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Mugen

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Mugen last won the day on May 13 2016

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About Mugen

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    Member

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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. Nephilim retrospective

    There is much more material available for french editions of the game, and a Kickstarter has been founded for a 5th edition this year. https://fr.ulule.com/nephilim-legende/
  2. Openquest...when in spanish?

    As a matter of fact, french translation was done by french fans (and I did the first draft of magic chapters), after asking permission to Newt Newport.
  3. LANKHMAR CONVERSION COMING

    Why do you want to use Divine Magic for White Magic ? Do the fact Divine Magic users learn spells with limited uses fits Nehwon White Magic better than "at-will" Sorcery spells ? This is how it worked in old AD&D Lankhmar supplements, but this was justified by the fact cleric magic was oriented towards "good" magic (healing, blessing, etc.) and magic-user's magic was... everything else. In OQ, you have all kind of spells in both Divine and Sorcery. Treat Wounds, or Regeneration, sound like White Magic to me.
  4. Careers

    I like the idea of using 3 times a single characteristic as a base for skills.
  5. RuneQuest Glorantha Gen Con 50 Preview edition

    No, I don't. My opinion is entirely based on what I read on this forum and the official RQG development blog.
  6. RuneQuest Glorantha Gen Con 50 Preview edition

    They surely differ from the actual cannon, but, as far as i know, both Sandy Petersen's and RQIV(whose subtitle was Adventures in Glorantha) were designed for Glorantha. I'm NOT speaking of any Mongoose or Design Mechanism versions of the game here.
  7. RuneQuest Glorantha Gen Con 50 Preview edition

    If you like having to develop one skill per spell, and your power based on how many dozens of magic points you can store... I prefer how the unpublished RQ IV, Sandy Petersen's rules for Sorcery and OpenQuest put a limit on how many MP you could spend based on you sorcery skills rather than your INT.
  8. QuickStart 2 attacks in one round?

    I hadn't such a complex system in mind. One Melee skill with specialties per weapon, up to 30% would be sufficient to me.
  9. In a post on this forum (which I couldn't find...), Jason Durall said RQG weapons would work in a way similar to RQ3 Armor Points in the final version of the game. As far as I remember, Special and/or critocal parries and attacks would reduce opponent's weapon's AP more seriously, but I don't remember by which amount.
  10. QuickStart 2 attacks in one round?

    I'm not sure it makes no sense. My small experience with a boken tells me maneuvering a weapon with both hands is different than with one hand. It's easier to regain balance with 2 hands. I agree, however, that having your fighting skill experience reduced to 0 because you use a weapon two-handed and not one-handed does not make sense.
  11. Yes, during Mongoose's RuneQuest playtest, he was one of those advocating for using DEX-based initiative and dropping localized hit points. That was more than 10 years ago, but I'd be surprised to learn he switched his mind again.
  12. RuneQuest Glorantha Gen Con 50 Preview edition

    Except the list is the same as RQ3, as far as I know. That is : Agility, Communication, Knowledge, Magic, Manipulation, Perception, Stealth.
  13. Hitpoint-less combat and large creatures

    My first thought would be to break wounds into 3 categories (for instance, minor, severe and critical) and shift the result of a successful attack according to the difference of SIZ between the attacker and the defender. For instance, a minor wound inflicted by a creature 20 SIZ higher than the defender would be turned into a severe one. To make it work, I'd use a mechanism similar to HeroQuest Masteries : after you're hit, make a Resistance versus Brawn roll. Add armor to Resistance, add weapon to Brawn, and modify one or both according to SIZ difference. The outcome of the resistance vs brawn roll would determine the kind of wound you suffer: -Major victory (crit vs failure, for instance): no wound. -Minor victory : minor wound -Minor defeat : severe wound -Major defeat : critical wound If the difference between Resistance and Brawn would put Resistance below 0%, the defender would be rolling under (100-negative value), but the kind of wound he'd suffer would be 1 step more lethal (or the other way around if the Brawn skill is reduced below 0%). For instance, if a character with Brawn 85 is hitting a character with Resistance 25, has a weapon that adds 20% to his Brawn, and has such a SIZ that his Brawn gets +30%. Adjusted Brawn is now 135%, which means the Brawn vs Resistance roll is a 135 vs 25 one. Both rolls are reduced by 35%, which means it is now a 100 vs 90 roll, but with one additional wound severity.
  14. QuickStart 2 attacks in one round?

    There was an errata later that changed this to allow a character to attack and parry in the same round (but in different strike ranks) with a 1H weapon. I think it's this one (see errata for p. 48) : https://www.scribd.com/mobile/document/252370770/Runquest-Third-Edition-Errata
  15. New RQ Design Note #18 - New Logo

    Do we know what it means ? It would be horrible that these words were actually "dungeons" and "dragons" and put it on RuneQuest...
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