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Timeline for How can I make BRP less variable?

Current License: CC BY-SA 2.5

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Apr 17, 2013 at 9:14 comment added Runeslinger @mxyzplk - Aramis has the right of it, and newer versions do not differ: the message in the rules has been fairly consistently clear. The problem is one of not actually adopting the rules of the system, but instead assuming that the rules of other games (roll a D20 for pass/fail) apply. The solution is to address the lack of improvement running the game, not changing the game.
Apr 12, 2012 at 17:37 comment added aramis @mxyzplk It's the most common, but (having reread RQ3 and EQ lately) "dice failure=task failure " is also the WRONG way to run it. It's neither the designer's intent, nor actually how the game says to run it. Newer versions may differ.
Apr 12, 2012 at 16:12 comment added mxyzplk Hence my question about actual game mods - you are admitting the same thing I've experienced, which is that dice failure=task failure is the most common way of running BRP.
Jan 31, 2011 at 8:40 comment added aramis That's the GM being a real jerk, Mxyzplk... For drive skill, in FASA-Trek, 20 means you can drive without rolling unless it's freakish weather, or the first snowfall of the year, or a damaged car, or being shot at, etc. No roll, just automake. But those kinds of issues are why I gave up on BRP decades ago.
Jan 30, 2011 at 4:03 comment added mxyzplk That definitely helps, though only clips the problem on the low end. The problem is less "I start the car and drive to the market" - "Roll Driving. You failed? OH NO YOU RUN OVER A GRANDMA!" (though I've had crap like that happen) but more the "your skill is 60% and if you fail you or your car or whatever is completely trashed."
Jan 30, 2011 at 3:59 history answered aramis CC BY-SA 2.5