Mugen
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Everything posted by Mugen
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For characteristics generation: "Roll 4d6 and drop the lowest until you roll 16 or above". Wouldn't it be quicker to do something like "roll 15+1d3" or "roll 2d3 and keep the lowest, add 15" ? Rolling 4d6 and keep 3 only has 13% chance to generate a value of 16 or more.
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No, they have nothing in common. RQ4 was a percentile system and an evolution of RQ3. It was also meant to be tied to Glorantha. RQ Slayers was an attempt to make a RPG when AH lost the rights to use BRP, but not the RuneQuest name. It had a strange system, where you rolled d6s in combat and tried to get as many 6s as you could, and non-combat used 2d10 under attributes. It was also set in a world without any connection with Glorantha. Then Hasbro (not WotC) bought AH, and they decided to shelf the game, as they had acquired it for its boardgames. A pdf of the finished game was put online some times later.
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The OGL version is MRQ1. Open Gaming Licences did not exist before Wizards of the Coast released D&D 3rd edition in 2001. Also, RQIV:Adventures in Glorantha is an unpublished game.
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I agree. This is how Pendragon handles combat, and it always worked fine to me. One of the biggest flaw of traditional BRP combat is when 2 opponents have good combat skills and they go into an endless "I attack, you parry, you attack, I parry" exchange. Well, you'll find evolutions in various parts of the game (Runic Magic, Runic Affinities, Passions), but combat is clearly an updated version of RQ3, with large bits from RQ2.
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Is this also true for dual-weapon wielders ? If so, is there any good reason to use any other weapon than a shield in your off-hand ?
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Well, this is only a QuickStart book, you can't have every details on every subject in it. Anyway, both RQ2 and RQ3 describe spells as abilities granted to the character by a spirit, but the spirit himself didn't remain in the focus. The kind of magic where you trap a spirit in a fetish was the realm of Enchant magic, and the Binding ritual.
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Thank you for your detailed answer ! I'm still not convinced those skills needs a special treatment
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Hmmm... As I said above, I think other skills, especially in the Communication section, could definitely be treated the same way.
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Well, you can achieve the same result by setting a base value of 30 or 40 to those skills. In RuneQuest 3, Dodge had a base value of 05 (+Agility bonus).
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Hum... So, I'm the only one concerned by this ? That must be me, then...
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I saw on a Character sheet that 2 skills (Dodge and Jump) have a skill base which is a multiple of DEX (x2 and x3, respectively). Do I get it right when I understand the Agility bonus is also added to this base ? If this is true, I do not understand the logic here. Did you want to show those skills beneficied more from DEX than others ? If so, why don't other skills get such treatment ? For instance, I would see skills such as Fast Talk or Oratory beneficying more from CHA than other Communication skills.
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I guess the link between Martial Arts and Stealth is a typo, right ? I'm not really fond on the maximum you put on skills, I would add 1 to the multipliers you use for your blue skills, and perhaps 1 also to the light red ones.
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This is really an interesting mix of a lot of RuneQuest 3, with bits from RQ2, and Elric!. Thank you !
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Wow. That means a standard sword can only be used 10 or 12 times for parry. RuneQuest 3 weapons had similar Armor Points value, but you lost 1 point when damage was >= current AP value. That is, when RQ:G weapons break.
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How many Hit Points do weapons have, in general ? At a rate of 1 HP (or more) per parry, it seems they will break often. Is it possible to get HP back through crafts ?
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I think it was a reference to the cumulative 20% per parry. As far as I know (I only know the second edition of SB), this rule was introduced in Elric!, and as a result was also in SB 5th.
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Yes, that would be my solution, except "traits" would have variable values instead of a flat +30%.
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As for myself, I would not'go further than a 2 level tree, with skills and specialties. Revolution D100 gives a good example of the root skills I'd use.
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My answer to this would be to make Hit Points and "Willpower points" work the same way. -HP and WP losses represent physical and mental stress. It's easy to lose and recover those. -Losing all HP or all WP means unbearable stress. A character with no HP falls unconscious. A character with no WP will either fall unconscious, or go mad, depending on how he lost his last WP. -Losing more than a portion of maximum HP or WP at once will result in a long-term consequence, and a reduced maximum points total.
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As for myself, I prefer generic hit points with "Major Wounds" when you lose more than X hit points on a hi, à la StormBringer. I also prefer that those hit points represent fatigue rather than actual wounds. There was a rule in Mongoose RQII for NPCs that used generic HP. I don't know if it still exists in Legend.
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Question is : What would be the benefit of doing such relative damage bonuses, compared to a universal one ? Sure, you'd have less damage values such as 2d8+1d6 or 3d6+1d4, but you'd need to compute a different damage value for each weapon on your sheet.
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As for myself, I quite like the chart from RuneQuest SRD, based on STR+SIZ: 1-5 : -d8 6-10: -d6 11-15: -d4 16-20: -d2 21-25: 0 26-30: +d2 31-35: +d4 36-40: +d6 41-45: +d8 46-50: +d10 Over 50, the chart loses this nice +1 step per 5 attributes points progression. It could be changed into this chart, based only on STR: 0-2: -d6 3-5: -d4 6-8: -d2 9-11: 0 12-14: +d2 15-17: +d4 18-20: +d6 21-23: +d8 24-26: +d10
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Elric! Is very different from StormBringer 1 to 4. -In SB, skill base values are very low, and influenced by characteristics. Elric! has decent base skills, which are mostly decoupled from attributes. -Elric! starting characters are very experienced. -Elric! has a series of simple spells anyone with POW 16+ can learn. Both have elementals and demon summonings. -Elric! combat system is more complex. -SB uses a d100 to determine one's nationality. It is possible to roll a Nadsokor beggar, or a Melnibonean Warrior-Priest-Sorcerer. The second one is absurdly overpowered. SB 5 is basically Elric! 2nd edition. As for myself, my favorite Young Kingdoms RPG is Elric of Melniboné 2d version, for MRQ2.
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Land of Samurai is good, though I'd note it is more "Heike monogatari" than early Heian, in my opinion. Price of Honor is IMHO not worth buying. As far as i remember, PCs have to find some elemental weapons to rescue a besieged village.
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Concerning similar skills, I think a good way to deal with it is to have a few broad ones, and specialties attached to it. For instance, one broad Perception skill, with specialties such as Sight, Touch, Taste, etc. The old StormBringer skill categories could make a good foundation for those broad skills list.