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Mugen

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Everything posted by Mugen

  1. You could take bits from POW and make CHA the Willpower/Resolve/Composure stat. Borrowing an idea from D100 Revolution, you'd have "Willpower points" for mental and social conflicts. Those would be equal to CHA or (INT+CHA)/2, or (POW+CHA/2). Optionnally, CHA (or CHA+POW) could be the base for "Social combat damage" (for instance : (CHA/6) d6, or (CHA+POW/12) d6).
  2. See how characteristics influence skills in D&D 3+ and RuneQuest : -In RQ, most skills are influenced by 2 or more characteristics. -In D&D 3+, only one ability bonus is added to either BaB, skill rank, half level or proficiency bonus. That's because, originally, Str was the prerequisite for the fighting man class. In RQ, Str is just a measure of one's muscular power.
  3. Yes. Since 3rd edition, characters get +1 on all rolls for every 2 ability points above 10. So, a 18 Strength character gets +20% chance to hit and +4 dmg modifier. Nevertheless, the meaning of Strength in RQ (any version) and modern day D&D games is different. In RQ, it is only one factor among others (DEX, and sometimes INT) that helps defining one's base skill with weapons and some other skills. In D&D, it is the only factor used for determining one's melee skill (and Athletics).
  4. I agree with you. I know how re-computing skills every time POW changes is a pain in the ass, but it is not in my eyes a good reason to go for RQ2-like 5% increases, and I prefer your solution. I'm also not in favor of RQ3-style modifiers, which are cumbersome to say the least. This is why I advocate 1 skill base value per skill category (not per skill) based on 2 characteristics, as I think it's the quickest and most efficient solution. It seems to me it was changed in an errata, and you could make one attack and one parry per turn with a single weapon. As for myself, I'm fine with the original RQ3 rule. I would allow one to dodge using his weapon skill, however.
  5. My feelings are exactly the same. Yet, I'm still very interested in the new Sorcery rules.
  6. I would use generic hit points ((CON+SIZ)/2) and localized "major wounds". That is, you only roll hit location when a character loses more than X hit points in a single wound, X being a function of maximum hit points (max/2, for instance, or max x .4). When a limb suffers damage >X, use the serious wounds rule to determine what happens. If it suffers more than Xx2, use the major wound rule instead. Edit: question is, how long should it take for a wound to heal... I would also reduce maximum hit points until the wound has been fully healed.
  7. Mugen

    Elementals.

    That would be my answer too. Perhaps the lowest between summoner's INT and Elemental's SIZ, given it is used to define its Move rating.
  8. Note that most of RuneQuest 3's magic rules can be found here and can be used as a solid foundation for everything you've asked: http://www.chaosium.com/the-magic-book-pdf/ I'd make some changes to Wizardry (which is the magic system known as "Sorcery" in RuneQuest, Legend and OpenQuest). I'd use fewer skills (one par Mage Arcana), and ditch limitation on Free INT. I'd use (relevant skill)/10 instead. What is missing is the chapter of creatures such as the Vampire, or Spirits. My guess is you can find those in this one: http://www.chaosium.com/basic-creatures-pdf/
  9. 1. rules for static magic (spells) 2. rules for free form magic; I'd use OpenQuest's, Legend's or Mythras' Sorcery as a basis for this. Each arcana would be covered by a skill. Skill 1-25% would allow to cast Dot 1 spells. Skill 26-50% would allow to cast Dot 2 spells. Skill 51-75% would allow to cast Dot 3 spells. Skill 76-100% would allow to cast Dot 4 spells. Skill 101+% would allow to cast Dot 5 spells. A known spell's maximum Intensity would be (Skill/10). A freeform spell's maximum Intensity would be (Skill/20). 3. rules for lots of fiddly powers; I'd use Legend's "Common Magic" here. 4. rules for how to acquire "juice" for said fiddly powers; I'd use Magic Points for this. Note that RuneQuest has rules for Vampires, which can be used as-is. 6. rules for ephemeral / spirit / ghost things, including summoning RuneQuest has rules for this.
  10. Sorry if I was not clear. Of course, the one with the higher SIZ will either have a malus to his Stealth checks or give a bonus to the other's Perception skill.
  11. As for myself, I tend to use SIZ diffently, and give bonus or malus to skills if SIZ are really different. For instance, if a character with SIZ 13 tries to hide from one with SIZ 10, I will not give any bonus or malus. But a SIZ 16 one will have a malus.
  12. Fact is, you don't have to assign a different skill base for each skill. You can have one per category. For instance: Agility (STR+DEX) Communication (CHA+INT) Knowledge (INTx2) Perception (CON+INT) Stealth (DEX+INT) I would not put POW in any of those, given this characteristic is subject to many changes...
  13. I have played with skill category base values set to the sum of 2 characteristics for years, and I disagree with you.
  14. Oh, I see : it was in Oratoty skill description.
  15. I'm familiar with RQ3 (and StormBringer 1st edition) but not with RQ2, so I had to check a character sheet to understand what that means. From my point of view, it means you're not using Communication and Magic bonus, and Agility is merged with Manipulation. I don't understand what's wrong with RQ3 list of bonuses...
  16. RQ : Slayers had no real connexions with any other RuneQuest game. It had 2 different mechanisms for combat and non-combat situations : in combat, you rolled d6s and counted 6s, and outside you rolled 2d10 under an attribute.
  17. Considering #4, they first said it wasn't going back, but they also said by that time that skill bases were meant to work RQ6-style. So, my guess is we will have Resistance Table.
  18. As for myself, I encountered RQ through its first french edition, which was based on RQ3 but with no mention of fantasy Europe, and a full line of Gloranthan supplements. Problem is that Dragon Pass-based material was lacking, and it was very difficult to play in Glorantha with what was available (that is, Avalon Hill's Gods of Glorantha, Elder Secrets and the boxed set centered on Genertela). But I liked the rules so much I created a world to play with those. So, for me RQ is a generic fantasy game.
  19. #2 has already been answered in the design notes : the new RQ will use something close to RQ3's bonuses. It seems to me #5 has also been addressed and weapon skills will be used. There won't be a split attack and parry skills. In fact, when Chaosium says new RQ will be based on RQ2, they mean it will be based on Chaosium editions of the game, but they won't make it as complex as RQ3.
  20. If Malkioni are not in the core rulebook, what about Sorcery ?
  21. They may have changed their mind recently, but in the first posts on the subject I read at rpg.net, Chaosium people stated that their new game's name was to be RuneQuest. Not RuneQuest 7, RuneQuest 4, RuneQuest Next or RuneQuest Glorantha, just RuneQuest.
  22. The 4 elements plus Moon, in fact.
  23. Legend of the Five Rings is a good example.
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