldn't call for rolls where a character isn't under any pressure and can be assumed to be competent, but at that point the system should really be based on backgrounds/professions rather than skills.
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>>96611924
Is it at least fun?
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>>96611929
I find it fun. The roll under your stat or skill as a 1-100 percentile mechanic is enjoyable. It's clear what you're trying to roll against and it feels like your roll is totally based on your character's skills and attributes (because it is, and because of the obviousness of the percentile value).
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>>96611947
Thanks anon!
I just want to try something other than DnD. I don't hate DnD. I just want to try something different.
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>>96611740
It's "basic." It's excellent for a core but you'll be doing a LOT of work to actually play a game with it. There's no setting, no monsters or enemies, no prewritten adventure, nothing. It's more a base for you to build an RPG on rather than a system ready to go.
That said, It's a great core. It's the core to Runescape, M-Space, Call of Cthulhu, and a lot of others that are loved and played.
If you are looking to make your own RPG but you don't want to invent mechanics then this might be the right book for you.
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>>96611949
I would also highly recommend any Year Zero Engine game if you are looking to branch out from DND for the first time. Check out Forbidden Lands if you want a fantasy game that's DND adjacnet.
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>>96611924
You could very easily right up your own skill list that functions the way you've said, or get rid of the skill list altogether and use something like the "make up your own skills" in Unknown Armies. I don't think he would harm the underlying game at all.
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>What does it get right?
d%-based skill progression obsfucates nothing and gives the player a lot of information to make informed decisions.

>What does it get wrong?
The full skill list is a bit cumbersome and overly broad. You need to tweak a lot of dials behind hte scenes if you don't want combat to feel like rocket tag.

>How easy is it to learn?
Super fucking easy if I was able to learn it.

>How easy is it to teach?
Wouldn't know, never had to teach.

>How does it stack up against Genesys, GURPS, and DnD?
>Genesys
It's more about
>GURPS
Basically the same in a lot of ways, but since its a d% instead of an intenral bell curve, the math is inhernetly superior. And BRP's setting support is actually worth a damn if you're a pick-up-and-play kinda group.
>D&D
SimpleD6 is a better game than D&D, you already know this. Why ask?

>What other extra tidbits must one know about it before getting into it?
Don't make generalist characters, and look into Pulp Cthulhu for combat-heavy campaigns regardless of your actual narrative genre.
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>>96611740
It's not really a game, as other anon has pointed out
If you want to read a book and start playing you want a BRP-based actual game like Runescape/Mystras, CoC, WFRP or whatever
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>>96611740
I'm confused how it lets you reach 100% or above. You just never fail then? Should you set caps? But even 95% is virtually never failing. What's the best cap? 80%? I just don't get it.
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>>96613590
anon, there are modifiers to actions. of course if you reach 100 percent and above you are standing at the pinnacle of humanity in that particular skill.
You are not supposed to be challenged by simple actions.
Let me give you an example. You want to climb the walls of a 90 ft tower. lets say this would be a hard task because of the lack of proper handholds most of the way and gets a -20 penalty. Lets say it is raining hard and you have to do it at night and its making everything slippery and you cant see anything, your equipment gets a little heavier etc so you have another -15 for doing it without seeing and another -25 for the heavy rain.
we are now at -60. Even an expert thief with a climbing skill around 80 would consider trying this to be suicide but a legendary thief with a climbing skill of 115 has a 55 percent chance of making it. Not easy but not impossible either
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>>96613590
>what are modifiers
Believe it or not BRP systems have the opposite issue if no bonus modifiers are involved
>100% or above
AFAIK this isn't possible in BRP, due to skill advancement rolls you aren't getting above 100
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>>96613622
>>96613776
Thanks. How common are modifiers? Is it like an every roll thing?
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>>96613796
they depend on the circumstances. For example a decent party will try to maximize their chances of success so in the opposite scenario having helpful climbing equipment, maybe magical assistance, etc would create positive modifiers.
The other part is the difficulty of the actions itself. I would say they are common/frequent but not in every roll
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>>96611740
I greatly prefer it to GURPS.
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>>96613776
pretty sure there's an option for it
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>>96611956
>That said, It's a great core. It's the core to Runescape, M-Space, Call of Cthulhu, and a lot of others that are loved and played.
Couldn't you just retrofit one of those rulesets to your original setting rather than use BRP? E.g. use CoC rules for a straight detective game.
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>>96616262
You'd probably end up ignoring everything about sanity, but yeah, you could do that. There are better systems for pure detective games though.



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