Basic Roleplaying: The Chaosium d100 system (Basic Roleplaying) (Basic Roleplaying)

Basic Roleplaying: The Chaosium d100 system (Basic Roleplaying) (Basic Roleplaying)

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Authors: Jason Durall, Sam Johnson
Publisher: Chaosium Inc.
Category: Book

List Price: $39.95
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Rating: 4.0 out of 5 stars 5 reviews
Sales Rank: 73453

Media: Paperback
Pages: 384
Number Of Items: 1
Shipping Weight (lbs): 2.3
Dimensions (in): 10.8 x 8.1 x 1

ISBN: 1568821891
Dewey Decimal Number: 793
EAN: 9781568821894
ASIN: 1568821891

Publication Date: June 20, 2008
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Editorial Reviews:

Product Description
Chaosium s BASIC ROLEPLAYING is a core rulesbook that gathers in one place the rules, modules, and options for one of the original and most influential role playing gaming systems in the world. BASIC ROLEPLAYING is designed to be intuitive and easy to play. While character attributes follow a 3D6 curve, most of the other BASIC ROLEPLAYING mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. The core virtues of the system are timeless. Primary characteristics of BASIC ROLEPLAYING that have emerged from decades of play, across many different varieties of the system are as follows: The system is remarkably friendly to newcomers. It is easy to describe the basics of the game system, and the percentile mechanics, to non-gamers. Players of other game systems often find BASIC ROLEPLAYING to be much less mechanistic and less of a barrier to the actual act of roleplaying. Less time spent on game systems usually equals more time available for roleplaying and thinking in character. Most of the information players need to know is present on their character sheets. Characters tend to evolve based on practicing the skills they use the most. They do not arbitrarily gain experience in skills and qualities based on ephemeral elements such as levels or experience ranks. Combat can be very quick and deadly, and often the deciding blow in a conflict is the one to land first. BASIC ROLEPLAYING is remarkably modular: levels of complexity can be added or removed as needed, and the core system works equally well with considerable detail as it does with a minimal amount of rules. The internal consistency of BASIC ROLEPLAYING allows for rules judgments to be made rapidly and with little searching through the rulebook for special cases. This book represents a first for BASIC ROLEPLAYING a system complete in one book, without a defined setting. Previously, BASIC ROLEPLAYING has been an integral part of standalone games, usually with rich and deep world settings. Due to differences in these settings, BASIC ROLEPLAYING has had many different incarnations. Variant and sometimes contradictory rules have emerged between versions, to better support one particular setting over another. Chaosium s BASIC ROLEPLAYING system reconciles these different flavors of the system and brings many variant rules together into the covers of one book, something that has never been done before. Some of these rules are provided as optional extensions, some as alternate systems, and others have been integrated into the core system. By design this work is not a reinvention of Basic Roleplaying or a significant evolution of the system, but instead a collected and complete version, without setting, provided as a guide to players and gamemasters everywhere and compatible with most Basic Roleplaying games. It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into Basic Roleplaying.


Customer Reviews:

4 out of 5 stars Uncut diamond   October 30, 2008
G. Ridarch (France)
The Chaosium d100 has been over the three last decades one of the players' favorite and it's a very good idea to gather all its varaints in this book.
Chaosium was publishing so many different games and exploring so many different universes that it's impossible to use all the options presented in the book but it's definitely possible to adapt any universe.
The book is big but very easy to read and very pleasant to use.

So, what is missing?
First the design (and illustrations) that are characteristic of what RPG industry was offering in the 1980s.
Second, the Chaosium system wasn't "updated", which means rules have the flavour of the early 1990s and it's sad that the "upgrades" like the traits that will appear with Pulp Cthulhu aren't included.

In conclusion I would say that this book is an uncut diamond, a wonderful raw material but you'll have to work on it to transform it unto a dazzling jewel.



5 out of 5 stars Excellent product   October 17, 2008
M. Schaefer (Tennessee, USA)
An excellent gaming system. A simple game mechanic at the core, but with a lot of capability.


4 out of 5 stars Great system   October 5, 2008
Charles Thomas
1 out of 1 found this review helpful

The BRP system is an excellent system. But be careful about what you think you are getting. The BRP is a BASIC roleplaying system, the book gives you good detail on the core mechanics, with a less detailed explanation of some of the "different world" mechanics, i.e., the magic system , mutation system, etc. These systems will require work on the part of the GM to flesh them out for full use. As far as any specific game setting, I would describe the book as "jack of all trades, master of none." But that is the beauty of the system, it's flexibility.


4 out of 5 stars Generic without being bland.   August 4, 2008
Michael LaBossiere (Tallahassee, FL)
1 out of 1 found this review helpful

This game is the latest manifestation of Chaosium's classic Basic Role Playing system. It was first presented in the classic fantasy game Runequest and then utilized in such games as Call of Cthulhu, Stormbringer, and SuperWorld.

Other reviewers have given an in depth description of the contents, so I'll just add a few additional comments.

First, this game is ideal for recreating almost any setting (sci-fi, horror, historical, fantasy, modern and so on. As such, if you like a variety of settings but would prefer to avoid learning a new game system for each setting, this is a good choice.

Second, the system is elegant and simple. I've played RPGs since 1979 and have played everything from D&D (original) to Space Opera. Of all the systems I've used, the BRP system is the most intuitive and easiest to use. Instead of having a multitude of "jury-rigged" rules (with a new rule for every special situation) BRP provides a coherent and consistent system for handling the game reality. If you are not fond of flipping through rule books to find the exact rules that cover each special situation, you'll like BRP.

Third, you should know that BRP combat tends to be a bit lethal. Players and game masters used to D&D and similar games that have both levels and high powered characters will need to re-think their style of play. While the game does allow for heroic characters, the hit point and combat system does not allow human (and human like) characters to have massive amounts of hit points. To use a comparison, a typical BRP character will have 12 hit points and my current 13th level D&D 3.5 characters has 100 hit points. Weapon damage is about the same as in most RPGs, so swords usually do about 1D8 and pistols do about 1D8. Hence, a BRP character can take about three average hits before dropping. However, BRP characters can dodge and parry. These abilities can enable a character to survive. Further, armor in BRP does not make a character harder to hit. Rather, armor works like it does in real life: it takes damage for you.

So, what does that all mean? Well, if you enjoy super-powerful characters who can take and dish out massive damage, BRP is not the game to play. If you enjoy a game that encourages planning, role-playing and strategy, then you'll probably like BRP.

Fourth, BRP does not provide much in terms of campaign details and settings. For example, the weapons are all generic (light pistol, sword, plasma rifle, etc.). As another example, there are no specific rules for dealing with adventuring on other planets or in space. As such, you'll need to supply all that stuff yourself or buy supplements. For example, if you want to do a science fiction campaign set in the future, you'll need to get rules for zero gravity, ship design, and world generation. Fortunately, supplements to Chaosium's other games will work just fine. I'd recommend my own Once Men book for those interested in a horror and science fiction mix (available on Chaosium's web site).

Overall, BRP is an excellent value for the dollar.



4 out of 5 stars Collecting all the rules in one book!   July 21, 2008
Michael J. Crow (Hutchinson,MN)
4 out of 4 found this review helpful

If you are familiar with BRP you can skip the next four paragraphs as it covers the basic history and basic system description.

The Basic Roleplaying system (BRP) has been around for quite a while (RuneQuest 1978) and is one of the most well known roleplaying systems still in print today. Unlike many RPGs, BRP has stayed true to its core mechanics over the years. Sure each new game that used the system had its tweaks and add-ons but the core percentile system stayed pretty much the same throughout. Several games that were popular during their times have used the BRP system including RuneQuest, Worlds of Wonder Boxed Set(Super World ,Future World & Magic World), ElfQuest , Stormbringer, Ringworld, Hawkmoon and multiple European RPGs. In recent years BRP has been most notable for its use in the Call of Cthulhu 6th edition.

My experience with BRP is almost solely with Call of Cthulhu where most of the subsystems included in this book are not used. That said, from what I've read on BRP it includes nearly all of the optional rules from all of the Chaosium versions of the BRP system.

For those that have not played BRP it is a percentile skilled based system: to succeed at a task you simply roll under your skill percentage. The characters characteristics (STR,CON,SIZ,INT,POW,DEX,APP, and EDU) , somewhat strangely, are not expressed in a percentage but instead are based on a 3d6 roll and give a range of 3-18. These characteristics in turn are converted into their derivative stats: Damage bonus, Hit Points, Major Wounds, Power Points, Experience Bonus, and Move. All challenges that do not fall under a skill or any of the subsystems are resolved with characteristic rolls. A Characteristic roll is done using the appropriate characteristic's value, multiply it by five and the result is the percent chance of success. As normal, you need to roll under to succeed. For example strength of 15 would give you a base chance of 75%. However, some more difficult tasks may only have a multiplier of two or less as determined by the GM.

Basic combat involves three phases: Statements, Actions, and Resolution. In the statement phase players, in order from highest dex to lowest dex, state their intent for the round of combat. Next players carryout the intent that they stated in the statements phase. Possible actions are move, attack, take a non-combat action, disengage, parry, dodge, fight defensively or speak. Once actions are taken then resolution occurs. Combat is pretty simple; roll against your skill with the given weapon if you succeed you may have hit the opponent. Once your attack succeeds the target gets the chance to parry (using his weapons skill) or dodge the attack. If the attack is not parried or dodged then damage equal to the weapon's damage value plus the character's damage bonus is subtracted from the target's HP.

While the core rules of BRP have not changed much over the years, there have been several add-on rules and systems. The subsystems included are: Magic, Super Powers, Mutations, and Psychic Abilities. The Magic system works similar to the skill system, each spell has its own skill and a roll against the spell's skill determines success. The difference between the skill system and magic system is that spells also use Power Points. Spells in the magic system must be memorized. Mutations, mechanically, are just special abilities that a character gains as a result of some sort of exposure or genetic tampering. Some act like skills and some are static abilities. The Psychic Ability system is also skill based; each ability is its own skill. Like the Magic system Psychic Abilities use power points but the Psychic system also pits either your POW or current power points against the target's POW or power points. Sorcery uses spells that work automatically without any skill roll except in cases where the spell allows the target a resistance roll. Also Sorcery gives the character more flexibility by allowing them to change their memorized spells day to day. The Super Powers system works by giving the player many, many choices for powers and then giving them the ability to buy levels in them. So while there are many powers to choose from there are also many levels of each and it provides a lot of variation. Players buy powers using their character point budget (based on the character's highest stat) and also by taking on character failings. Most of the major comic book super powers are represented; some use power points others don't.

The book, in total, offers over 35 different optional rules that the GM can cherry pick to customize the system to their game. Several of the optional rules allow you to change the character creation process which is why I didn't cover that section, there just a ton of options. Other notable options are: Skill category bonuses that give character bonuses for high characteristics, Hit locations, Minis & Maps, Allegiance and personality traits. With so many options most GMs should be able to tailor a version of BRP that would suit their game.

Other nice features are a very helpful GM section, mostly stuff an experienced GM would already know but it would be a good resource for new or inexperienced GMs. The creature section gives GMs a pretty good amount of beasties for all sorts of genres. The setting section gives general advice on applying the BRP system to most genres, however, each genre is only given a short section.

My overall impression of the book is that it brings BRP up to the level of GURPS & Fudge for adaptability and utility. While being generic and adaptable is an asset to this game it brings with it the usual problems like being able to do all genres but may only do one genre very well. I think this version BRP probably would be better for gritty fantasy or horror games or cross-genre mixes including either. The sanity system is great and could be included to make a nice dark fantasy game. Combat seems like it may be slow and a bit cumbersome with all the parrying and dodging going on and armor absorbing damage. However, in settings without armor, the system could be pretty deadly like it is in CoC.

I like the magic subsystem and the way spells are skills and I like the way pretty well every one of the subsystems are scalable. That's the name of the game here; make it what you want it to be. The book is a huge mass of optional crunchy goodness and a DIY GM's toolbox. BRP does not show it's age, it seems as good today as it was when I first played it and that is uncommon for the older RPG systems. If you like to play several genres but want to stick with a single system that can do them all, BRP is a good choice that should suit your needs.


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Basic Roleplaying: The Chaosium d100 system (Basic Roleplaying)
Basic Roleplaying: The Chaosium d100 system (Basic Roleplaying)
Basic Roleplaying: The Chaosium d100 system (Basic Roleplaying) (Basic Roleplaying)