Toadmaster
Legendary Member
- Joined
- Oct 24, 2018
- Messages
- 3,151
- Reaction score
- 7,666
That's pretty much how I view it, but I have also read some rather robust debates regarding whether or not Pendragon is BRP
I would consider Pendragon BRP adjacent. It is too far removed to be properly considered BRP in my opinion. Certainly mechanically related but in addition to the mechanics the whole play style is just so different with the whole seasons and generational aspects. I have a hard time seeing how it could be argued to be anything more than taking mechanical inspiration from BRP.
So, that leads to the question, what's required for a game to be called a BRP game?
(I mean this in the sense that fans of the BRP system would play it, and recognize it as at least "close enough" to provide the same entertainment that say Mythras or OpenQuest does).
Rough stab:
Agree? Disagree? What would you add to or subtract from this list?
- Skill + Attribute with figured characteristics
- No classes and levels
- No hit dice / gaining hit points over time
- gameplay based skill advancement (bare minimum is some kind of "experience rolls", extra points if these are limited to skills used)
- Skill based magic system
- Opposed rolls for combat
- Armor reduces damage, skill(s) reduce opponents chance to hit
- Skill + Attribute with figured characteristics
- No classes and levels
- No hit dice / gaining hit points over time
- gameplay based skill advancement (bare minimum is some kind of "experience rolls", extra points if these are limited to skills used)
- Skill based magic system
- Opposed rolls for combat
- Armor reduces damage, skill(s) reduce opponents chance to hit
In bold I would agree are important elements
I don't think a switch to d20 from d100 s disqualifying as long as the skills remain % based (based on 5% blocks instead of 1%). This change is just not that big of a deal to me.
I can't imagine levels working, but classes as in more solid templates wouldn't necessarily be a deal killer as long as not too rigid. I could certainly see some starting "classes" to simplify chargen being not too objectionable.
Kind of meh on hit points, D&D style with increasing hit points is pretty much out since levels is out, but I'm not too committed to the RQ style of hit points / hit locations. I would certainly consider some alternative methods.
Skills increasing through gameplay / experience is an important element, but again, I'm not too committed to any one particular style as there are already a variety of options within the accepted BRP family.
I'm not sure what you are calling opposed rolls, roll to hit vs roll to parry / dodge / block? I'd actually consider some options here acceptable. A true opposed roll (direct skill vs skill) in place of the current roll to hit vs roll to parry / dodge / block could potentially be an interesting and faster playing option.
Armor as damage reduction is a pretty solid feature, not sure what you mean by the second part unless you are referring to parry / dodge / block which I've addressed above.