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threedeesix

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Everything posted by threedeesix

  1. While not a social situation, I had a similar incident non-the less. Back in my RQ3 days, I had a player who was playing a barbarian with a low INT score, as any good barbarian should have. ;-) However this particular player was a physicist in the real world, and I remember the first time I sent them into a cave, he said he was looking for the ingredients to make gunpowder. No matter how hard I explained it to him, he couldn't grasp the concept of player knowledge and character knowledge. We're still great friends, now we watch movies. ;-) Rod
  2. Ive gotta say I have never been a proponent of conversion formulas. Yes, I use them for some parts of the write-up, but typically I start with a similar creature in whatever system I'm converting to as a base and modify from there. That way, your conversions will remain consistent with already established creatures. Lets look at the basilisk for example. Right away I see its pretty much an eight-legged crocodile and nothing like its RQ counterpart. So I start with the characteristics of a RQ croc. Then I look at both the AD&D croc and AD&D basilisk to see in what ways they are different. 1. The basilisk is much smaller but tougher 2. The basilisk has better armor 3. The basilisk and croc are just as fast etc. With this information in hand, I take the RQ croc and modify appropriately. Using this method means that your conversions will remain internally consistent with all other creatures that are already a part of the game your converting to. Rod
  3. RuneQuest has built in rules going up in Rank. Rank is used for Cults and Brotherhoods. RuneQuest also has rules for Luck Points. I simulate characters being able to take on more powerful opponents by the granting of an additional Luck Point every time the character gains Rank. Therefore, higher "rank" characters can take on greater challenges. Rod
  4. Hey Belgath, When you get the adventure finished, let me know. I would love to proof if for you. Rod
  5. Everything that was to be in the BRP Classic Fantasy GM book is now all in the new book. Where as the original had pretty much just the player character stuff, the new version has all of that, plus monsters, treasure, and magic items. I do have plans for a Companion book with more of everything; more spells, monsters, and magic items. Plus some additional stuff that didn't fit in Classic Fantasy. But this will all depend on the success of the first book of course. The alignment system from BRP is not in the RQ version. However RQ has its own unique and equally awesome system called Passions, which can do everything the other system did, plus more. It's similar and percentage based. Rod
  6. It should be available at RPG Now, Drivethru, and TDM in PDF, and from TDM as well as some local game shops in dead tree version. Rod
  7. If you're referring to the original BRP Classic Fantasy, then you would be correct. For reasons that do not need to again be specified, there will be no more BRP Classic Fantasy. However, for everything that was in BRP Classic Fantasy, as well as tons more stuff, I would encourage you to pickup RQ Classic Fantasy when it comes out. Like it's predecessor, it converts the 1st and 2nd edition of that level based system everyone has heard of, but in addition to that will be supported with modules/adventures and companion books for "hopefully" years to come. Just get a hold of of the free RuneQuest Essentials while its available to supplement RQ Classic Fantasy, and you'll have everything you need to run skill based d100 classic dungeon crawls for years to come. Rod
  8. Still in layout and art is still coming in. I will say that I think it looks absolutely fantastic however. Thanks for your interest Trentin, its getting closer everyday. Rod
  9. Wow, I'm actually shocked that this is being disagreed with. In just a few short months RuneQuest 6 will no longer exist under that name. It will instead be using a new name not related to RuneQuest in any way. Legend, Magic World, Open Quest, Revolution, and many more have folders that can easily be found. Why does the soon to be renamed Design Mechanism game have to be relegated to a folder that a year from now a new player will not even know it has anything to do with? Rod
  10. But that was my point Jeff. Since 2012 this folder WAS the folder for the Design Mechanism's games. It was renamed only recently to RuneQuest Gateway. My point was that there needs to be two folders. And as there are 4 years of posts that pertain to the Design Mechanism's games in this folder, it would be easier for Trif to put this one back to what it was, and move the more recent posts to a "new" RuneQuest Gateway folder, that's all. Rod
  11. All classes have traits and abilities that harken to AD&D. They are essentially regular RQ careers, just larger than life with special abilities and are reserved for player characters and important NPCs. Most normal NPCs will simply be built using the rules as presented for careers (when they warrant that much detail of course). Classes with non-magical abilities will typically have other (non-magic point) methods of limiting the use of said abilities. The fighter has all kinds of weapon mastery abilities, none of which cost magic points to use for example. Rod
  12. Classic Fantasy adapts most of the staple spells such as magic missile, fire ball, color spray, shocking grasp, cure minor wounds, magic mouth, etc. There are easily over 150 classic spells.
  13. RQ Classic Fantasy goes into greater detail on subterranean adventuring and includes new rules for infravision, torches and lanterns, squeezing into tight spaces, tons of example traps, finding secret and concealed doors, breaking down doors, and securing doors, and treasure tables, lots and lots of treasure tables. Your familiarity with my BRP Classic Fantasy gives a good starting point as RQ Classic Fantasy is organized exactly the same way, just with loads more of it. You might want to check out my Yahoo group, specifically the files section, it includes several samples from the book, including some monsters, classes, spells, and magic items. Plus some of my playtesters have posted session reports. These do lack game mechanics however. https://groups.yahoo.com/neo/groups/RQCF/info
  14. Classic Fantasy isn't written in any form of tool box approach. Instead it uses the RuneQuest 6th Edition rules to setup a set of established rules that are ready to play "out of the box". That isn't to say that some specific settings wouldn't need some additional tweaking, Dragon Lance and Dark Sun for example, but to play a typical Greyhawk or Forgotton Realms type game, there should be little to no prep needed. I based pretty much everything on 1st and 2nd edition and all that entails. However, I note at several points in the book that restrictions are guidelines, so that everyone is starting from the same baseline. One of the iconic characters found in the rules is a half-elven berserker, which itself is not typically allowed by the rules. If I can break them, feel free to do so yourself. Many of the restrictions are Passions and Oaths as detailed in RuneQuest 6th Edition, which gives them more internal consistency then the rules as they are normally written in other games. Rod
  15. Please rename this forum page RuneQuest 6 and re-name it when the Design Mechanism releases the new name of their flagship product. Then create a new forum page for RuneQuest Glorantha. Sorry Trif, I know this will mean pulling lots of threads that pertain to RQG and moving them. But this forum page was originally set up to cover the Design Mechanisms product and no one will be able to find the numerous threads that it already contains for the Design Mechanism's products by this time next year. That includes all of the existing threads for Classic Fantasy, Chronicles of Future Earth, Luther Arkwright, Mythic Britain, Shores of Korantia, The Taskan Empire, and Monster Island, just to scratch the surface. You go back to even page 2 and all of the posts pertain to RQ6. Rod
  16. Actually, I was always partial to the one-per-page creature write-ups. It goes back to the AD&D Monstrous Manuals. Rod
  17. Oh wow, I hadn't gotten that far. That's even better. Great job. Rod
  18. Hey Sean, Just wanted to say that I like the creature/race write-ups. Its a nice format. I did notice however that most of your averages as detailed on the typical creature are not true to the average that would be produced by rolling the dice. 2d6+6 for example will produce an average of 13 not 14, 2d6+8 should be 14 not 15, and 2d6+4 should be 11 not 12 for example. The easiest way to figure it when averaging 2 dice is to determine the low average and high average and add them together. So 2d6 would average a 3 and a 4 for a 7, then add any bonus points. No disrespect if you already knew this and their just typos, I just wanted to point it out incase you didn't know. Like what I see though, Rod
  19. Edit: Sorry, I thought I posted this in the critters thread. Moved.
  20. True, but you cant just quote part of my post and not the part relevant to your argument, I also said... "If the players can come up with some rational as to why they need to use the skill in a particular situation..." Rod
  21. I have personally never seen a problem with tick boxes. However that may simply be because I never had a problem with tick hunting. If the players can come up with some rational as to why they need to use the skill in a particular situation, they should be able to check off the skill as far as I'm concerned. As a game master, its not my player's job to keep me happy, its my job to run a game that keeps them happy. If they really enjoy seeing their characters develop at the end of every session, then damn it, their going to. If they feel the need to switch from their battle axe to their longsword in the middle of a pitched battle, just to have a chance to check off the skill (and their willing to waste a round doing so), then so be it. Its a game, and games should be fun. I let each group determine what's fun for them, and we go from there. If I have to police the game just so its fun for me, then its fun for no one. Rod
  22. Ok. the Kickstarter has been over for more then an hour now and I have yet to get my books. I have gone out to the mail box no less then three times. This is unacceptable. But seriously, congrats. Rod
  23. Actually, I used the rules for Cults to design the various classes. If you know how Cults work, you already know how classes work. The only difference is that instead of Cults and Brotherhoods, Classic Fantasy refers to them as Orders and Guilds. Rod
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