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Mugen

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Everything posted by Mugen

  1. I agree using a d10 would make the Masteries clearer. My own version of HQ would use it, and no Bumps either : your tens is your base success number, and if your d10 is under your units you gain another success. A 0 is a re-roll under the units to gain another success. You could also use a base 20 notation : 1,2,3...9, A, B, C,... I, J. So, a score of 14 and 2 masteries would be written 2E. Or you could put a sign before or after the digit, a + for instance : 23 would be 3 and 2 Masteries, and 23+ would be 13 and 2 masteries.
  2. French game Légendes (yes, another one...) had something similar. There were no action rounds in Légendes. Instead, each action took a variable number of seconds to resolve. For a common man, a normal attack took 6 seconds, a quick attack or a normal defense took 3 seconds, and a quick defense required no time at all. Quick actions gave you negative modifiers to your skill. Lighter weapons, with a good speed factor gave you smaller modifiers than Heavy weapons, with bad speed factor. A very quick character using light weapons could perform 3 quick attacks, with negative modifiers, while a common man could only do 1 normai attack in the same time.
  3. What makes RQ possession so uniquely gloranthan ? I've read it a long time ago in RQ3 and I don't remember it very well, but it didn't strike me as something that couldn't work in other settings. IIRC, both possession from the spirit and exorcism by the shaman/exorcist required a Spirit Combat.
  4. French game Reve de Dragon (which was translated into Reve, the Dream Ouroboros) allows an attacker to reduce his own skill to give a similar modifier to the defender As for myself, I'd just use the skill opposition system. I'd be in favor of Pendragon -high roll wins and skill above 100 is added to the roll-, but using the formula for Resistance Table (50+difference in skill) could work too.
  5. I am in a similar situation. I discovered BRP with StormBringer, but what really caught my attention was the way RQ3 character creation gave me possibilities to make "ethnologically plausible" worlds. Also, as I was born in 1975, I was too young to read or play RQ2 before RQ3. Which explains why I don't have the connexion RQ2 fans have with Glorantha. Nowadays, I'm less interested in playing roll-under systems in general, and even in the roll-under d100 family, I prefer Mythras or RD100. But RQ3 remains an important game in my gaming history.
  6. The translation says "points de POU", which someone familiar with RQ2 might understand as a temporary POW loss. It's possible the translator thought it would be better to not use the word "Magic" for Ki, and was familiar with RQ2. But it's never explained...
  7. @Old Man Henersonan average fighter with a broadsword deals 1d8+1d2 damage in Mythras, versus 1d8+1+1d4 in BRP. But it's hard to compare when Mythras characters don't have general Hit Points.
  8. I've always considered Kenjutsu as the main inspiration for Combat Styles. In the french translation of LoN, most ki powers cost POW and not MP. I always suspected it was a translation error, and these few examples seem to prove I was right. For instance, in this translation Ki parry cost MP and Ki dodge cost POW.
  9. I truly don't know which multiplier to use. And, to make matters worse, I tend to use 2d6+6 for all characteristics, which means I need another multiplier myself... It's not really a cap, as it would still be possible to increase skills after reaching this value, but only 1% each time. Perhaps with a minimum 5% chance...
  10. No, not something like 100+characteristic or anything that is just the same as another rule, but clunkier. 🙂 Something that depends on skill base value, and can be below 100 if base skill is lower than average. I wrote Base x3, but it's obviously too low.
  11. It could be possible to introduce an optimal skill value for each skill, which should be used instead of 100. It would be based on the skill base value, for instance (base x3). If your skill is under that optimum, your experience roll would be a roll under (optimal skill - actual skill).
  12. Problem with OD&D Health System is that it didn't chose between abstraction and realism (or Narrativism and Simulationism). PCs had more Hit Points as they levelled because it represents an abstract ability to survive a fight, but : -CON adds points to HP total, -Armor could negate hit points loss completely because it follows a "if you don't hit flesh, there's no HP loss" logic. -That heroic pool takes months to recover for a heroic figure and far less for a commoner becaus it obeys "Natural Healing" logic. -Similarly, a Cure spell can fully heal a commoner but you need multiple ones to fully heal a hero. Nowadays, I prefer to have more "abstract Hit Points", and not directly tied to wounds. BRP and Mythras are still influenced by the "if you don't hit flesh, there's no HP loss" logic I mentioned above, and I'm not satisfied by it.
  13. In Mythras, secondary attributes charts usually work with multiples of 5 or 6. You need 5 full points in SIZ+CON to gain extra 1 extra HP in each location, for instance. The only exceptions being the MP maximum and Initiative Bonus. A solution to make 18 APP more appealing would be to change the charts to allow humans with maximum rolled attribute (i.e. 18) to have a benefit. I don't think it would break the game. I agree.
  14. The way I see it conflict resolution as a whole sound like an expansion of RuneQuest Spirit Combat. That was even more clear in HeroWars, where action points initial value was equal to the ability used.
  15. That's better than having an option to reach 20 in a skill, IMHO.
  16. Yes, as I mentioned in my Edit, this is the same rule as in the core 3rd edition book. I only used the Chivalrous Knights system, which explains why I didn't remember the simpler one. I checked the Book of Knights and Ladies, and it doesn't change the creation procedure for characters below 21, but let you use Winter phase rules for older ones. Which, I guess (as I don't own 5.2), include the possibility to raise a single skill to 20, like in 3rd edition. Note that the option to raise a skill above 15 is in option 2, with personnality traits and passions.
  17. You could have Sword 20 in 3rd edition, but it was detrimental to other skills or characteristics. 15 was the maximum for a 15 years old PK, but he could chose to put 1 point each year after that instead of the other options (1 point in a characteristic or 1 point in a trait or passion or 1d6 points to skills below 15). Was the option to focus on a single skill removed in 5.2 ? That sounds strange to me. Edit: Ok, I checked my books, and the option to put points in skills above 15 is also not mentioned in the base character creation rules from the core rulebook. It's only present in the full character creation rules from Chivalrous Knights. I wonder if that option also exists in the complete creation rules from Book of Ladies and Knights for 5e ?
  18. Well, if you were in a Star Wars campaign, you could simply use the Jedi Code : And the Code of the Sith : If I look at Pendragon's traits, I think I would focus on the following ones, even if they don't match the above : I found old discussions on rpg.net, which could help. https://forum.rpg.net/index.php?threads/pendragon-show-me-your-middle-earth-or-star-wars-hacks-aka-trait-and-passion-hack.562452/ https://forum.rpg.net/index.php?threads/pendragon-traits-in-star-wars.181671/
  19. Passions could play two different roles with Dark Side powers. First, they could be used to activate the "Dark Side" of any Psi power. Second, they could put a limit to the maximum amount of "Dark Side Sanity" one can have, just like Cthulhu Mythos skill does in CoC. Also, I think it's obvious POW should not be used to determine the "DSS" original value. I think Personnality Traits could work for this, for instance by using the sum of some of those (or average if using percentiles). You could even only use the traits related with Dark Side.
  20. You also have the possibility to favor STR, SIZ and CON over less important characteristics such as DEX and APP (at least, less important in editions before 6th).
  21. If you only focus on secondary attributes, I think you can find an optimal value for every characteristic in Mythras, except for POW, where each point adds 1 to your MP maximum. For those that are paired with other stats to determine secondary attributes, that optimal value depends on the other part of the duo.
  22. I could find this on this site : Those character sheets are for Magic World, but they could easily be used with base BRP rules, provided you use skill bonus and random armor options. The most notable and unusual aspect of those characters is that they have very high skills. You might want to reduce their values, for instance by removing the second "+X" some skills received.
  23. Also, keep in mind that BRP is often more deadly than 5e. BRP characters tend to be as vulnerable as 1st or 2nd level 5e characters for a long time.
  24. Mythras is mostly compatible, but you need to keep in mind that its health system is quite different. It doesn't have general hit points, only hit points per location, and the values used in the game are also different : damage values are lower, and HP/location are higher. Expect an average fighter with 1 handed weapon to deal between 1d6+1d2 and 1d8+1d4 damage, whereas its BRP counterpart will surely deal 1d8+2+1d4. Mythras also doesn't have weapon skills, but rather Combat Styles, skills that he can use with multiple weapons. You can use its magic systems, but they won't be fully compatible with the ones in BRP. For instance, all Folk Magic in Mythras only cost 1 Magic Point to cast, whereas their closest equivalent in BRP Sorcery cost 1 to 4 MP.
  25. As for myself, I see Nadsakor and Shazar instead of Shazaar. @el_octogono's map is my favourite so far.
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