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nerdvana

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Posts posted by nerdvana

  1. If you've already touched base with Loz he's your best bet. I've never seen a copy in the wild.

    Yeah, I haven't found one (found the HQ Gateway Licence but it is very legaleese). Loz hasn't replied yet is all so I thought I'd leverage a two prong approach! :)

  2. Does anyone know where to find a copy of the "RuneQuest Gateway Licence" which is talked about on the game's website and wikipedia article?

  3. Thanks nclarke. Definitely want to discuss this matter with Loz as I love the Healing Rate in Runequest 6...

     

    Edit: I've messaged Loz a question regarding this, so replies may mostly be private from here on out

  4. Is there a SRD for Runequest 6 and if so where is it? The only Runequest SRD I can find doesn't have Runequest 6's healing rates based on Con value and severity of damage...

  5. Evasion or Acrobatics could be used in place of Agility. An idea roll or luck roll are tricker. For the idea roll it would have to be a relevant mental skill. Culture/ own or Lore: regional might be good candidates. For the luck roll this might be giving them the option to spend a hero point, unless you want to have them roll Persistence.

     

     

    I get the Acrobatics, Athletics, and Evade for Agility. And Hero Points for Luck also makes sense. The Idea roll still seems under represented in Legend -- Insight seems more like reading a person's body language, not so much the ability to recall facts that you've overheard but otherwise don't have a skill for and using existing skills seems contradictory also because the point is that this is a check for things you might have heard and remembered but not have actively learned (and thus have no skill for) or for a spark of genius putting things together you previously hadn't thought of.

     

    I think the fix I foresee is to just add "Idea Roll" (which I'm going to call "Cognition Check" instead) as an Attribute to Legend. Is there something I'm missing that would make this totally break the system?

  6. Eclipse Phase is not BRP related. For example, criticals (failure or success) occur on doubles (i.e. 00, 11, 22, 33, etc). You roll between 0 (00) and 99. If I recall correctly it is a roll low game but I could be wrong.

  7. I agree we need a generic D100 board.  Also I don't like randomly rolled stats either and came up with a couple of point buy options for my games.  I found a version of the Openquest rules online, here are their point buy rules:

     

    Thirded. How can we work to make this happen?

  8. To be honest, the way that BRP/RQ2/RQ3 uses characteristics to add to skills is harder to remember than the way that Legend/RQ6 does it. I am definitely a convert to having 2 characteristics as the base of a skill.

     

    I am doing this also with some additional tweaks (like subtracting half of SIZ from certain physical skills where it would be an impediment, Climbing for example)

  9. I know that BRP uses both terms. I am purely asking about the collective term for the basic character traits (Strength, Dexterity, Constitution, Intelligence, etc).

     

    So, when developing what would become BRP, Greg Stafford went with the term "Characteristics". However, Gygax went with "Attributes" which (based on my personal experience of 30+ years gaming) seems to be more common.

     

    Does anyone know why this difference began? Where it may have started if I haven't found the sources in my mini-description above? etc

  10. Or use Art, which is the skill we had in mind when designing Legend/MRQII.

    I would not have thought of that since Sing, Dance and Play Musical Instrument (all Perform in BRP) are separate skills.

  11.  

    I will look at that. I know that I liked what I saw in RQ6 but there were too many magical aspects I kept hitting a wall on so the essentials option might be better for me!

    Looked it over. It retains the fundamental problems I have of (a) no specials and (B) Fumble range does not adjust as much with skill level so I'll stick with my 'Frankenstein' build I'm working on. But thanks for pointing me to that.

  12. To clarify, though most d100 is pretty modular I wouldn't recommend using combat manoeuvers and BRP 5-fold degrees of success together. It's fiddly to do so and leads to odd results.

    I had no intention of retaining Legend's manoeuvers. I'm basically looking at taking the base skill calculations and other elements from Legend that I like and the parts of the BGB that I like and working them towards a merged system that I'll use.

     

    I will look at that. I know that I liked what I saw in RQ6 but there were too many magical aspects I kept hitting a wall on so the essentials option might be better for me!

  13. I believe Legend does that.

     

    I more or less do the math as you do, but I'm leaning toward 10% rounded down for critical, 20% rounded down for special.  For criticals, that means just drop the ones digit - your tens digit is your critical chance - and then double that for special.

    Just keep in mind that you have doubled the chance for a critical. If that is okay for you as the GM that is fine but it could change the feel of your games.

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