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Mugen

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Everything posted by Mugen

  1. Well, if parrying was not a complete waste of action if you failed your roll, I wouldn't mind. Just like in Pendragon, where you're almost guaranteed to have your Shield bonus if you defend but the attacker has a better roll nonetheless.
  2. My intent was not to tell you to use this system as a whole, but as an inspiration. It's just too complex, and uses too many skills. But I don't understand which parts of Sandy Petersen's rules could be less in phase with "current BRP" than the original RuneQuest 3 rules, to be honest. Most of the rules in the BRUGE come from games published between 1981 and 1992, and the system is essentially the same as it was in the 80s, with options to make it as simple as CoC or as complex as RQ3.
  3. The Sandy Petersen rules for RQ3 Sorcery are worth reading. They add Presence, which is a limit on the total number of effect levels of spells one can maintain. They also diminish the impact of Free Int, using skill/10 as the maximum level for each effect. They also get rid of Duration. If you have enough Presence to cast a spell, it lasts forever. It also adds new Arts and spells, which are all optional. If you want simplified versions of Sorcery, Mythras and OpenQuest are also interesting.
  4. And yet my biggest problem with the system is not linked to these YZEisms, as it's completely possible to defend and attack in the same round in Forbidden Lands. It's like playing in Pendragon, but you're forced to chose between reckless attack and defensive stance, and the the latter doesn't give you a Shield bonus if you're hit.
  5. But, on the other hand you can't put more than a total of 45 points at character creation into a skill, providing you put 15 points on each of the 3 steps mentioned above. Unless you're playing a character that is older than usual, of course. Which means skills with a maximum between 65 and 75. Huge when compared to RQ2 or RQ3, but not when compared to Elric, MW ot Call of Cthulhu.
  6. Err... I only own french versions of the RQ3 books, and in this case the monster book I had in mind (Monster Colosseum ?) was not translated as part of a bigger book, le Maître des Runes.
  7. D&D 4th edition encounter building system worked well in that regard, but the game was built around it, and the stats of a level X monster were very tightly defined.
  8. The only similarities between both games I can think of are the use of a d100 roll under core mechanism, and localized armor. RuneQuest 3 had stats for Orcs, Halflings and Dwarves in its Gateway bestiary. There's also an Elf, but it's a short and agile one, not the tall and noble Tolkienish elf from Warhammer. Their stats were reprinted in Mongoose RuneQuest bestiary, and also in Mythras. I guess they're also in Magic World. You can also use the stats for mostali, ducks and tusk riders from RuneQuest Glorantha...
  9. Oh, I missed the fact two handed weapons deal +2d6 damage in 6e. Brutal... Question is : how do the 6e reckless attack compares to previous editions ? A +10 to skill represented a huge increase in crit chances, but also a guaranteed hit. Without that +10, there's a 25% chance a knight with a skill of 15 takes a risk for 0 damage.
  10. Mythras gives 100 points for culture, 100 for profession, and 150 bonus points for "adult" characters (between 17 and 27). Skills get a maximum +15 per step, so a skill present in all 3 steps can reach +45 in total. Older characters have more bonus points, and can put more of those points into each skill. Up to 300 points and +30/skill.
  11. How did it cost to print each of those books, approximately ?
  12. @Atgxtgthank you. It turns out my guess, based on a simple table, was not that bad. 🙂 Mythras Sorcery uses Magic Points, but it could be possible to get rid of it, as the costs are very low and has no impact on the spell's power. Casting could be done by opposing the caster's skill with the spell's total levels, multiplied by 5.
  13. My understanding is that this challenge is meant to help publishing games, and not supplements. Even though, of course, games contain material that can be used in other games.
  14. Hârn was published a few years before HârnMaster, and I'm sure quite a good number of players used RuneQuest, StormBringer or Magic World (WoW version) in Hârn before that. Concerning your "Convocations", I know nothing of Hârn magic, but the table reminds me of Mythras Sorcery. In this game, each sorcerer belongs to a tradition, which teaches a specific Invoke skill, and a listt of spells that can be learned and cast with that Invoke skill. In BRUGE, you could use the Magic rules as a basis, but reduce the number of skills to 6, one per convocation.
  15. @RosenMcSternI would also add that RD100 is written like a toolbox, which is either a strong or a weak point, depending on the reader. I like it, but others may be more comfortable with a more traditional presentation.
  16. Well, 15-90 😉
  17. See, this in fact a complex issue for me... On one hand, I think the use of percentile characteristics in CoC7 was a bad design decision, and not just a matter of taste. I think using a d20 for everything like in DB is a far better idea in general (even though the way defense and skill oppositions work in DB are a problem for me), but doing so you lose an easy and efficient way to have crit chances that change with your skill level instead of a flat 5%.
  18. Solo play is where the rule that prevents you from attacking and defending in the same round will hurt you the most compared to SB. Having a way to gain initiative is crucial.
  19. There's one reason : it's a terrible idea, which makes other characteristics rolls more difficult to use, and complexifies other aspects of the game (such as having to divide POW by 5 to get MP maximum).
  20. Nitpick : the town is named Loudun, and not Loudon. 😉 https://en.m.wikipedia.org/wiki/Loudun_possessions
  21. Yes, because skills don't cover everything needed in a game, which is not only about rolling to succeed at a task. Hit points, Magic Points, Damage, Initiative, etc. Not necessarily. That's not a new topic, and to be honest BRP shows its D&D origins here. In the 80s, Pendragon handled the issue with DEX in removing all athletics skills (but retained social ones, making APP useless), and James Bond 007 (not BRP but d100 roll under) based all skill chances of success on a multiplication of a characteristic and a skill level m.
  22. The bonuses are far above those in StormBringer, and all his skills are either 10 or 12. He's a better fighter than a newly created fighter from StormBringer 1st french edition, who had 50%, 40% and 30% + bonus in his best 3 weapons.
  23. I've looked at it again, and I can say the differences go beyond the fact 1st edition uses multiple skills. The lists of powers are different, and the way they work is different too. I wanted to make a simple example of how to make the same object in both systems, but it's harder than I thought...
  24. @smiorganno, I have neither Mournblade nor le Département des Sombres Projets's version of Hawkmoon. I read one other game using the CYD system, and I'm not really interested. I was also a great fan of Oriflam's version of Europe, and I'm a bit sad le DSP could not use it.
  25. Yes. The default starting chance is HW is 6, and people with 1 Mastery are not close to being Rune Level. I see HW as a natural evolution of Pendragon, but an evolution that consider 20 is a good professionnal level, and not 10 or 15.
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