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smjn

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smjn last won the day on August 2 2014

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  1. Did anybody suggest this forum be named Chaosium RuneQuest? I did not and I don't think anybody did. I figured it would remain free for discussing any edition of RQ, not just the latest. And I'm not so sure about the distruption. Most people would propably find what they're looking for and if not, others would point them to the correct location.
  2. My mistake then. Did not check, remembered wrong.
  3. I think it is reasonable that the RuneQuest forum remains the RuneQuest forum. This subforum has, after all, existed before The Design Mechanism did. Legend also has its own subforum even though it used to be known as RuneQuest II. Changing the RQ forum to Legend would be similar to changing it to whatever the new version of what was RQ6 will be named.
  4. I think Simon's approach is very reasonable and the path of least resistance. Why make it more complicated than necessary? The way he does it keeps it simple without ruining the anything. The players do not know what the supplement says, so it doesn't matter if an NPC uses separate skills for each weapon attack and parry while the PCs use RQ6 combat styles, for example.
  5. Oddly, that page causes my web browser to crash. Not really blaming the site, no program should crash due to a "faulty" page or any other reason of course. Just saying. Anybody else seeing this?
  6. Happy 2016 everybody. May all your games be glorious this new year.
  7. Yes, several. The BRP Big Gold Book has Fate Points, RQ6 has Luck Points, Legend and OpenQuest have Hero Points.
  8. I don't understand why all characters would eventually become masters of all trades since in most BRP-family games you only get better in those skills that you actually use. So if you suck in a skill, you're not going to get better unless you get training. To get training you will have to find a teacher, time and money or other resources to pay for it, so it may not be easy. And you can only train so far. Therefore I fail to see achieving niche protection as a problem, if you're into that kind of thing. Like others have pointed out, the traditional way to differentiate character progression in RQ&BRP is membership in cults and other organisations which defines what kind of training and magic you have available. But it is true, that any character can, at least in theory, get good in any skill and that is an important feature and a main selling point for BRP. If, for some reason you want to arbitrarily limit what skills are avalaible to certain character, then just say that they can't put points to those skills in character creation and don't make training available. Problem solved.
  9. Will be? Will be what? Released? With so many things in the works ATM I highly doubt this will be the case in reality. If the game is supposed to be ready, say this time next year, it should already be quite far in the development cycle and perhaps even being playtested. From what we've learned so far this does not seem to be the case. Actually I think we can consider ourselves extremely lucky if RQ7 will get released this decade. I'm really somewhat frustrated that the New Chaosium has caused more unneccesary delays by changing course again instead of allowing The Design Mechanism finish what they started with Adventures in Glorantha. At the very least I think Chaosium should give TDM a permission to publish the unfinished draft AiG to the awaiting public.
  10. Making use of and applying the character's knowledge in practice helps them make connections they would not otherwise have made. This leads them to gain insight into their excisting knowledge and understand things better. So an "experience" tick might be in order. Other than this, I agree with your post.
  11. Except, of course those of us who don't. Whatever you call it, the phenomenon does exist. Just saying it doesn't does not make it so. I have withnessed it myself several times. Just because the GM may say something like this doesn't mean some people will no try. And even the strictest GM may let it slide on occasion. Players are slippery devils.
  12. Inciting rebellion in his home town he may attrach the attention and ire of the local nobles he's trying to undermine, therefore he's taking a much larger risk than the thief who's keeping to the shadows and never seen. But even when the bard is just chatting up people in bar to get some information, if he fails his Human Lore he may insult people in a way that escalates into something he is unable to deal with. And for Human Lore he doesn't even get a tick even if he succeeds...
  13. The problem I have with this is that contributing doesn't necessarily have anything to do with rolling the dice. A player can contribute a lot by just good role-playing and doing things that don't require any skill rolls. I don't think its a very good simulation that people don't get better in things that they do day-to-day but instead only in stuff they perform under pressure. So it's no so much about game balance as it is about the system rewarding some contributions and ignoring other kinds. This is a great problem in RQ3 because the way skills are spread out and tick-boxes handled. So the thief who is sneaking around is getting a check in several skills (sneaking, hiding, climbing, jumping, throwing) while the bard who does a lot more by influencing people only gets a check in Fast Talk while not in Human Lore, which is a Knowledge skill without a check-box. So in my view the RQ6 system helps make the system both fairer and a better simulation.
  14. I prefer the current, RQ6 approach for various reasons. Giving all players a similar amount of experience rolls helps keep things fair and avoids unnecessary tick-hunting. In the RQ3 campaign I'm playing my mage character seems to get fever opportunities to raise skills than the thief, who is constantly sneaking or the bard who does most of the direct influencing of people. And I have a ton of spell skills, which seldom get better because I don't often get to use many of them. Plus the most inexperienced players seem to keep doing stuff just to get those marks, which is a little annoying and not very good role-playing in my opinion. So Chaosium, please don't bring those tickboxes back. They are wholly unnecessary. If people insist on using them for whatever reason they can do it of course, but the newer approach has clear advantages over the old one IMHO.
  15. This is great! I have one question though. I haven't got or read PaBR, but the other three volumes on Gloranthan classics have quite many typo-like errors left from OCR:ing, so I must assume this is the case with Volume I as well. Will this be fixed, i.e. will there be a new proofreading/error checking process and a new, revised printing based on that? Oh, I think that leads me to a second question: Will the other Volumes be corrected and reprinted as well?
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