Quote:
Originally Posted by Leo Comerford
Does it have a single, well-designed system for varying the difficulty of skill checks yet?
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It has a simple method (p175, 177) which differentiates between "automatic skills", "easy actions" (double skill chance, no experience checks), "average actions", "difficult actions" (half chance). "impossible actions", and a variety of fairly reasonable circumstantial modifers.
Quote:
Originally Posted by goeticgeek
I fully support the authors' decision not to include an advantages/disadvantages system in the new BRP. When every game starts to incorporate every possible system then every game will start to look the same.
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I don't think this is the case, as there will be different methods of implementing such things and plus there are always new areas to scope.
I should also take the opportunity to mention that Steve Perrin's Quest Rules (SPQR)
does incorporate an advantages/disadvantages system.