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Mugen

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Mugen last won the day on December 24 2017

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About Mugen

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  • RPG Biography
    Started with Mega (french RPG about space & time agents) at age 9, began GMing with D&D Basic at age 11, my life changed with StormBringer. Huge fan of Pendragon, Mage and RuneQuest.
  • Current games
    Qin: the Warring States, ShadowRun 4
  • Location
    Paris sububrs
  • Blurb
    French roleplayer from Paris suburbs, working in smartcards business.
  1. Mournblade starter set is mine!

    I could not resist buying this product: http://www.legrog.org/jeux/mournblade/boite-ecran-fr The booklets inside the box also have classical SB1/2 Franck Brunner illustrations.
  2. Weapon Damages

    As for myself, I prefer a system where low damage does not necessarily mean actual lasting wounds, but fatigue or bruses. Hit Points are easily recovered, but critiical wounds reduce maximum Hit Points until fully healed.
  3. History Question about Characteristics

    I mentioned randomLESS characteristic generation methods, not random ones. In my method you can't increase a characteristic by more than 6 points using extra points, and the 6th point costs 2 characteristic points instead of 1. So, you need to roll 5+ with the d6 in order to reach 18, and it will cost you one third of your total bonus points to do so if you rolled 5. All you need with completely randomless methods to get an 18 is spend 18 points. With my method, you need to roll 5+ and spend 7 or 5 points out of 21.
  4. History Question about Characteristics

    Still, you won't see as many characters with 18s as you would with a completetely randomless point assignation system (such as : you have 81 points to put into your 7 stats), and that was my goal. I also don't think putting 5 points to a stat for which you rolled a 6 and get an 18 is such a no-brainer. You'll see a lot of people putting only 3 or 4 points and have a good 16 or 17, so that they can put points in other characteristics. In the end, 16s and 17s are going to be very frequent, but not 18s.
  5. Sacrificing Power

    It seems to me Land of Ninja Ki powers used the same confusing terminology. French translation uses the term "POW points" instead of Magic Points. As I started playing with RQ3, it seemed to me Ki was extremely deadly to use...
  6. History Question about Characteristics

    Well, rolling 7 dice produces a bell curve. Also, even though d6s distribution is flat, the range of results is shorter than with 2d6 or 3d6, and the associated standard deviation is also smaller. Using 1d12+6 instead of 2d6+6 would be problematic, yes. But not d6+7+bonus.
  7. History Question about Characteristics

    I think I'd use the following method next time I use BRP: -Roll 1d6+7 7 times, and assign those in order to 7 characteristics. -Distribute 21 points among the 7 characteristics, minimum 0, maximum 6, the 6th point in each stat costing 2 points instead of 1. The reason behind this method is I don't like completely random attribute generation, but on the other hand there too many ways to optimize a character if you distribute points freely in BRP. EDIT: the 1d6+7 is for humans, others will roll 1d6+another value.
  8. Opposed Skills Over 100%

    Old french game RĂªve de Dragon (aka Reve, the Dream Ouroboros in english), whose system was a mix of RuneQuest and James Bond 007 had an interesting rule concerning skill opposition. An attacker had the opportunity to voluntarily lower his actual weapon skill level to reduce the defender's parrying weapon skill by the same amount. Using it in RuneQuest would allow one to trade crit & special success chances only if they want to.
  9. Opposed Skills Over 100%

    And, under my interpretation, the reason why Diamond dwarves had to reach 2000% in their craft, as it meant 100% critical chance (well, 95%, actually...).
  10. Opposed Skills Over 100%

    Well, RQ:G combat is where the influence of RQ3 is the most obvious Sure, but the increase in chances of success can be huge. For instance, if the rule changes a 125% vs 75% contest into a 100% vs 50% one, isn't it worth losing 1% crit and 5% special ? Edit: well, of course it depends on which side you are of the conflict...
  11. Opposed Skills Over 100%

    No. Opposed resolution is for abilities (that is, skills, runes or passions). Characteristics opposition is done using resistance table. See page 6 of Quickstart for both methods, and page 2 for a definition of what an attribute is.
  12. Organic Skill Trees

    Your experience matches mine. I studied Physics at university for 5 years, and I consider my knowledge of mathematics to be very poor. On the other hand, I have basic understanding of Quantum Physics.
  13. Nephilim retrospective

    According to the kickstarter site, 5th edition is going to use a modified BRP, just like 1st and 2nd did. 3rd edition used words instead of numbers to describe one's attributes and skills. Instead of having STR 16, you were "very strong", for instance. It used a simplified resistance table, based on a d20, to resolve tasks. 4th edition was d100, roll-under, but not BRP. Chances of success were determined by multiplying an attribute by a number, depending on difficulty (1 for very difficult, 5 for easy). There was no skill level at all : being trained in a skill added 1 to the difficulty modifier. It was also not very successful, as far as I know.
  14. Nephilim retrospective

    I don't think Chaosium has any right on this new edition of Nephilim, even in english. First and second french edition were under licence by Chaosium, because they used a modified BRP, but they were originally french games.
  15. Well, that's not far from the way Professional Skills work in RQ6/Mythras.
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