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Stronger minions
Sometimes a basic combatant is not threatening
enough. If you need tougher foes, feel free to modify their stats:
The default characteristic number can be increased
from 10 to 12, 14, or 16. If you need different values for different characteristics, you should create
a complete NPC.
Faster minions might strike first, or go immediately before or after the characters. This rule ignores
the standard rule for the order of actions in a
combat.
Weapon skills might be 40%, 50% or higher. Stay
with whole 10s, do not use 45%, 47%, 53%, etc.
for them.
Damage done in combat can be increased to 1D8,
1D10 or d12. Make sure the maximum possible
damage exceeds the PC armor by 2 to 3 points not more!
They may Parry or Dodge at their normal skill
percentage (e.g. 40%, 50%, etc.)
They may take more than a single hit. Tough minions might need two or more hits to take them
down.
A special or critical result will always take out a
minion, regardless of the number of hits it would
normally need.
A minions Armor is subtracted from the Damage
he receives, as it is for regular BRP characters. For
every three points of Damage a minion takes one
hit.
Using minions
Since they are not really good fighters or strong
enough to be life threatening, the GM will need to
bring a large force to battle the player characters.
This concept is completely new to BRP, so make
sure you can estimate the threat Minions pose.
Do some trial battles with Minions and a few fully
fleshed out characters to get a feeling for these rules.
As a rule of thumb you should bring 3 Basic Minions per player character and you will loose one
Minion every 1.3 rounds per player.
The players in return will suffer 1 point of real damage every 4 rounds.
So, a combat with one PC and three Minions will
last about four rounds and will inflict about one
point of damage. Obviously this all depends on how
good your player characters are and how you design
the Minions in comparison.
-1-
minions in BRP
Basic minion
advanced Minion
Attack: 30%
Attack: 40%
Hits: 1
Dodge: 40%
Damage: 1d6
Hits: 2
Armor: 1
Stamina roll: 60%
Leading Minion
Advanced Leader
Attack: 50%
Attack: 60%
Dodge: 50%
Dodge: 60%
Hits: 3
Hits: 3
Armor: 4
Armor: 6
-2-
minions in BRP
Why these rules
Its easy. A short time ago I was evaluating two
RPGs: Savage Worlds and Basic Role Playing. After
play testing both for a long time, though my BRP
play testing was done over the last 24 years or so,
I came to a point where I wanted a final decision. I
never really liked the idea of Feats, Traits, Edges or
Advantages (and their counterparts), so I tended to
use BRP as my system of choice.
But I wanted to make sure that I did the right decision, so I took the strongpoint of Savage Worlds:
fast combat - is it really so fast as they always say?
For three days a friend of mine and I fought the
same battles with both systems. Our final decision
was clear: both systems run nearly equally fast if you
know the rules. Writing down the number of hitpoints a NPC has left took the same amount of time
as putting on a Shaken marker and taking it back
again. No system was really faster.
What we observed though, was that we did forget
about Edges some NPCs had or we did not want to
use them as they would have slowed down the game
speed at that moment (doing a Wild Attack and
tracking the -2 Parry penalty with 3 NPCs of 5 possibles with 80 figures per side is a bit hard to remember without placing a marker next to them).
Same went for use of terrain, cover and situational
modifiers. Not to talk about Taunting or Intimidating other NPCs.
Things really screwed up as we had lots of Edges for
different NPCs. You simply forget about that -1 to
Dodge Modifier when in the middle of a huge
combat.
To sum it up we ignored all the cool stuff Savage
Worlds gives you as a player, because it was not
worth the time it would have taken to use it.
The outcome was a bit of a tasteless RPG that actually felt like a tabletop combat simulation. It was a
very tactical one and we had heaps of fun, thats for
sure, but it was not a RPG any more.
Whats up with BRP now? Is it better? Our answer
is No, its different. While playing the same battles
with the BRP system, we had a bad time getting the
right figure on the tabletop connected to the piece
of paper we used to write down the hitpoints. It was
a mess. We finally realized it is only worth counting
hitpoints up to the amount of a Major Wound, as
that would need a character to make a POW x 4 roll
to stay conscious. Since most Thugs have 12 hitpoints, the Major Wound threshold would be at 6
points. That was the moment we came up with the
idea of placing chips next to the figures, each chip
-3-
Basic Mook
Attributes
Hits
10
1
Stamina
roll
50
Attack
Defense
Armor
Damage
30
0
0
1d6
Advanced Mook
Attributes
Hits
12
2
Stamina
roll
60
Attack
Defense
Armor
Damage
40
40
1
1d8
Leader Mook
Attributes
Hits
14
3
Stamina
roll
70
Attack
Defense
Armor
Damage
50
50
4
1d10
Distracting - All
attacks against
these creatures
suffer a penalty
between 20% &
40%.
Top Notch - double
the damage and
take +1 Hit to be
down.
Fast - always act
first, Attacks are
Difficult against
these enemies.
Basic Mook
Attributes
Hits
Attack
Defense
Attributes
Hits
Attack
Defense
Stamina
roll
Armor
Damage
Stamina
roll
Armor
Damage
Attributes
Hits
10
1
Stamina
roll
50
Attack
Defense
Armor
Damage
30
0
0
1d6
Advanced Mook
Attributes
Hits
Attack
Defense
Attributes
Hits
Attack
Defense
Stamina
roll
Armor
Damage
Stamina
roll
Armor
Damage
Attributes
Hits
12
2
Stamina
roll
60
Attack
Defense
Armor
Damage
40
40
1
1d8
Leader Mook
Attributes
Hits
Attack
Defense
Attributes
Hits
Attack
Defense
Stamina
roll
Armor
Damage
Stamina
roll
Armor
Damage
Attributes
Hits
Attack
Defense
Attributes
Hits
Attack
Defense
Stamina
roll
Armor
Damage
Stamina
roll
Armor
Damage
Attributes
Hits
14
3
Stamina
roll
70
Attack
Defense
Armor
Damage
50
50
4
1d10
Distracting - All
attacks against
these creatures
suffer a penalty
between 20% &
40%.
Top Notch - double
the damage and
take +1 Hit to be
down.
Fast - always act
first, Attacks are
Difficult against
these enemies.