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Mugen

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Everything posted by Mugen

  1. Sure, but it should be reminded that during the period when D&D is outside the top 5, there were no D&D new releases, except for a handful of scenarios based on an unfinished version of 5e.
  2. Only the traits that are above 15 or below 6 can dictate your character's behavior. Traits between those boundaries are just tendencies that you are free to ignore. Also, traits tend to change according to the way you play your character.
  3. There's also the SPQR solution, where the success levels are: It's similar to CoC7, but the chances to score the equivalent of a crit are easier to calculate. EDIT: I don't understand why I have this blank space below...
  4. Ok. As a matter of fact, I had a similar system in the d20 roll under blackjack I mentionned earlier, and it was also made for highly skilled characters... And I was told once that it was not suited for lowly skilled characters...
  5. Yes, I like the idea that PCs and NPCs have a chance to reach this value. Really ? I thought this rule was only for the quick creation system, and not the detailed one. So, barbarian warriors aged 20+ were very likely to have more than 75% in their weapon skills, thanks to their x4 multiplier...
  6. That's an idea I've had in mind for a long time, but never had a chance to use (although I did it with a d20 roll under system). One thing I have in mind that a roll of 0X is either a 0 or a 10, depending on whether the units are inferior or equal to the tens of his skill (a crit). However, I think -20% for +1 to EFFECT is too much, because it's not statistically worth it. For instance, say you have 90% in your skill. Your average EFFECT, if you succeed, is 4.1 (1). Reducing your skill to 70%, your average EFFECT if you succeed, is the same : 3.1+1 (2) = 4.1. But you have a much bigger chance to fail... (1) (9*0+10*1+10*2+10*3+10*4+10*5+10*6+...+10*8+9)/90 = [(10*36)+9]/90 = 4.1 (2) (9*0+10*1+10*2+10*3+10*4+10*5+10*6+7)/70 = [(10*21)+7]/70 = 3.1
  7. 15% manipulation bonus, and starting characters that can have weapon skill up to 95% ? I like that.
  8. French game Rêve de Dragon (translated under the name "Reve: The Dream Ouroboros") allows the attacker to lower his attack chance in order to reduce the opponent's parry chance. That could be used in BRP directly. Another idea, inspired by Fading Suns, would be to consider the roll (or 10s of the roll) as Quality of success. The player would be allowed to add a number to his roll, thus reducing his chances of success to increase his actual Quality of Success. In combat, damage and parried damage would be a function of QoS.
  9. The last Mongoose RuneQuest playtest document had an interesting take on this subject. If the defender parries and both opponents roll the same success level, the highest roll determines how many points are blocked by the parrying weapon. If the attacker has the highest roll, weapon's AP are substracted. Otherwise, twice the AP are substracted. Obviously, the AP were different from RuneQuest 3 : a Broadsword typically has 4 AP and not 10. Unfortunately, this was changed before the release of the game...
  10. Isn't Blast really overpriced when compared to Energy Control ? I mean, the second basically allows you to cast an effect similar to Blast at will during POW Minutes, at no cost. Sure, Blast has "enhancements", and it can create energy out of thin air, while Energy Control can't, but is it worth 3 MP/d6 ? By the way, it seems to me your page references are all wrong.
  11. Some people use doubles as a trigger for critical successes or failures. I like your idea better, as it can be decoupled from failure and success. In Nomine, a game in which you play angels or demons, uses a 3d6-based system. If a character rolls 3 ones, it means God makes a direct intervention. On a triple 6 (666...), it's Satan. That's because it's easier to read the special dice directly than to look at a table for each die. Your argument is perfectly valid for The One Ring, where d6s have a small mark on the 6, and the d12 have "11" and "12" replaced with the Eye of Sauron and the Gandalf rune.
  12. Mugen

    RQ genealogy

    After reading your comments, I've modified my chart and tried to add all the RQ/BRP-related games I've heard of. I even added french editions worth mentioning. I don't know much about Ringworld...
  13. Mugen

    RQ genealogy

    Err... yes, you're right... So, it's Chaosium + RuneQuest editions
  14. Mugen

    RQ genealogy

    Here is how I see RQ-related games, restrained to Chaosium-published ones:
  15. Mugen

    RQ genealogy

    Shouldn't Nephilim be in this list too ? I don't know US edition, but french 1st edition doesn't have clear relationship with any other BRP games.
  16. That's similar to what I do in my homebrew BRP variant : Players allocate 3, 5, 6, 7, 8, 9, 11 to the characteristics, then add a number depending on their species (6 for humans) to each. Another method was to roll in order 1d6 +species minimum -1, then allocate X points (max 5 points/stat).
  17. The end result maybe similar, but adding 2 stats together is much quicker than computing a RQ3-style skill modifier. In my own homebrew version of BRP, each skill category is associated to a base value (equal to the sum of 2 stats), and I define an optimal value for each skill in this category, which depends on this base value. The major difference between both systems is that some skills are inherently more difficult than others in RQ2/RQ3. Climb is an easy skill, Dodge is more difficult.
  18. Maybe it's me, but skill modificators are one of the things from RQ3 I don't want to use ever again, and I vastly prefer RQ6's base skills.
  19. Do you mean the new RuneQuest is going to have skill base values and skill bonus like in RQ3 ?
  20. Thank you for clarifying this.
  21. There are also the Demons from both versions of Elric of Melniboné from Mongoose. It's not 100% compatible with BRP, though, given that Magic Points are restored much slower.
  22. "Both Runes and Passions allow the character to be inspired within certain limitations. For example, the Air Rune is the rune of violence and destruction. A character in the midst of a melee combat may try to call upon the primal powers of Air to get a bonus to their sword skill. A character strongly loyal to their temple may try to inspire themselves when carrying out a cult mission. In playtesting, people have strongly role-played their Runes and passions and have a game incentive to do so. " Does that mean that you will no longer need to learn Battle/Spirit/Common magic spells ?
  23. I'm not very keen on modeling Honour as points. I would try to use the seven (or 8, depending on source) virtues of Bushido in the system. A high value in one of the Virtue would allow the samurai to get a bonus with associated skills. A failure to be true to a Bushido virtue would make the samurai unhonourable, losing all his bonus related to virtues. The higher the Virtue is, the bigger the impact on the character, and the harder the difficulty to atone and regain honourable status. https://sites.google.com/site/projectsamurai1010/the-code-of-the-samurai https://en.wikipedia.org/wiki/Bushido#Eight_virtues_of_Bushid.C5.8D_.28as_envisioned_by_Nitobe_Inazo.29
  24. I think I'd do something like this (inspired by The Dark Eye 1st edition) : -One pool of Hit Points -One pool of Magic Points -5 or 6 Abilities rolled with 1d6+7 -Rolls of 1d20 under Ability, with critical if roll = Ability. -For Magic, I'd use few spells taken from RuneQuest's Battle/Common/Spirit magic or the Big Gold Book's Sorcery, for instance : *Heal : Spend X MP to heal X HP *Fire Ball : Spend X MP to deal 1d(2xX) damage *Armor : Spend X MP to reduce all damage by X/2 for the combat *Magic Weapon : Add X/2 to damage for the combat With the the limit to MP spent being limited by one ability.
  25. I think Percentile skills may be misleading. For instance, one may think that a character with 50% in sword is an average fighter. Fact is, he's very likely to die if he fights to the death. In my view, skills under 75% are highly unreliable.
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