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soltakss

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Everything posted by soltakss

  1. I'm playing HeroQuest and shout "Yes!"
  2. That link seems to be down, but https://www.youtube.com/watch?v=3sxWYDcJFgQ&list=PLI7_gY0sQ_H6Zk-mluOiVAhnEDOeTo1q1 seems to work. I have just watched it and it would fit Land of Ice and Stone very well.
  3. I thought that naval guns in the time of Columbus and Cortes were quite small and hardly worth mounting on ships. Navies used cannons in earnest when they became large enough to do real damage.
  4. We usually play that a critical INTxn% roll means that the characteristic can increase - in general this applies to any characteristic. We use Hero Points as Experience Points, so this costs 3 HP to attempt to increase a characteristic. The roll we use is (Species Maximum - Current Characteristic Value) x5%, where Species Maximum depends on the ruleset, but is best as Maximum Rollable + 1 per D6 +1 per every 6 or part thereof added. So, a 3D6 characteristic gives 18+3=21, 3D6+3 gives 21+3+1=25, 3D6+12 gives 30+3+2=35. We also play that anyone who uses a characteristic a lot over a period of time can argue for a one-off increase.
  5. I assumed it was the Milky Way - Our Galaxy, but I am probably wrong.
  6. That's what happens when you OCX documents with multiple columns and text boxes. So, Magic World is just an OCR and Edit job from Elric, then?
  7. And that kind of shamanism is a little different to the shamanism that we are used to.
  8. Where's the SPAM button when you need it?
  9. Soon, I think, but I have not yet been given any firm dates.
  10. Land of Ice and Stone has herbs, but not in anywhere near as much detail as Earth's Children, I assume that people of the Old Stone Age made whoopee, especially in the long, cold nights stuck in a cave with not much to do, but Land of Ice and Stone covers it as part of Culture and Society, in particular explaining the differences in approach between the Red Men and the Long Men/Short Men, but no frequent scenes.
  11. Thanks for the link - I always try to watch anything about the Stone Age, so this should be fun.
  12. In case anyone did not see the message on The RPG Site, The Design Mechanism are retiring the RQ Archives this weekend, so anyone who wants the $1 supplements should buy then now.
  13. Jean M. Auel is obviously one of the sources, as the Earth's Children series is very atmospheric. However, the Land of Ice and Stone differs in many respects from the Earth's Children. Which "drivel" did you mean, specifically?
  14. Yes, Mysticism and Scriptures work in essentially the same way.
  15. Yes, it is not well explained. Holiness represents the number of Blessings a Character can know. However, for Blessings From Scriptures, we only mention Blessings, not Holiness. A Critical Research (Religious Texts) roll means the Character gains 1 Blessing and 1 Holiness from the study of that sacred text.
  16. Most RQ3 campaigns I have played in had some common magic (Spirit Magic in RQ3, Battle Magic in RQ2), if only for healing. A scenario without the Heal spell might be over very quickly, as RQ combat can be quite deadly, especially against large/strong foes, or those with big weapons. Having a Healer in the party might help, but only if the healer has not been injured. Also, RQ3 Spirit Magic is quite costly in terms of magic points, so a healer might only be able to heal 2 or 3 wounds per day, without magical support (MP Storage devices, bound spirits etc).
  17. I don't have my Merrie England PDF at work, so I cannot check the actual values. When I get the chance at home, I'll check the values. The idea behind Major / Minor sources of holiness is that not every religion/sect gains power in the same way. Some take vows, some perform pilgrimages, some perform sacrifices and some study religious texts. However, it has been a while since I looked at these, so I cannot remember the exact details.
  18. It is always good to ask these things just after the New Year, to avoid the perennial "Next Year" answer.
  19. Chances are that such a name will never be taken up by the publishers, so it would only be used by fans. Licensing issues would almost certainly stop RuneQuest or BRP supplements from having multiple logos, I would think. I am not sure about Legend supplements, as the licence does not specifically preclude other logos - the Legend Compatible licence might, though. In any case, getting them to all agree on a name/logo would be ... difficult.
  20. Are duels supposed to be like The Princess Bride, where the opponents are evenly matched and have to rely on other things than skill (terrain, tricks, surprise) to win, or are they like the Water Margin, where a superior combatant wades through opponents with ease (Skill trumps everything)? If you have tough armour as well, the even a failed parry isn't going to have a massive effect. To me, the Princess Bride duel is between two people who are using every trick in the book to get around the attack/parry/attack/parry combat. It is very much an RQ6 combat. The Water Margin is very much an RQ2 combat, with one combatant having a high skill (anti-parry) and the others having no chance.
  21. That makes sense. If you aim for a rules set mid-way between Legend/RQ6/BRP, then you can use all the supplements with the minimum of changes. If not, then Legend/RQ6 are close enough to use together, with BRP supplements adding flavour when required.
  22. The latest version (Merrie England:Age of Chivalry) is the BRP version. Merrie England: Age of Eleanor was for MRQ1/2 (written with MRQ2 in mind, but before MRQ2 came out), so could not be published in its current form, due to licence issues. It would be easy to convert to Legend, but all the content is in Age of Chivalry, which was an expansion and rewrite combined. A few of the rules are different, due to the differences between MRQ2 and BRP, but the core professions/magic system and monsters from Age of Eleanor are also in Age of Chivalry.
  23. Also, some rules are not very clear, for whatever reason, so people interpret them differently. Don't be afraid to houserule your BRP - it is almost designed to be houseruled, by having many interconnecting modules.
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