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Mugen

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Everything posted by Mugen

  1. As a matter of fact, Opposed Rolls were included in MRQ1 because some playtesters suggested to use the same rule as in Pendragon.
  2. Well, in StormBringer a plate armor is 1d10-1 or 1d10+2 depending on whether you wear a helmet or not. One may argue that rolling 0 to 2 in one case, and 10 to 12 in the other is a hit to the head. But you can roll 0 to your armor roll and get a Major Wound to the leg.
  3. "Meneur de jeu" is less common than "maître de jeu", but it's not completely new either. It has a "softer" meaning, as one can think that a "Maître de jeu" may be here to dictate other players' behavior. In a way, "Meneur de Jeu" is between "Game Master" and the "referee" I've seen used in some english rpg books (which has never been translated into "arbitre", as far as I know).
  4. Well, I never heard or read the word "meneure", but I can tell for sure that the lead female dancer in a cabaret is named a "meneuse de revue". The dictionnaire de l'Académie Française (and all other online dictionaries I could find) also only mentions "meneuse" as the feminine of "meneur". https://www.dictionnaire-academie.fr/article/A9M1688
  5. Meneuse is an actual french word and the proper feminine word for meneur (like danseuse is feminine for danseur and not danseure). I Agree.
  6. My feeing is similar to @RosenMcStern's, I think. Basically, I think you're making Dual Wielding much more difficult than it needs to be. My main concern with Dual Wielding or sword-and-board in RQG is that it compares poorly with 2-handed weapons fighting (and I think it shows in my comments). And it's a side effect of otherwise good moves in RQG rules. -Having no more attack/parry skill split means fighting with one weapon requires only one skill, but fighting with 2 weapons requires you to learn 2 skills nonetheless. -The fact skills above 100% reduce the attacker's chance to hit (and therefore, the chance for your parrying weapon to be damaged), combined with the fact you can now parry all attacks with your main hand weapon makes having a main hand weapon skill above 100% a very useful choice. -Two handed weapons are slightly more durable in average than their one-handed weapon counterpart, and only kite shields are significantly more durable. But, as I said, these are consequences of changes that are good ones in first place.
  7. I admit I underestimated the impact of the +2 bonus. Still, you need to hit with both weapon to deal that amount of damage, and it's easier with one skill of 100% than two of 80%. The multiple parry rule means you can completely avoid to parry with your second hand if you want, contrarily to previous versions of the game. Trying to have similar skills in both hands instead of concentrating your efforts on your main hand is a very dangerous strategy. If you're afraid of breaking a weapon with matrices, you can still use it in your main hand. It's not easy to compare the 12 points of a GreatSword and the 8x2 points of 2 axes, because it depends a lot on the number of parried hits that exceed 12 or 8 points, respectively, and the possible critical or special parries or attacks. Also, 12 points means 4 less damage upon a successful parry.
  8. I finally bought the book. It's very slim (96 pages) and quite expensive (~30 euros), but interesting to read. It's a hardback book. Interior art is a curious mix of gorgeous art on double pages, similar to what you can see on the cover, and white-and-purple (burgundy ?) pages.
  9. Usually, armor also applies to both battleaxe attacks while it only counts once with a GreatSword, and it is often bigger than damage bonus. Also, having to develop a skill for each hand is a huge drawback of dual wielding combat when compared to two handed weapons. And with the rules for skills above 100% and multiple parries, it's better to have one skill above 100% than two in the 80-90% range. Even if you're dual wielding, you'd rather attack and parry with your main weapon, and switch for the one in your off hand if the main one is damaged.
  10. There's one very annoying problem with critical failures on a 1 in combat in 5e. Fighters fighting prowess in 5e essentially comes from their number of attacks per round. And the more often you attack, the more likely you are to suffer a critical failure.
  11. Rules-wise, D&D 5e is a simplified version of 3rd with bits from 4th edition and a few elements unique to this edition. There is nothing in it that you can trace back directly to AD&D without having been altered by later versions.
  12. After a long wait, a new supplement is coming for the french Mournblade game from le Département des Sombres Projets (which was essentially caused by the death of two people working for that company 😟). http://titam-france.fr/produit/mournblade-encyclopedie-des-jeunes-royaumes-argimiliar/?fbclid=IwAR1q76tgcbJydLK-Dwz0VJMej8OY6N3oTWsYfCpl7yZhe1-Qw5YAY7VIxHU The cover has a definite PathFinder/Star Wars FFG vibe.
  13. Not at all. The question I answered was about Mythras, and not Mythic Iceland.
  14. Character creation rules in OQ are definitely a weak point for me. As every one gets the same number of points in each category, it's not possible to differentiate a soldier from a scholar by its weapon skills. The only area where characters get a real choice to make is the "Practical" category.
  15. Yes. There are only 3 skills in the "combat" category : Melee, Ranged and Unarmed.
  16. Note that Legend is much closer to Mythras than MRQ, and the same can be said of their respective Magic systems. As a result, using Necromancy, Blood Magic and Elementalism from Legend booklets with MRQ would require much more work than using those with Mythras. Also, Legend had Common Magic instead of MRQ's Rune Magic or Mythras' Folk Magic. It was based on RQ2/RQ3 Battle/Spirit magic, but required the use of a single "Common Magic" skill for all spells instead of one per rune. You also missed Animism as one of Legend and Mythras magic systems.
  17. I think OpenQuest is simpler overall, with less skills and a simpler combat system.
  18. Another very important difference is that HQ allows for critical success chances far beyond 5%. Not counting the fact HeroQuest ability scale is not the same as RQG skills scale divided by 5. But, yes, Masteries are an evolution of Pendragon's way of dealing with skills over 20, which is an evolution of RQ2 rule.
  19. Sans Détour had a huge CoC line, and I think it will be difficult for EDGE to propose as many books as they did. I'm quite confident we'll see better production values, nevertheless, as ESD books were in black & white. Concerning RuneQuest, no Gloranthan game has really been successful in France. First french edition was a translation of RuneQuest 3, but contrarily to AH edition it was sold as a purely Gloranthan game. The only Fantasy Earth supplement published was Land of Ninja (under the name "La Voie du Sabre" - it seems L5R opened a "Japan" trend in France, as GURPS Japan had been translated the same year). Oriflam put a lot of efforts in the game, and published a gorgeous (for the time...) line of books including Gods of Glorantha, Glorantha: Genertela Crucible of the HeroWars, Elder Secrets, Sun County, Trollpak and Dorastor. But the result was the game setting seemed very intimidating, with no "beginner-friendly" entry point. I can tell by my own experience it's very difficult to do anything out of Genertela alone... The very complex nature of RQ3 didn't help. It seems Multisim's translation of HeroWars line was a complete failure, as only 6 books were published (including the two core books). Once again, I think the lack of focus on one area of Glorantha was a mistake. Mongoose did translations of their Glorantha 2nd Age line, but was horribly expensive. It didn't help their translations were done by a french Mongoose employee, and not by a professional translator...
  20. I think the reason why 2 handed weapons are not mentioned is because they don't need a special treatment, and follow the normal rule of 1 attack unless you split your attack skill. Don't forget that in order to attack twice while holding 2 weapons, you need to develop a skill with your off-hand weapon. Also, 2-handed weapons tend to deal more damage with each hit. Allowing 2-handed weapons to do so with only one skill would not be fair. I agree with this, and that was my first understanding of the rule on page 224. But I think RQG already makes off-hand and shield use too difficult to use and, as a result, favors 2-handed weapons.
  21. My own wording would be something like that: 1) You can attack once with your main weapon, unless you split your attack skill. If you have an offhand weapon, you can also attack with it at SR equal to the sum of both weapon's SR, if it is lower than or equal to 12. 2) You can parry or dodge multiple times. Each subsequent attempt suffers a cumulative -20% penalty, no matter what skill or weapon was used. If you hold two weapons, you can chose your main or off-hand weapon to parry without any restriction.
  22. Well, in the pdf collecting changes made, the rule on page 224 seemed to be still very confusing.
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