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DreadDomain

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Everything posted by DreadDomain

  1. It echoes my own experience. I unknowingly discovered BRP through Pendragon. When I bought the wrapped-up boxset in 1986 (a boxset that I still have today), I really did not know what the system was like but I was attracted by the idea of playing a knight in the world of Camelot, Excalibur and the Saint Graal. I was ultimately seduced by the game system and had years of good fun with it. In the meantime, I bought the RQ3 deluxe boxset in a similar fashion, an off the shelves, impulse buy of a wrapped-up box. At the time, I not only knew about RQ2 but I also did not particularly like it as a ruleset. The cover art of the RQ3 boxset and the back of the box blurb just grabbed me by the throat. But what really won me over for the long run was the system and more specifically how characters were defined by their culture, their upbringing, their professions, their age, their religion. To this day, I think RQ3's character creation, supported by the options found in Gods of Glorantha and the Glorantha boxsets, is one of the best. These two boxsets cemented my love for Glorantha but the RQ3 system cemented my love for roleplaying in general. Because of it, it made me discover Call of Cthulhu, Stormbringer and Hawkmoon. Having said that, some the settings attached to BRP are amongst my favorite (namely, Glorantha, the Mythos, the Arthurian myths, the Young Kingdoms) and clearly contributed for my ongoing attachment to it. The settings are supporting the system - while I consider RQG to be amongst the weakest BRP ruleset at the moment, the quality of the books and it being joined to Glorantha, makes it a fantastic game. But also, the system is supporting the settings - while there are countless Mythos games out there, Call of Cthulhu is still the best.
  2. I believe number 2 relates to superpowers, which are not used in Magic World. Similarly, Sanity is not used in MW. Finally, I believe number 3 relates to removing some options like strike ranks and splitting attack and parry skills, which are not used in Magic World. Of course BRP brings other stuff that are useful to MW (passions, better explanation of augments, etc.) which can be bolt on MW as desired.
  3. What Nick said. Note that Magic World is "dated" only in the sense that it "looks" dated (arts, layout, graphic design, etc.) compared to how the more recent books from Chaosium look. However, the rules in Magic World and BRP (BGB and UGE) are evolved from the same sources and are fuly compatible. Magic World feels like a subset of BRP in the sense that uneeded rules are absent (superpowers, psychic powers, etc.) and some other are adapted (the skill list is much shorter as an example). If you like to tweak and adapt you rules to suite, pick BRP, if you want to pick a rule set where most decisions are made for you, pick Magic World. As Nick said, even better, pick both. It would be great if a new Book of Magic would be re-issued, combining an edited Book of Magic and Advanced Sorcery.
  4. On discord they mentionned working on three projects for Mournblade. 1) Concluding "Le Seigneur des Ruines" campaign with episodes 5 and 6 in PDF by the end of the year (in French) 2) Elric Rises of the Young Kingdoms board for this fall 3) A kickstarter for the English version of Mournblade "in the next coming months". Between the wait for the KS, the KS itself and the production and delivery of the book. I assume it will take a year at least before a PDF is released.
  5. The first three books have been announced already (see first post here). July and August.
  6. From a street date perspective it won't make a difference I suspect.
  7. I like it. It includes the Unknown East in a much better way that Elric of Melniboné rpg did!
  8. I don't see why not. You just need to make it fair with what another user of Energy Projection would burn. As written, Energy Projection costs 1 PP per 1d6 to use per attack. If you want to pay up front instead you may want to set that cost based on how long combats usually last in your game (say 5 rounds) and then discount it a bit to 4 PP or 3PP per d6 to conjure. It might be a steep price to pay in advance but it has the benefit of staying on as long as you keep the points "spent".
  9. I like what you have done. She will burn through her PP very fast though!
  10. Me too at first but the reference to Splatoon made me think otherwise. In the end, even Super Movement is not required with Intangibility granting the ability "to fly" through shadows. Yes, definitely this! Great stories and roleplaying opportinuties there. Even without using Sanity, the in game effect of power points expenditure of the powers could be the mental trauma of invoking dark powers. Shadow Weapons costs 1 or 2 PP per use (strike or parry) and Shadow Form costs 4 PP to turn on (assuming SIZ 12) and 1 PP per round to maintain. Extra Energy would be useful. Shadow Weapons (Energy Projection) - Can conjure weapons made of solid darkness for up to 2d6 of damage. The reach and damage of the weapon are limited to the type of melee weapon being conjured. Each strike cost 1 PP per d6 being conjured and each parry cost 1 PP. This Power is only effective if the Pact with the demonic entities is maintained. Cost 16 points. Shadow Form (Intangibility 20) - Can change to a black shadowy form which permits to phase through up to 2m barriers/walls. While in Shadow Form, the character can phase and walk normally, even in plain light. Additionally, they can jump in shadows and move through them unconstrained by gravity. It costs 4 PP to activate plus an extra 1 PP per round to maintain. This Power is only effective if the Pact with the demonic entities is maintained. Cost 34 points. Demonic Energy (Extra Energy) - Through their pact, the character is fueled by the dark power of the demonic entities. It provides an extra 20 PP if the Pact with the demonic entities is maintained. Cost 1 point. This is not cheap at 51 points total.
  11. Are you talking about the 4 books Elric series published by Glénat between 2013 and 2021 (hopefully they will continue)? The book end map in there is way too dark to see anything so I suspect you refer to something else. The newest map for Mournblade sure looks like it is a based on the Church map. It's just much prettier. I don't think there is any reference to Bakshaan in Citadel.
  12. Using Superpowers, I would say that all her powers qualify for a power modifier "Power Only Effective if the Pact is Maintained". The suggestions below depend on the game effect you want and they are rough. Here goes: To make melee weapons out of thin air, I would use Energy Projection (Darkness) 2 (to generate up to 2d6 damage) with Can Parry (+5 point - a cost totally whiffed from Armor but taking into account that you need a roll to activate it) and limit in with Range limited to melee weapon being conjured (-1 per level), Damage limited to melee weapon being conjured (-1 per level). Shadow Weapons - Energy Projection (Darkness) up to 2d6 (20 points), Can Parry (5 points), Reach and Damage limited to melee weapon being conjured (-4 points), Power Only Effective if the Pact is Maintained (-5 points). Cost 16 points. To move in shadows, you could use something similar to Super-Movement (Air Walking). However, you may not even need it. See Intangibility below. Shadow Walking - Super-Movement (10 points), Power Only Effective if the Pact is Maintained (-5 points). Cost 5 points The last one can be done with Intangibility. It also allows the character to "fly" at normal speed so it could stand in for Shadow Walking as well. Shadow Form - Intangibility 20 (can phase through up to 2m barriers/walls) (40 points), Can phase and walk anywhere but can only "fly" through shadows (-1 points), Power Only Effective if the Pact is Maintained (-5 points). Cost 34 points. EDIT I used BRP:UGE
  13. P.10, Steep Three: Age "For every full 10 years added to the rolled starting age, based on the level of the campaign, modify professional skill points by +10 (Normal), +20 (Heroic), +30 (Epic), or +40 (Superhuman) (see Step Seven). MAny fraction of years below 10 does not qualify for this skill bonus. Based on level of campaign, for every year below the minimum age (18) described above, subtract 10 (Normal), 20 (Heroic), 30 (Epic), or 40 skill points (Superhuman) from your character’s professional skill points. p.15, STEP 3: AGE & EXPERIENCE. As above for normal leve. p.15, STEP 4: CHARACTERISTIC ROLLS "CHA x 5 for Charm". P.17, Characteristics "Physical characteristics (STR, CON, SIZ, DEX, and CHA) have a maximum of 21 for humans." Is Charisma a physical characteristics? I suggest you remove the mention to "physical" and "mental" in the next bullet point.
  14. The map for Mournblade seems to be heavily based on that map. But maps after Elric!, including the Elric Saga map and the Mournblade map, put Bakshaan back on the coast.
  15. Except that "official" map puts Cadsandria in Jarkhor (wrong country, wrong continent) - assuming you are talking about the Elric Saga stories collecetd in three volumes (Elric of Melniboné, Stormbringer and The White Wolf.
  16. Adding a customer's perspective, I would also add to what Rick said that it did not help that they were all fairly poorly produced (except for some great covers) when compared to alternatives on the market. Mediocre art, graphic design and layout was certainly not helping in a market where books were getting prettier, flashier, more colorful. Rewind to early to mid 2010s and you're looking for an alternative-to-d20-generic-fantasy rpg. With no pre conceived notions you flip through Dragon Age/Fantasy Age, Shadow of the Demon Lord, Magic World or the Savage Worlds supplement of the moment (and I am sure many others that I do not think of at the moment). Add to it that it was also competing with RuneQuest 6 in the d100 space and one really had to be in the camp of "this-is-based-on-Stormbringer-which-was-my-favorite-fantasy-rpg-at-the-time" for MW to have a chance against the others.
  17. The physical map is out of stock but le Département des Sombres Projets sells the PDF of it https://titam-france.fr/jeux-de-role/produit/mournblade-carte-des-jeunes-royaumes-pdf/. The physical map does 16" by 22". This PDF is in French but the English version is supposed to come out this year. EDIT: Ninja'd! Just to clarify further. The English version exists already and the PDF was distributed to the backer of Elric Rise of the Young KIngdoms tabletop game.
  18. Good one! I need to add to my list above "Personal skill pool allocation". I like the way you do it
  19. The errata modify the "How to Parry" entry like this: HOW TO PARRY If a weapon can be used to parry (see weapon lists), it can parry one attack. If the adventurer has two parrying weapons and is being attack more than once in the melee round, he can parry one attack with each weapon. [two sentences removed] In either case, no character may attack and parry with the same weapon on a single strike rank. The errata for "Two-Weapon Use" adds the same clarification regarding attacks and parries in a single strike rank. The errata seemingly clarify that: - Attack and parry with the same weapon on a single strike rank is not allowed. - 1H weapons can attack and parry in the same melee round
  20. Of the lot, I would go with RQ3, not because RQG is not good (it is good) but because most of the important addition from RQG over RQ3, are in BRP:UGE anyway (passions, augments, reputation, etc..). Compared to BRP, RuneQuest (1, 2, 3 and G) has a different approach to combat in a few subtle ways (strike ranks instead of initiative, parrying is not all or nothing, it depends on the parrying weapon AP/HP). RQ3 combat is more fluid than the others with movement more intertwined with the other combat actions. It feels like there is more positional fighting and tactical options. Also, the relationship between attack vs parry/dodge is a lot simpler in RQ3 (no matrix involved). RQ3 has a different hit location table for melee and missile attack (with missile, you have more chance to hit center mass) and ss you said, RQ3 has different skills for attacks and parries. All of the above can be seen as features or bugs (I see then as features) but the point is they are options absent from BRP. There is no doubt the better RQ for Glorantha is RQG but RQ3 is more usable for anything other fantasy milieu. Both RQG and RQ3 have various cultures to choose from but RQG are specific to Glorantha (Sartarite, Praxian) and RQ3 are generic (barbarian, civilized) which are more applicable to anything else. Occupations are also applied differently at character creation. You do not have a pool to send on your occupational skills (like BRP or Mythras) - although it is an option, and you do not have assigned % per occupational skills (like RQG). Instead, each skill in your occupation will increase by 1% to 5% for each year above 15. RQ3 has 4 magic systems (spirit, divine, sorcery, rituals), with good guidance on spells per cults/pantheon and a good gamemastering section which covers, various city sizes, economics and prices lists, encounters and ships. While Mythras has evolved significantly from it, it still finds its roots in RQ3. As discussed in another thread, special effects from Mythras are chosen in retrospect of the roll at a meta level. The player rolls, see how many special effects they got and chooses which they want to apply. In BRP/RQ, the player chooses which tactics they want to try, roll and see if they achieved it. That being said, most of the "special effects" of Mythras are presents RQG adds Runes which is a fantastic mechanic to drive rune magic and personality. It is obviously quite Glorantha specific but could be adapted. It also has a different way to figure hit points (based on CON with a small contribution from SIZ and POW) and a different way to calculate skill category modifiers (with the benefit of higher impact from the characteristics but the drawback of having breakpoints at 13 and 17). It has phalanx fighting rules. RQG is more flavorful than BRP, RQ3 or Mythras by the very nature that it is tied to a setting. It depends what you mean by that. I'd say they all have about the same level of options with Mythras being the most streamlined (around the opposed rolls mechanic) of the three. Having said that, people may trip up or slowdown in Mythras because of action points economy, the choosing of special effects after the fact, and comparing rolls to resolve effects. People may trip up or slowdown in RQ3 because of the strike ranks economy and resolving some maneuvers with the resistance table. In RQG, people may trip up or slowdown because of the strike ranks economy, the resistance table but above all the attack vs parry/dodge matrices and the rune points vs magic point economy. The last two points makes RQG more complex to play at the table with RQ3 and Mythras being on similar footing. I like it! I think I'd go RQ3 with the following from BRP:UGE CHA instead of APP Passions, Personality (6 to 8 pairs, not all of them), Reputation. Personal skill pool allocation Fate points or Luck points based on POWx5 (used more like CoC 7) Opposed rolls (instead of Skill vs Skill) Augments Bleeding, crushing special damage Multiple parries and dodges
  21. I suppose it depends on what you need conversion for. There are a lot more similarities than differences between UGE and CoC 7e and they mostly don't require a conversion. Some examples: It's already there in the book- Percentile characteristics are de facto in BRP with the characteristic rolls (CHARX5) and they are on the character sheets.- Hard successes are more or less the same thing as asking for a Difficult roll p.113. And asking for an Extreme is like asking for a Special.- Opposed rolls, ignore the Resistance table and use only opposed rolls as suggested on p.112Simple addition- You can add push rolls as is.- You can add Luck as is (or use Fate Points p.115)Simple substitution- You can use Bonus and Penalty dice as is. Every time a modifier of +/-20% or 30% (p.112, 114 and so on) is suggested, add a bonus or a penalty die. If it +/- 50%, add 2 bonus or penalty die.A bit more involved- Using CoC7e combat (fighting, dodge, fighting back, maneuvers) can be brought across but quite few things in the BRP Combat chapter will need to be ignored.
  22. I don't think it would be too hard to bring the concept to MW since many special effects from Mythras are already covered by special damage and spot rules. Then use the Attack/Defense matrix to open up choices: On a critical success, choose between critical success effect, special success effect or a spot rule effect On a special success, choose between special success effect or a spot rule effect Many Mythras effect will be covered by special damage and weapon traits (entangling, bleeding, knockback, etc..) others will be covered by spot rules (disarm, closing, disengaging, knockout, choose location, etc). The only thing left to do is scan Mythras list for effects that you'd like to add but are not covered in some way in MW (compel surrender as an example).
  23. Your post inspired me to split my post! One of the worst aspect of RQG is the attack/defense charts IMHO as the special cases baked in the matrices do not really enhance game play but instead make the matrices difficult to remember. My biggest house rule is just a streamlining of the attack/defense matrices. The streamlining makes it work more or less like it is described in the RQ Quickstart. It is not quite like the BRP matrix but somewhat like it, it is a comparative result matrix. Parry Replace attacker’s results of Critical Attack vs Normal Parry by “Attacker does maximum special damage.” Replace defender’s results of Critical Attack vs Special Parry by “Defender’s parrying weapon takes damage over its HP, with same amount of damage going to adjacent hit location.” All mentions of "adjacent hit location" replaced by "affected hit location" Dodge Replace attacker’s results of Critical Attack vs Special Dodge by “Attacker does normal damage.” Replace attacker’s results of Critical Attack vs Normal Dodge by “Attacker does special damage.” Replace attacker’s results of Special Attack vs Normal Dodge by “Attacker does normal damage.” EDITED TO ADD: In a nutshell: A normal Parry, parries some of the damage but does not lower the Attack success level (a normal attack remains a normal attack, a special remains a special, etc.) A special Parry, parries some of the damage and lowers the Attack success level by one (a normal becomes a miss, a special becomes a normal, etc.). A critical Parry parries some of the damage and lowers the Attack success level by two (a special becomes a miss, a critical becomes a normal). A normal Dodge lowers the Attack success level by one A special Dodge lowers the Attack success level by two A critical Dodge lowers the Attack success level by three In other words, on exact success, a Dodge trumps the Attack A defense cannot lower an Attack any further than a miss (attacks fumble only if they roll a fumble).
  24. Of course! Sort of... The truth is when it comes to BRP there is always a sibling ready to come to the rescue when you need another or different rules. I have a short list of house rules for RQG. Some are cosmetics or minor and a number are literally lifted or inspired for BRP, Stormbringer, Call of Cthulhu or RuneQuest. So not necessarily BRP:UGE but they somewhat relate: 1) I like to introduce a Hard success (CoC) or Difficulty level (BRP). I find it useful to frame difficulties (uh that's going to be hard) but also for opposed rolls, it gives an extra layer of level of success. 2) Speaking of opposed rolls, when a tie does not make sense, the highest roll wins (BRP p.113). 3) I like what Luck points from CoC brings to the table. So, Luck Roll and Luck Points based on POWx5 seems like an easy steal. A Luck roll is different than a POW roll (and I rename the POW roll, wait for it, a Power Roll). Alternatively, I could use Fate points (BRP p.115). 4) Movement rules (BRP p.21) offers multipliers for various paces, but I have been using x2 for running and x4 for sprinting since RQ3. 5) Replacing Slashing special damage by the Bleeding special damage has been on my mind for a while. Still on the fence. 6) I prefer the Crushing special damage from BRP because it avoids the trap of if you have no damage modifier, a special does nothing for you. I also like to tag the Knockback special effect to it. 7) When it comes to spot rules, I like the options that Grappling p.42 are bringing. 8)' Aimed Blows, like Aimed Attacks p.140, is difficult (at half-skill) but does not move the action to SR 12. Obviously the same goes for Knockout. 9) Weapon Length and Closing (forgetting the confusing entries p.145 and only using the entry on p.156). 10) A character fatally wounded dies at the end of the next melee round, which works like Fatal Wound (p.146) but was not necessarily inspirer by it. As you can see most "BRP-inspired" house rules are not necessarily BRP UGE specific and they are fairly benign when it comes to game play.
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