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Mugen

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Everything posted by Mugen

  1. It seems to me the reasoning was that there was some overlap between POW and CHA as the "personality characteristic". In a time where characteristics were typically rolled and not chosen, it did not matter much that APP was such a garbage stat and POW so good.
  2. It only applied to Communication skills, though. Not like in Mythras, where having a high CHA grants you extra Xp after each session.
  3. There was a rule for this in MRQ 1 and 2. Another solution would be to consider that, on average, a character needs 1/p rolls to get a success, where p is the probability to get a success. So, with skill 75, you need 1/.75 (or 100/75) = 1.33 times the base time for an action. Of course, that formula doesn't work for skills > 100%, unless you want to consider Specials and Criticals change execution time and don't want to deal with a much more complex equation...
  4. Well, considering the hero of his Donjon comic book is a duck and it contains broos, that's not a surprise.
  5. As far as I remember, StormBringer cost 210 French Francs (~21£ I think) and RuneQuest 224. So, no, the difference in price can't explain why SB was much more popular. And we did not wait very long before getting Gloranthan content, as the boxed set included an introduction to Glorantha instead of Fantasy Europe (even though Cormac remained a Pict in the rules examples). The only non-gloranthan material published were one generic game master's book and Land of Ninja (thanks to the success of L5R, I think - GURPS Japan was translated almost at the same time as LoN). The company that translated RQ, SB and Hawkmoon also issued a magazine that had lots of excellent content for all three games, especially concerning Glorantha. I learned it the hard way. I tried to play with the first translated supplements (Gods of Glorantha and Glorantha : Genertela, Crucible of the Hero Wars), but it was obvious my game didn't look like Glorantha at all.
  6. I didn't read it, so my explanations are based on reviews I read on internet ( http://www.legrog.org/jeux/nephilim/nephilim-legende/quintessence-cinquieme-ed-fr, for instance) A Nephilim is defined by ranks in each of the five Ka elements, and rankings in a series of "Vécus" (past lives). Base system use d100 rolls under one of the character's Vécus (+/-difficulty) x10. A double (11, 22, etc.) is a critical (and the only reason why the game uses a d100 and not a d10...). On other values, the tens die indicate degree of success. It's possible to add a Ka element to the Vécu, with a risk to expose the Nephilim's nature (I don't know how). I'm not very keen on the "doubles as crit" system, especially since it requires you to multiply a score by 10 just for the sake of having doubles, and I hope Vécus are not too low on average. But otherwise, I like what I read, as it looks a lot like BRP variants I developped.
  7. But nowadays, you can put this on the cover: "Superworld, the game that was used by GRR Martin, author of Game of Thrones, for a supers RPG game that inspired his WildCards series." A fifth one has been released recently. Nevertheless, like every edition since the third, it does not use BRP.
  8. In contrast, CoC still remains immensely popular in France, and StormBringer was much more popular than RQ3 (RQ2 was never translated). It's certainly because SB was the first to be released, but the lighter rules was also certainly more appealing to french audience taste than RuneQuest (not counting the fact french edition was based on RQ3...). Glorantha also seemed very intimidating as a setting compared to the Young Kingdoms. Part of the reason for Hawkmoon's success was that it was seen as a "sequel" to StormBringer.
  9. French edition of Hawkmoon was more successful than the US one, and had an interesting line of supplements. It even had a second edition, based on Elric! rules. The book on France was simply one of the best background books I've read for a game, with a different mood for every region (swashbuckling in Aquitior, waterworld in Alsaz, island of Dr Moreau in Auvergne, Arthurian myth in Brittany, and so on) and lots of scenario or even campaign ideas. ElfQuest, on the other hand, only had a core rulebook...
  10. @lawrence.whitakerLe Département des Sombres Projets has a Hawkmoon game currently under development, so it seems they also have the rights to this version of Eternal Champion.
  11. I would do the same I'd do for weapon skills (or any skill category, in fact) : a few relatively broad skills with specializations. Not sure how how many skills I'd use, and where the separation line between skill and specialty should be, though. First solution would be to have one big "Sorcery" skill and one specialty per Rune. Another would be to have one Skill per Rune and one specialty per spell. A third one would be to have 2 levels of specialization (1 per rune and 1 per spell), but I think it's too much... Not sure how I'd handle Techniques...
  12. Well, this is just an idea, and not a fully designed rule... It's normal most questions you ask don't have answers at this point, and not having those answers does not mean those are "design problems".
  13. Honestly, I didn't think about it. Both options are valid, but keep in mind that that version requires a lot less skills.
  14. As a matter of fact, I think I would still use this approach if I wanted to create a Sorcery system based on what RQ:G brought. Needless to say, the runes-as-object part is to be discarded, but I think a system based on Techniques and Runes (as defined in RQ:G) as skills could work. Learning a spell would require having the runes and techniques skills attached to it, and casting it would require rolling under the lowest skill.
  15. I like the fact that, for once, advantage chance is not a linear function of your chance of success.
  16. 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.
  17. 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.
  18. 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.
  19. 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".
  20. 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).
  21. Note that I have personally 0 interest in such a game.
  22. There are a few historical two swords fighting styles, the most famous being Miyamoto Musashi's Niten ichiryu.
  23. 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.
  24. 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".
  25. 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.
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