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Spellslinging Sellsword

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Everything posted by Spellslinging Sellsword

  1. OpenQuest and Magic World use general hit points and major wounds. Legend uses hit locations. OpenQuest and Legend use characteristics as starting points for base skill. Magic World assigns a static base number. OpenQuest and Legend use 4 levels of success. Magic World uses 5 levels of success. OpenQuest and Legend have divine magic, sorcery, and common (battle) magic. Magic World uses just Sorcery. OpenQuest uses 3 categories for combat skills. Legend and Magic World tend to be by weapon although both can do weapon groups/styles. OpenQuest groups skills into Resistances, Combat, Knowledge, and Practical. Legend groups skills into Common and Advanced. Magic World groups skills into Physical, Communication, Knowledge, Manipulation, and Perception.
  2. Any updates on when it will be available?
  3. I like starting values based on characteristics and then using a multiple of that starting value as a cap for the max value for that skill. So for example, you might use x3 for historical games, x5 for standard fantasy, x7 for epic fantasy.
  4. In combat, the Special result in BRP allows impale, knockback, damage on a parry, etc. In Legend, these effects are generated by gaining degrees of success over your opponent (Combat Manoeuvres) so there is no need for the Special category.
  5. Thanks for the explanation. I have some follow up questions. If the leg had only received the first two hits, each causing 2 points so that the leg was down 4 points of damage. Would a single First Aid skill success that rolled a 3 on the 1d3 portion heal only 2 of the points or 3 of the points? Basically, is a healing roll capped by the amount of the individual injury or by the total of all injuries? If First Aid is applied to the leg at -1 hit points and a critical success is achieved allowing for 1d3 healing to occur, if that 1d3 roll brought the leg's hit points up to 1, could you then apply First Aid to each of the two Minor Wounds? If the Serious Wound heals naturally 2 points over the course of a week of rest, the remainder of the hit points would have to heal naturally (or with magic), correct? That is to say, you couldn't let the wound heal from a Serious Wound for a week bringing the leg up to 1 hit point and then apply First Aid to the two Minor Wounds to speed up the healing?
  6. p. 62 states: "First Aid may be applied only once per specific injury. Thus a character that is slashed twice in the leg may have each wound treated separately." P. 121 states: "a character with a Healing Rate of 3 who suffers damage taking him to –3 in a Hit Location, a Serious Wound, will heal naturally at a rate of 3 Hit Points per week until his wound goes above zero, and then heal 3 Hit Points per day until fully recovered." I'm a little confused. Let's assume a character with a 5 hit point leg receives three damaging hits to that same leg. 1st causing 2 hp damage, 2nd causing 2 hp, and 3rd causing 2 hp. The leg is now at -1 hit points. How would First Aid and natural healing work given this premise? Does the character have 3 injuries consisting of 1 Serious Wound and 2 Minor Wounds?
  7. I typically run sessions that last about four hours at a time. Can anyone give me an estimate of how many sessions or hours it would take to run each of the adventures included in the book?
  8. It's a penalty to the attack roll and if the attack fails, but would have succeeded if there wasn't a penalty to the roll, then it hits an adjacent target.
  9. If you're just looking for some alternative magic systems, I'd recommend grabbing the Legend core rules PDF for $1 and the free spirit magic PDF for Legend. Legend magic should be easy to graft into Magic World.
  10. Both rpg.net and rpggeek.com have databases setup to handle this, probably easiest to just add entries if anything is missing to them.
  11. Disappointed in the switch as I'm a fan of OGL books, but best of luck.
  12. The Firing Into Combat section in BRP has 3 paragraphs, 2 of which are from the RQ3 rules. The 1st paragraph with the 20% is in addition to the 2 paragraphs taken from RQ3. Threedeesix's reading of the rule is a good one, but you could also do as you said and subtract 20% and then divide skill by participants. Whichever you think makes more sense for your table.
  13. I believe the rule is copy/paste from Runequest 3. The rule in RQ3 has an example that states: "Cormac comes upon Signy and Nikolos beset by three brigands. Reacting to the threat of his friends, he throws his javelin at one of the bandits. His current ability with the Javelin is 67%, and there are five people meleeing, so Cormac has a 13% chance to hit his target (67% divided by 5 equals 13%). Cormac's player rolls a 43, which is over the 13% but under his chance of hitting someone. Since there are five potential targets, the gamemaster rolls a D10, designating Signy as 1-2, Nikolos 3-4, Brigand A is 5-6, brigand B is 7-8, and Brigand C is 9-10. The roll is 7, and it is Brigand B who takes the javelin shot."
  14. The Sorcerer spells I think are imported from the Elric line. The spell in Elric reads: Hell's Bulwark (1-4) Range is touch. Adds that many hit points of protection to shields and objects used as shields. Each cast of the spell is on a single shield. So I would assume the intent is that it adds hit points to the shield to reduce chance of breaking.
  15. A random thought just occurred to me, you could probably portray a "realistic" version without prep by using a d100 roll and using a bell curve to see how good a random NPC is at something. Most of the time you'd get the stereotypical "average", but every once and a while you'll have some deadly bandits and some hilariously incompetent guards.
  16. Looking at my copy of Pendragon the section on ransom amounts by level of knighthood/nobility goes with 3x annual income. Also came across an article about ransom in the Middle Ages which mentioned Prisoners of War in the Hundred Years War: Ransom Culture in the Late Middle Ages that covers the topic. The book is available at the library locally so I think I'll have to check it out. :-)
  17. Is the ransom price the same as the weregild price in RQ3? 7x annual for ransom seems really high.
  18. Is there a sample pricing scheme for how much to ransom a person based on status? I believe that MRQ1 had a table with that in the core book. I can't seem to find one in the rules for Runequest 6. If there isn't a table for that in RQ6, what do people recommended as guidelines for setting an amount? Let's assume that the campaign uses the default value of a silver piece. "One Silver Piece is the standard price for one day’s food, drink and accommodation for one person, of stark quality; that is to say, breakfast and an evening meal, with some form of cheap beverage and a place to sleep for the night." (RQ6 pg. 81) Is ransom = 1 year of income too much, too little, just about right?
  19. Just went there and it seems to be working for me. I didn't see an e-mail for the administrator of the forums, maybe try e-mailing Matt? The website shows his e-mail as: msprange@mongoosepublishing.com
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