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Mugen

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Everything posted by Mugen

  1. But you're speaking of a game that was specifically designed with the idea in mind that skilled characters should not overshadow average, unskilled characters, unless they're from the rogue or bard class. At level 20, a maximized non-rogue character is going to have 55% more chance of success than an untrained character with ability 10. Quite like if in BRP only "rogues" could go over 80 with a skill with a base of 25.
  2. You don't add particles to a name because you need it. You say l'Allemagne, la France, l'Angleterre, and Londres, Paris, Berlin or Haïti, but not le Londres, le Patis, le Berlin or l'Haïti. It seems most names with an article were country names, and the only exception I could find was Haiti. Some town names have articles : Le Havre, Le Crotoy, etc. For instance, there's a movie named "Dans Paris", and not "Dans (le/la) Paris ", and it doesn't sound weird at all. Saying "je vis dans Paris" is not weird either. Although one could consider that it's easy to understand the concept of living inside a city but it can't apply to a whole fabtasy world.
  3. My gut feeling concerning France is that D&D has always been the number one game in terms of number of players and sales, and by a large margin (except perhaps during the 4th edition days), and CoC second. I think that a reason for this success and the lack of a national equivalent to Drakkar or Demoner or Das Schwarz Auge is that in the early 80s, D&D was considered by many as "the true game", and other equivalent games only as ersatz. DSA was rather successful, having 2 competing editions, one for toy stores and the other for book shops, but national equivalents like L'Utlime Épreuve were often overlooked.
  4. I thought about this, but I don't think it's a valid comparison, as we're talking about celestial bodies rather than fantasy worlds. You wouldn't say "sur le Paradis" or "sur Asgard"' for instance. Unless you're referring to a world where Asgard is a planet, of course.
  5. Well, it was only the 3rd "premium" supplement in the french edition, after Gods of Glorantha and Genertela. But, even if I had never heard of those before, it felt odd to me crystals had not been introduced before.
  6. I guess a reason why cristals were rarer in RQ3 is because they were not present in the core rules, and you needed to buy Elder Secrets to find rules for them.
  7. I don't know if this was changed in RQG, but in RQ3 MPs were more important than POW for Sorcery. Which explains why Vampires could be Sorcerers despite having 0 POW.
  8. I disagree, even if I can't provide any grammar rule to support my claim. To me, "en Glorantha" sounds as strange as if you had said "en Lyon" or "en Paris". The difference I make is that Glorantha, Lyon or Paris are words that do not take an article such as le, la or les in front of it, contrarily to... any real-word country or continent names I can thing of. Edit : I found one exemple that contradicts me (and others certainly exist) with Haiti. I wound not say "dans Haïti".... 😞
  9. While both systems are indeed very different, I see HQ as an evolution of Pendragon, which was itself an evolution of BRP. The original system for conflict resolution, with APs set to the value of the ability used in the conflict, was very reminiscent of RuneQuest Spirit Combat, where POW was opposed and Magic Points served as "Hit Points". It's even more clear since HQ:G introduced "roll high wins" as a method to break ties.
  10. I've been in favor of this change (along with roll high wins) since the beginnings of HeroWars. I'd perhaps use a reroll instead of a straight 2 successes if the d20 equals TN, but it's really not important. The only reason to not opt for this was that some results in the HW and HQ1 opposition table had "exchange", where you drained APs from your opponent. But since AP are now just an option, it's better to do it that way.
  11. IIRC, RuneQuest 3 had an option to let players allot points freely. It's not something I'd do with BRP myself, though, given the min/max potential.
  12. That's how you deal with it, but I don't remember rules for this anywhere. For instance, if two blacksmiths with different skill levels work on the same tool, does the one with the best skill create a better tool, or does he create it quicker ?
  13. Every iteration of Sorcery except RQ3 and RQG has used limits based on the Sorcerer's skill with the spell or Art as a maximum limit on how many MP you can invest, and I vastly prefer that option. And it's not just speaking of the Mongoose RuneQuest games and Mythras, Sandy Petersen's rules and RQIV also had such limits.
  14. That was not an official rules question, but rather a question to @jajagappaconcerning possible houserules. As a player, I would not be happy to pay so many Lunars for no benefit.
  15. But do you let players that only bought Bladesharp 6 to cast it with 1 to 5 MP, or is he restricted to cast it with 6 points only ? Even if that's the case, I can understand why a beginner might want to pay 100 to 150 L for a cheap version of a spell, but I don't understand why someone would pay such a hefty price just for the benefit of being able to cast all versions of bladesharp. Even less so if he gets no benefit from it.
  16. And he would also reduce his opponent's attack chance by the same amount. Unless he's using a different weapon to parry, of course.
  17. Definitely. The only persons who knows what rights Titam holds are those that renewed their licence after Mongoose lost it, everything else is just pure speculation.
  18. Which means no-one tried to acquire the rights for non-french versions after Mongoose let it lapse ? That's a pity.
  19. IIRC, an important difference is that Melnibonéans roll the characteristics with 2d8+8 instead of 2d6+6. Which IMHO still make them less overpowered than in previous editions.
  20. I thought Sorcery spells didn't reduce your Free INT anymore, and only Spirit Magic did. Am I wrong ? Apart from this, I agree with you, @Godlearner, but don't hope for a change, as it has already been discussed here.
  21. https://www.casusno.fr/viewtopic.php?f=24&t=34910&start=285 Exact quote : Je ne sais pas d'où viendrait cette info. Je ne crois pas qu'on ait jamais communiqué quoi que ce soit sur ce sujet, et on ne compte pas le faire. On ne s'appelle pas pour rien le Département des Sombres Projets ! Haut Which translates more or less like that : After re-reading his answer, I realize that I may have misunderstood him, and the thing they had no intention on doing was communicating, not doing the translation... Maybe it's a project they have, but thought it was secret.
  22. @Jason DHmm... I asked one of the people of the Département des Sombres Projets on a french forum, and he seemed very surprised. According to hil, they never announced anything like that.
  23. That would be confusing for everybody : french players led to think, it's not a translation of Mournblade, and English speaking customers that would think it's a new edition of Chaosium's game... Renaming Elric! into StormBringer was less confusing, as Elric! had clear ties with SB, and other Chaodium games.
  24. They originally licenced the game from Mongoose, which was the owner of the rights in all languages at that time, so I guess it's very possible they only got the French publishing rights. Even though Mongoose doesn't have the rights anymore, the visuals for the Mournblade core book still show their logos (both MGP and EoM) on it. https://titam-france.fr/jeux-de-role/produit/mournblade-michael-moorcock-i-livre-de-base/
  25. There's the Pendragon solution, which does not differenciate attack and defense rolls. In one-on-one fights, each protagonist rolls under his skill, and only the one with the best roll hits the other. When facing more than one opponent (no more than 3), a character will oppose each of them with a reduced skill. It's also possible to chose an offensive or defensive stance, which will change how oppositions are resolved. ***** It's also possible to base damage on the tens of the attack roll, or the difference between the attack and the parry tens, counting crits as 10s. Then, add a modifier based on the weapon used, and subtract another based on the armour worn. ***** The option you're asking for, where players only roll to know how much damage they take, also exists in Pendragon, but is only used in Battles, and each round represents the opposition faced during a time longer than a combat turn.
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