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Mugen

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Everything posted by Mugen

  1. It's also possible to make Psionics a special tradition of Sorcery, with or without special rules.
  2. Note that, according to one of the pages you linked, characteristics are rolled using 2D10+10, and not 3D10, which may explain in part why your character seems so weak. https://yawningportal.org/first-look-at-ruin-masters-by-riotminds-character-creation/ But even with this fix, skill base values are very low. 21% on average, with 70% to distribute, and a (very rare) 70% maximum.
  3. My first (and only) attempt at a Gloranthan campaign was when I was 13. It was obvious to me I was not able to grasp the setting, and it upset me. And then came the SpellJammer setting for AD&D... So, I had the idea to change my failed campaign into a successful "Space and Spells" one, and the PCs were abducted by extraterrestrial beings... So, my "Glorantha" was in fact... a sphere... Yes, what a stupid idea... 😅 The campaign stopped right after the abduction, not because players didn't like that idea, but because they were 13 and others considered that RPGS were a childish hobby.
  4. You could also use twice the sum of both characteristics, as INT has a higher average value than POW. Or any formula that would avoid the hurdle to first devide a sum, then multiply it by 5. It's not complex, but I feel it's an unnecessary complication.
  5. You also swapped a flat +6 with a D6 here, which won't make them more attractive. 😄
  6. Personal note : As my first name is Alban, I have a very positive bias towards this setting's name.
  7. I don't know what intelligent species are provided in the BGB, but that Monograph seems like a re-issue of the old Games Workshop's Monsters book for RQ3 : https://www.drivethrurpg.com/product/82072/Basic-Creatures?filters=44826_0_0_0_0 If you only look for characteristics, Mongoose's RuneQuest SRD is another solution. Myhtras has a few more exotic creatures.
  8. It depends on what you mean by "fast". Fights between protagonists with high or very low skill values could last very long, and be very boring too.
  9. Note that in Mythras, weapon size can be modified by Special Effects.
  10. Note that one sentence in the game's decription is misleading. "Based on the famous D100 game engine (the one that was used in the first two editions of Nephilim) (...)" The game is d100 roll-under, but it doesn't use BRP at all. Skills are replaced with freeform "Past lives", ranked from 1 to 10. To succeed at a task, you roll 1d100 under as "Past life" (sometimes modified by your elemental affitinies) x10. The 10s of the roll determine quality of success, and doubles are criticals (the only reason why you use a d100 and not a d10).
  11. Location hit points are in a 3-7 range, which means even 1 damage point is very important. It also depends a lot on the locations you hit. 2 attacks on the same limb are very likely to have more impact than 4 attacks on random locations, even if the total damage is lower. And all you need to hit twice the same location is a combat special effect (providing you can deal damage on that successful hit, of course).
  12. Yes, but when that point is added to a d8, it means between 100% and 12.5% more (or 50% to 11% less), which is significant. Especially in a game where a human being can take 12 of them on average, and a 1 point difference means death instead of unconsciousness. Although using BRP damage values in Mythras would certainly have more impact on the characters than the opposite.
  13. With the caveat that damage values in (MRQ2)/RQ6/Mythras are significantly different from BRP.
  14. @K Peterson if I understand correctly, CoC 7e handles ties in skill opposition by giving victory to the highest skill, which is the default method in BRP SRD (page 12 : "If the rolls are successful and tied (same quality of result), the character with the highest skill rating is successful."). And, honestly, it's perhaps the worst existing version of skill opposition, as even a 1% difference gives a huge advantage.
  15. And that's not counting the fact a two-handed weapon only requires one skill outside RQ3, which means it's easier to be good at both attack and defense at character creation. Afterwards, the fact you'll have 2 skill checks after each session involving a fight means you'll be more likely to increase your overall fighting capabilities. My understanding was that if you do 2 attacks, you proposed to apply the -30% to the second attack only, and defenses taking place after the second one. I proposed to apply the -30% to all actions, including the first attack.
  16. I'd put the same malus to all "active" actions (those that are initiated by the player and decided in the declaration step) and put a cumulative malus on top of it for each "reactive" action (defenses, essentially). I feel like declaring more than one action should make all actions "rushed", and as such harder to accomplish.
  17. No, you can also find those in the Mongoose RuneQuest SRD (A.K.A. MRQ SRD), along with many other creatures stats.
  18. It may be what is written, but is it how it's supposed to work ? My understanding was that you could use any weapon to parry any attack.
  19. You could use the RQ stats for halflings and dwarves. However, RQ elves are different from WFRP elves.
  20. The first CoC game I bought (I think it was a translation of 2nd edition) had a bunch of traditional non-mythos creatures in it. And even the most iconic Chaosium published campaign contains non-mythos material. Non-mythos CoC campaigns actually sound more like barebones BRP than real "Call of Cthulhu" to me, but there's no reason it couldn't work.
  21. As for myself, I can't imagine skill lists that aren't based on Root/Branch.
  22. A problem with a lot of old BRP/Chaosium games is that they're based on licences that Chaosium doesn't have anymore, so it's not possible to propose them. StormBringer, ElfQuest, Hawkmoon, RingWorld, Nephilim... Those based on Moorcock's books are still very popular, and my understanding is that Chaosium is actively trying to re-acquire the rights for the English market, but the other games were not as successful, so it may not be worth the price. Also note the children of BRP are alive, too. OpenQuest, Revolution D100 and Mythras (along with M-Space) are all clearly related to BRP, and offee interesting twists to the system.
  23. Ok, I've seen a similar rule in Tenra Bansho Zero. It's also reminiscent of Pendragon, of course. As for the tie breaks on skill levels, I still think it's a bad idea. I don't have the time to do the maths, but I think that if a character with skill 99 is opposed to another one with skill 98, the chances that the highest skill wins are above 75%, whereas I think they should be close to 50%. But, as you explicitly said you don't want to use it, I think it's not worth discussing it here. :)
  24. As I never read CoC7e, I have no idea how those options work, could you explain these? Anyway, I agree using another method for breaking ties is a good idea. Giving victory to the highest skill gives a huge advantage to the highest skill even if the difference is only 1 point.
  25. It's fine to try to make a consistent list of skills, but beware to not make it so that a character has to invest too many points in skills that will never be used in play if he wants to play a "scientist". It may seem very unrealistic and unsatisfying to have only one "Science" skill, like in White Wolf games, but the result is it only "costs" a few points at character creation to make a competent scientist, and won't make him useless outside a laboratory.
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