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Middle Earth BRP Introductory mission should be The Necromancer's Lt? Character Creation Effects of aging (CoC, BRP)?

Use Exp Bonus fr INT (BRP) Stat Gen, see BRP Quick: including moving up to 3 points. No derived stats, ie Luck etc? Characteristic adjustments to Skills (which system?)? Or not..? Standard HP's, no locations. No major wounds. Unconscious at 0 or below. CON + SIZ for double HP's? Which system for starting skills/races/roles? Fergo/BRP gold? Short skill list fr BRP Quick? No fatigue or encumbrance. Move = 10 for humans? (BRP) Damage bonus as BRP? Weapons that are Melee/Thrown start w/same % (incl Parry) Read/speak separate? NO just use Literacy. Attack/parry separate skills? Yes, or Dodge is no good. Att/PARR begin equal. Dodge = Dex x 2. Weapon classes for skills? Skills above 100%? No. Character Customization Rules Which system and set of custom stats? Fate points (Colin maybe?) Essence (POW x5)/Corruption (Colin maybe?) Reputation (Colin) NO, use Status (BRP/CE?) Courage (Colin maybe). Advantages/Disadvantages (Colin) NO. Fergo? General Rules Hit point recovery: how long? One day, as POW. Which system for advancing in skills? 1d4 + 2? 1d6? 1D10 for chosen class skills (Colin)? System for increasing in POW. (Not Colin's). Healing/First Aid: Boost effects! Task Resolution No difficulty levels. Opposed rolls (on resistance table? No?) Lowest wins if opposed and both succeed? (as opposed to BRP highest). OTOH, if highest successful roll wins, then the highest skilled character benefits, so... What about this from Openquest? The heart of the game system is in the skill checks: Roll 2d10 and read it as a percentage. If you've rolled under your skill level, you've succeeded. If you roll under a tenth of your skill level, you've succeeded critically. Roll over and you fail. Roll double zeros? That's

read as 100, and you fumble. Simple. So, you've got a Riding skill of 57, you're chasing some bandits, and you need your steed to jump a fence? A roll of 57 or less gets you over the fence safely. A roll of 5 or less gets you over the fence and the GM may decide you gain a round of movement on the bandits. 58 to 99 means the horse balks and won't jump, and 100 means the horse fails to clear the fence, falling . . . probably on top of you. Opposed rolls, where one character is rolling against another, are a little more complicated. Here the objective is still to roll below your skill, but you want a higher roll then your opponent. If on the other hand, both of you fail your rolls, the lower roll of the two failures is considered the winner. It's a little odd, but not hard once you've done it a few times. And: in each round every one gets 1 attack and 1 defense... also no longer do characters have 1H sword 35% Throwing Axe 15% Spear 26% we now have three skills to cover it all Close, Ranged and Unarmed.. Magic System Use Fergo's? Skill rolls, or not? (No? Regular spells just work, spells against someone need POW vs POW anyway.) If not, how to limit the number of spells? Which set of spells? Fergo? Combat Combat Round = 12 seconds (BRP). Simple Party initiative. Statement of Intent. Move + Action. Human Move up to 100' per round, but move more than 50' = no other action? Each Round, can make one ATT or Action, and one Defense. (BRP Quick). How parries and dodges work. Simple. One ATT, one DEF, per Rd (BRP Quick). Skip shield attacks. No crits/fumbles or specials, no called shots. Minimal combat bonuses, re cover, attack from behind... See BRP Quick. Use Brawling = Unarmed Combat? (include Fist, Kick, Grapple?) Use 1/2 Damage Bonus for MW (except Crsbw) (Str Bow for full bonus. Str Crsbw for full bonus). No weapon HP or breakage. Shield CAN parry MW. Use 3 sizes from BRP Quick for bonuses above base. Dodge may be used against MW. Currency/Equipment/Price List As per Colin? Work out effects of Mithril? Simple BRP Quick Weapons and Armor? (With no effect on skills).

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