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Showing content with the highest reputation on 02/22/2016 in all areas

  1. Temple of Kalar, Lord of Balance Example of maps Probably won't have 3D imaged of each room.
    3 points
  2. Okay, I see you point now. What you could use, is the Pain Resistance rule from the Bond RPG. In that game when a character got hit, he had to make a Pain Resistance roll to shrug off the pain and act. otherwise the pain was too great and the character was incapacitated for the rest of the round. The Pain Resistance roll was a multiple of the character's WIL attribute. In RQ/BRP the POW attribute encompasses WILlpower, and you could use POWx5% (willpower roll?) for the base. Then make the roll easy or hard depending on the amount of damage. A light wound (say less that 1/4 HP) would be ea
    3 points
  3. Add me to the camp that like hit locations and armor. For me at least Runequest characters should have that hard scruffy look , with well worn and stained armor, looted or bought from various sources. Knights in shiny plate armor belong in different games.
    2 points
  4. It looks even better with the Mithras logo, less in your face than the RuneQuest logo.
    2 points
  5. Just to let folk know, the new RuneQuest will definitely have hit locations (and general hit points are back in after much deliberation).
    2 points
  6. Hi All I have published a Podcast today that you may find interesting. http://wp.me/p4DjgL-83 OR https://itunes.apple.com/gb/podcast/the-grognard-files/id1028591522?mt=2 It features a potted history of Stormbringer, my personal experience of playing, how White Dwarf in the UK covered the game and an analysis of some of the rules. Hope you enjoy it and listen to some of the other episodes. Thanks Dirk
    1 point
  7. Is Clockwork & Chivalry Core Rulebook part of Bricks and Clicks, as I purchased a copy via my FGLS and would not mind having the PDF backup? I used your webform twice to ask the same question and got no reply. If it is not, no problem, it is an excellent product and I have very much enjoyed digesting it..
    1 point
  8. Nameless Horrors was truly excellent. Blood Brothers (1 & 2) was truly horrible (although good for a laugh). I was wondering if the 7e will see some more non-Mythos horror scenarios/sourcebooks. As most of my homebrew adventures have involved these (with just a suggestion of the Mythos taint behind them), I am beginning to run out of material. Will we likely see more non-Mythos horror or is that more the realm of the Esoterrorists? I always liked the premise of the X-Files where legends turn out to be part of a larger conspiracy. That said, week after week, of Mythos horrors can
    1 point
  9. I grew up with Stormbringer III where crits were double damage and ignored armour so just assumed that Crits in RQ were also Impales (or Slashes or Crushes!) Assuming that a similar sounding rule is the same in each variant of d100 game is something I do a lot
    1 point
  10. You're not wrong. PDFs were pulled about 2 years ago.
    1 point
  11. UPDATE 22-FEB-2016 We have been a little bit off the radar for the last few weeks. This is not due to the project being on hold. On the contrary, there have been much work and fewer announcements. The situation is as follows: - We are a few weeks beyond schedule, but that was a known risk, given the limited resources; I can force marches and release in May, but this would mean skipping an important “backer feedback” phase which has barely begun, and this is absolutely not what was in the plans; - We are close to a new major release of the draft for the backers; m
    1 point
  12. Let me question your philosophy. Why are non-combat crits/fumbles always beneficial/detrimental to the next skill roll and appear to have no impact on the results of the present roll? Are you combining crits/fumbles with Experience Checks or Improvement Rolls? Many d100 (and other) systems place the emphasis of crits/fumbles on the current results. With non-combat skills, the task could take less time, have a significantly better result, or produce a side-benefit. (And the converse with a fumble). Your method seems a little peculiar, and I don't see what you're going for, especially
    1 point
  13. I hope to see a Hero Quest in the designer notes, soon. Something that illustrates how everything works together. I still have my copy of RQ2. I would love to have some demo material I could run through with some friends.
    1 point
  14. I have come to a stance where I think that skills often become limiters to what a character can do rather than enablers. With every area of activities you specify a skill for you declare that all characters lacking this skill will be condemned to inactivity or at least gross incompetence. Maybe it is my experience playing HeroQuest, but I wonder whether one should keep the amount of skills at the level of RQ skill categories and allow specialisations within these fields.
    1 point
  15. That's good to hear. To me and my group, it ain't RuneQuest if it doesn't have hit locations. General HP also always made sense to us. Nobody had a complaint about how that part of the game worked. The resistance table wasn't a problem either. We never actually consulted the table. Even my math challenged brain can subtract two small numbers from each other and multiply by five. Defense, on the other hand, was more of a nuisance. It falls into the general category of skill penalties though. If you don't have a problem subtracting penalties from target numbers due to circumstances the
    1 point
  16. It is a nice looking cover. The text really pops. Is this product coming out towards the end of the RQ6 license, and retaining the RQ branding? Or will the final product feature a "Mythras" logo instead?
    1 point
  17. Third session complete. The PC's have arrived in Norwich the worse for wear with one the PC's making a pact with a strange old nun who likes to pop up in crypts. They've dodged card cheating NMA soldiers and received a job from Thomas' father to sort out some labor issues up in Keswick.
    1 point
  18. I have to say, I just love this cover!
    1 point
  19. I'm a big fan of DCC myself. Despite my reservations about using SE cards, I like some crazy randomness, especially with magic. I love the way every spell has some side effect unique to the caster in DCC. The tables in DCC, however, are designed to be tables. SE's in RQ5 aren't. SE's cover a range of things that would be in entirely different tables in more random game. They cover special attacks that particular weapon types make. They cover critical results for both attack and defense. They cover applying fumbles. They cover special maneuvers. They cover choosing to make non-lethal attac
    1 point
  20. Waha established the Covenant with Eirtha and her mother Ernada, individually with each tribe. Each pairing of people's were allowed to bet to see who would loose and have to look after the other. Waha held in his hand two pieces of string, one long - one short, with the ends hidden. Those who picked the long string would lose and have to look after the other. Everytime but one the 2 leggeds lost and had to look after the 4 leggeds. The winners were those who remained closest to Eiritha and lived off the land. The Morokanth were upset to have won and made a special arrangement with Waha and hi
    1 point
  21. Art cost are highly variable. Fundamentally, there is far more supply or art than there is demand. On the other hand, finding reliable artists that can meet deadlines is difficult. Many RPG artists like to charge by size. That is, 1/8 cost $X and 1/4 page costs $Y, This used to make sense because art needed to be done in a specific size. However, everything is digital now. I can make things whatever size I want. Hence, I refuse to pay like that. (If you pay like this, it really restricts what you can do with the art and I find it costs the publisher a lot more.) I pay by detail.
    1 point
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