Author: Robin (---.152.115)
Date: 01-08-2003 05:42
First, let me say that I had never heard of BRP before I read this column and the forum posts, but funny enough I designed my own generic system to replace all the different game systems for the various settings I play in with modelled on what I liked in Call of Cthulhu.
My approach to RPGs is a mix of realist (or simulationist) and narrativist; I want realistic characters and a realistic task resolution system, but I don't want the rules to play the game for me - so, no Rolemaster the tables of which tell me what my character actually does. The obvious workaround to me was removing large portions of the realism from the rules system and putting it into the interpretation of values and rolls. I'd like to highlight some features of my system here as they might come in handy:
a) the primary rule is that of common sense - as it has been said, a 90% pilot doesn't crash his plane 10% of the time. The first thing I always do is assess whether a roll is really necessary - is the situation at hand routine for a 10% / 50% / 90% pilot? Only if it *isn't*, then a roll is made. That should be totally obvious, but I'm always astonished when I see gamers use a rule just because it's there - as if they'd roll for not tripping when their characters walk just because there is a skill called 'Walking Straight'.
b) probably more interesting, here's the dynamic for stats / skils used in my system:
Characters have stats such as Dexterity which describe the basics of the character, and skills which describe specializations of stats. Each skill is dependent on a stat, so Flying a Plane as a skill could be teamed up with Dexterity.
In my system (as it has to be generic) there are fifteen stats, five each in the groups of Body, Mind, and Soul. Dexterity is one of the Body stats. Stat values range from 1-20, while rolls are made against the value x5 (so if Dexterity is 12, then rolls are made against 60%). The five values in a group add up to yield the group index, which again (as there are five numbers between 1 and 20) yield a kind of percentile; this time the highest value a skill may have in that group. So if the Body index is, say, 56 (the sum total of all five stat values), then no Body skill can be higher than 56%.
At first that seems to mean grossly underpowered characters, but bear with me.
Let's say we have two pilots, one a relative beginner with a Fly Plane skill of 12% and a pro with 56% (both having a Dex of 12 and an index of 56 for illustrative purposes).
All rolls against stats or skills yield one of four result types on a single roll:
Rolls of lower than or equal to one tenth of a skill yield a first class result (exceptional success) as a skill roll and a second class result (normal success) as a stat roll.
Rolls higher than that but lower than or equal to the value rolled against yield a second class result as a skill roll and a third class result (partial, slow or in any way modified success) on a stat roll.
Skill rolls higher than the skill value but as high as or lower than twice the skill value yield a third class result.
Stat rolls higher than the stat value or skill rolls higher than twice the skill value yield a fourth class result (failure).
This already makes it obvious that our 56% pilot is unable to fail his skill roll (although modifications might exist which lower the skill value rolled against - then failure is again possible).
Now skill rolls take precedence over stat rolls, but if a roll made against a skill would have been better had it been rolled against the appropriate stat, then it is treated as a stat roll.
For our pilots this means:
Our beginner pilot rolls a 1st class result on 1, the pro on 1-6 (always round up or down mathematically). This is an outstanding performance.
The beginner rolls a 2nd class result on 2-12, the pro on 7-56. This is normal performance.
The beginner rolls a 3rd class result (made it, but not too good or with more sweat than necessary) on a 13-24; the pro on a 57 - 100. The pro cannot perform worse than that without modification.
The beginner also rolls a 3rd class result if the roll is 25-60, because his Dexterity value to roll against is 60%; this result means that his pilot's training may have failed to help, but his natural abilities and instincts have helped him this time. The pro is progressed so far that his skill all but cancels any influence his Dexterity may have.
Only if the roll is 61 or higher does the beginner pilot actually fail.
This system expressly defines a skill as something which one is already good at because one has had some kind of training. I wouldn't for instance include a skill 'Drive a Car' in a modern setting as this is a mundane skill almost everyone has - but a skill 'Stunt Driving' which exceeds the average motorist's skill would be ok. Normal drivers get to roll against Dexterity only if a check is needed.
Any comments on this would be greatly appreciated.
Robin
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