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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.
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    Qin: the Warring States, ShadowRun 4
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    Paris sububrs
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    French roleplayer from Paris suburbs, working in smartcards business.

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  1. Matrices (or their RQG counterparts, inscribing a spell IIRC) can also be created with more POW, to beat (Free) INT limitations and save MPs. Of course, you'll only do it for very few spells.
  2. When Mongoose's RuneQuest was released, I toyed with the idea of a Sorcery system that was based on rune skills, and allowed the sorcerer to directly use the rune's power and create his own spells through the use of a few skills.Very similar to Ars Magica, with Rune skills as Forms and sorcery skills as Techniques.
  3. S. Petersen also had the Art of Hold, which allowed you to prepare a ready-to-cast version of a spell. Basically D&D magic. But it would need re-work to fit in RQG system. Sorcery would also benefit from having less skills, even though RQG already removed range, duration, intensity and multi-spell. I would love something similar to a mix between S. Petersen's rules, OpenQuest and Mythras. The first is just too complicated, and the second too simple. And, as much as I like the latter, I'm definitely not sold on the way it handles shaping and MP costs.
  4. Yes, but I keep it simple and only have one level of specialization : there is no "broadsword"/"shortsword"/"longsword" under "1 handed sword". It's in fact very similar to RD100 traits, but with varying bonus values (in RD100 a trait adds +30%) Other solutions exist, such as in GURPS, RoleMaster or HeroQuest, where you can use a similar skill with a malus, but I prefer that "1-level tree".
  5. As for myself, I don't really like having one skill per weapon, as it doesn't feel right to me that an expert swordsman suddenly loses all his combat reflexes when he has a weapon he never used in hand. I prefer when there are fewer melee skills with specialities (for instance a character good at swords might have Melee 65%, and Sword +20%, totalling 85% when using a sword, but only 65% with a new weapon).
  6. Note that I have personally 0 interest in such a game.
  7. There are a few historical two swords fighting styles, the most famous being Miyamoto Musashi's Niten ichiryu.
  8. Sure, but averages hide the fact you're going to miss your parry 1 time out of 4. Even with a parry skill of 90% and an average protection 3 points above the sword's (14.4), you'd fail one time out of 10. I think it outweighs the fact kite shields are better parry weapons. And, again, I can have a second broadsword in off-hand, with which I can attack at 47%. Though you might say that attacking with the shield may be a better option, provided your SR is low enough.
  9. That's how I remembered it in RQ3, but RQG pre-gen characters have broadsword and shields with the same AP value, 12. But if you miss your parry because of the difference in skills, you're very likely to lose a limb. Personally, I prefer to have a broadsword in my off hand than a shield. If the one in my main hand breaks, I can use it as a replacement, and gain a bonus attack, even if it has a very low chance of success. I forgot two important words here : "in melee".
  10. Problem with modern BRP is that shields require a specific skill to be used, and you can attack and parry with your main hand with the same chance of success. Older editions separated attack and parry skills for each weapon. So, you could have 75% attack skill and 25% parry skill with your sword, and 65% with your shield. In such a case, using your shield is a no-brainer... However, having separate attack and parry skills was not a very good rule. In RuneQuest, non-critical parry only reduces damage, by an amount depending on the weapon used, and kite shields have big armor values. Also, weapons break, and shields are easier to break and replace. Neverheless, I will not use a shield in RQG either, where attack and parry skills don't exist, if my shield skill is more than 5% lower than my main weapon skill. Pendragon doesn't have a shield skill, but it means you use your shield with your main hand skill, which may seems silly.
  11. Perhaps a good Glorantha adaptation to D&D 5e would be beneficial for Chaosium, financially speaking, and allow players interested in playing in Glorantha to find online games more easily. 13th Age Glorantha is a D&D-related game (and a far better game than 5e, IMO), but is not exactly as popular as D&D, and incompatible with 5e, unfortunately...
  12. There are many ways to deal with this situation. You can introduce special and critical successes, and consider a special or critical success can only be parried'or dodged by a similar or better success. You can use Mythras and Pendragon style skill opposition rules : if both opponent have the same level of success, the one with the highest roll wins. To avoid combat to be too deadly, you can reduce damage by an amount depending on the weapon used for parry (4 to 6 points). That's my favorite option. French game RĂªve de Dragon has a rule that you could add to a BRP game without changing any other rule : an attacker has the option to reduce his attack skill to reduce his opponent's skill by the same amount. I also tend to consider that if both opponents rolled a failure, the one with the highest roll wins. That rule is to speed up the scenario where both characters have low combat skill...
  13. 60% seems like a very high chance to me. I'd be more in line with: 50% no long-term consequance, 30% chance limbs disabled, 15% permanent characteristic loss (+limb disabled), 5% limb severed.
  14. POW is the problematic one in games with POW economy (such as RuneQuest). IMHO, Other characteristics don't change that often to really be a problem. A Simple solution is to put POW outside of skill category modifiers. Mine was to simply get rid of most characteristics except POW and CON, for Magic Points and Hit Points. Everything else is a skill.
  15. Agree. Skill values in 80s roleplaying games using percentiles were in fact very low. See StormBringer or Warhammer characters for instance. Call of Cthulhu and Pendragon allowed for better skill values, but was a knight with 17 in his sword skill invincible ? Not quite. All too often, designers of roll-under systems tend to think that the highest value on the die used in the system has to be a limit to skills. But having 100% or 20/20 only means you have maximum chance of success versus "average" difficulty tasks, something all real-world experts have.
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