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Mugen last won the day on December 24 2017

Mugen had the most liked content!

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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
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    Paris sububrs
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    French roleplayer from Paris suburbs, working in smartcards business.

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  1. My guess is their position remains the same as the one they expressed in the faq quoted earlier in this thread.
  2. As I said, there's a high number of ties in the Skill Opposition rules. As an example, say both characters have a Spririt Combat skill of 60%, which means : -3% of a Critical on both sides, -9% of a Special, -48% chance of a normal success., That means a ~24% chance that both characters will take damage in an exchange (with 60% chance only one does and 16% chance none take damage).
  3. It's hard to say if that was the intent, or if the second sentence is just an example of a tie... However, given how frequent ties are in the skill opposition rule of RQG, your interpretation is IMHO better than the other.
  4. HeroWars has the answers you seek: -Armor works like you want in this game. You apply an Edge or a Handicap equal to the difference between (attacker's) weapon and (defender's) armor ratings to the AP bid. -Edge/Handicap are added to the bid before multiplication/division.
  5. We also know Edge will publish french version, thanks to a video interview of one of Edge's representatives. Not a big surprise, since they already publish CoC and RuneQuest...
  6. This ? https://www.drivethrurpg.com/product/99583/Arcania-of-Legend-Blood-Magic?cPath=161&language=en
  7. However, it is true that it requires a LOT less skills than in Wizardry or RQ3/G Sorcery, and a good example.
  8. That's only really true for animism. Other magic systems require a separate skill for each god or magic tradition. If your magic tradition doesn't learn Fly, you'll have to find oje that does, and learn their Invoke skill (though tye Shaping skill will stay the same).
  9. But if you speak of "maille" and not "cotte de maille" to a French, it's most likely they'll think you mean a sweatshirt, or money (Maille was the name of a medieval gold coin, but is a now a slang for money).
  10. Maybe one Cast skill per magic type For instance : Cast (Elemental magic), Cast (Mind magic), Cast (Life Magic), Cast (Metamagic), and so on. This would force magicians to specialize a bit.
  11. To bo honest, the same could be said for almost any skill, not only spells. Why does a character that has a long fighting experience suddenly returns to square one when he has a new weapon in hands ? Of course, no-one expects that he performs as well as with a weapon he's used for years either... My solution would be to have one broad base success chance per skill category, which increases with experience, and treat each skill as a bonus to this base chance.
  12. Okay, so your definition of "Morale" may not be the same as mine, but it seems to me mine is the same as the OP : It's perfectly fine to determine how a character will discontinue the fight with a "self control" roll (which might even result in a burst of rage for some fanatics), but it seems to me it's a consequence of Morale loss, not Morale loss itself.
  13. Well, morale in wargames, and role-playing games influenced by these, exactly means that : the chance your unit will continue fighting, with no regards to the reason why they don't.
  14. Mythras has a skill for this, Perseverance. It's the one that replaces POW when resisting mind-affecting magic, for instance. However, using a skill to model morale is not necessarily a good thing. Sure, experience will learn you how to keep calm in dangerous situations, but it's not all that matters when speaking of morale. Motivation is key. A young and inexperienced soldier who thinks he's good because he has excellent gear, or a fanatic, won't flee because one of their comrades has fallen. A peasant who must protect his children will risk his life to do so. On the other hand, a s
  15. My own take on the subject would be to use something akin to MouseGuard/HeroQuest/Revolution d100/L5R 5th edition, with "Hit Points" that represent one's overall situation in combat, and not only physical integrity. In a melee, reaching 0 Points would not mean death or inconsciousness, but rather a situation where any move you take is very dangerous for you. It would be possible to base Morale rules on those "modified Hit Points", with characters that have lost half or all their HP being more likely to flee or surrender.
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