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ffilz

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About ffilz

  • Rank
    Advanced Member

Converted

  • RPG Biography
    OD&D, RuneQuest, Traveller
  • Current games
    OD&D, RuneQuest, Traveller
  • Location
    Portland OR
  • Blurb
    Old school gamer

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  1. Cool, thanks. And ordered to complete my Classic RQ print collection...
  2. Oh, and one more thought... Maths are really cool. But sometimes holding too tight to elegant maths results in something that isn't as fun or flavorful. An acquaintance of mine, one John T. Sapienza (you might recognize the name) once published a mathematically elegant table of weapons for RQ. When it came out, I loved it. And then I returned to the RQ1 weapons table because the Sapienza weapon table turned out to reduce flavor rather than increasing it. In fact, when I did my big page by page comparison of RQ1 and RQ2, I realized yet another place I don't like the changes of RQ2, the RQ2
  3. People can be wrong about what a given probability actually is, but people can't be wrong about their preference for how a particular way of determining what the probability of success is. Someone isn't wrong for liking changing the multiplier for harder (or easier) tasks. I understand probabilities pretty good and I love it. I also like additive modifiers just fine too. And yes, additive vs multiplicative do different things. Different parts of the game system are doing different things. Maybe it should be noted that I have been playing RQ since 1978 and actually still prefer the origina
  4. How do you feel about crits and fumbles? They are probability multipliers. Should we change it so a crit is scored if you roll, I dunno, Skill-50 or lower? So someone with a skill 100 crits half the time, and someone with a skill 50 or below never crits, or always crits 5% of the time? And then how do we feel that at skill 95 + crit-modifier or better a character will always crit? With crits being 0.05 x skill, it takes a 1900% skill to reach a 95% chance to crit (see Ring World for one way to handle very high skill levels like this, see Hero Quest for another way with it's mastery levels syst
  5. True, sometimes you care about the chance of failing, and that's the tricky thing about probabilities and multipliers. If you want a STR 3 to fail 6 times as often as a STR 18, then you need to do different probability math. So you can either have a multiplier of the chance to succeed or the chance to fail, but not both. A an additive/subtractive modifier has it's own quirks. A -20% on STR x 5 means STR 18 goes from a 10% chance of failure to 30% or 3 times, while a STR 6 goes from 70% to 90% or less than 1/3 more, for STR 3 it either becomes impossible (-5% chance of success) or goes fro
  6. Working with probabilities is always weird. On the one hand, STRx1 or STRx5, the STR 18 character always has 6 times the chance of success as the STR 3 character, well actually at x1 the STR 3 character gets an advantage due to the 5% minimum chance of success. This seems fine and logical to me. On the other hand, at STRx1 the STR 18 character only has a 15% better chance of success compared to a 75% better chance of success for STRx5 and that seems illogical to some. If we look at expected value over a large number of rolls, adjusting difficulty by multiplying the chance of suc
  7. I got an answer, apparently there is an issue with the Solo Quest POD not being up to snuff so it has been withdrawn. I look forward to it becoming available again, it's the most significant item missing from my Classic RQ collection (well, other than Wyrms Footnotes).
  8. What happened to the Solo Quest POD? That is actually the one I am most interested in... Frank
  9. Yea, I lucked into RQ1 (well, not necessarily luck, during that time I was sucking up almost every RPG I could find), and I was too penny pinching to swing for RQ2 a year later. Later on I would discover more of the changes and be happy I stuck with RQ1. Now I have RQ1, 2, and 3 and see SOME good stuff in RQ2. I have yet to see much in the way of mechanics I really like from RQ3 though I did at one time have previous experience more like RQ3 and used the less granular ability bonuses of RQ3, but now I'm back to the RQ1/2 ability bonuses.
  10. Here is a thread I started back in July to answer this question:
  11. I've shied away from NPC party members, and have been pushing to shed them. That said, last week it just seemed cruel to not have a 3rd party member when we had a logical choice PC that was going to be sidelined due to MIA player. I'm willing to share dice rolling around for PCs belonging to players who can't make it, but having run a lot of GMPCs in the past, I just don't like coming anywhere near there anymore. And I especially don't like using them as a conduit for information from the GM to players which used to be one of my justifications for having NPC party members. These days if I want
  12. Just last week I ran a RQ1 session with 2 players. I sent along one PC of a MIA player who was being dropped from the campaign with them. One of the players was playing his 2nd PC from a time we had a small group that he was putting out to pasture. The other player wasn't going to be training. I put together a quick little scenario for them to try and break into a trollkin tower in the Rubble. They did break off combat and flee but they managed quite well. Combat is tricky, but smart players can keep themselves from being overwhelmed and of course it helps if you keep the numbers you throw at
  13. Cool, I look forward to getting this to supplement my RQ1 campaign... Yea, I'm going to back port some spells...
  14. I'm sure I'll disappoint someone with my recommendation, but as a die hard RuneQuest 1st edition fan, I say go with RQG, and that's without even seeing the game... Sure, there's a lot I don't like in it, but I didn't like the changes RQ2 brought. But all the stuff mentioned above? That's good reason for new folks to play the new game. Now if you're actually interested in playing games from the 70s and 80s, get Classic, heck, even get RQ1 (you can even get it POD for a quite reasonable price) and get some of those other classic supplements. I might some day get RQG, and who knows, may
  15. Are the Redbubble mugs microwave safe? I'd love a Cults of Prax mug or the Dragon Pass or Prax map, but we use our mugs in the microwave all the time...
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