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Richard S.

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Everything posted by Richard S.

  1. Which rules set is this referring to? In RQ2, even though bows shot on Dex SR, it took 5 SR to draw another arrow, meaning that even with only 1 DSR (the minimum) an Archer could only pull off two shots in the 12 SR a round.
  2. The MRQ Aldryami book was quite good from what I remember, though I'm not sure how much it said about their forest defences besides that elves inside their forest could use whatever runes their great tree had integrated as if they had integrated them themselves.
  3. Well I actually ran RQ2 RAW for like two or three years. My players weren't that adventurous and a lot of the time we just hand waved something or other because we didn't want to find/create rules for it.
  4. Well the issue is that RQ really isn't that popular anymore, at least with many newer gamers. To be honest, I'm surprised we even got that high, because the hard truth is that runequest isn't real a popular game now, and what traction it gained from Mythras stayed with Mythras.
  5. If I remember last year's poll I think a review is written for each of the top ten or something like that.
  6. Does this picture confirm my theory that dragons are now feathered?
  7. Well I ain't printing that but I am going to go grab myself a drink. Time for some reading.
  8. Also you have to realize that the people who are active on this forum probably make up less that 1% of the total population who plays Runequest, which is somewhat worrisome as this is one of the only places that Chaosium has advertised it in.
  9. No, I'm pretty sure he meant me, I explicitly said RQ2 is the only version I've played or even owned. No need for getting mad here.
  10. Okay, maybe I was just unusually adept at determining when it meant personal and when it meant characteristic, because I never thought that spells reduced characteristic power.
  11. Where did it say that 0PP meant death?
  12. And this is why we use house rules!
  13. Just a note: this is RQ classic/2 Orlanth's asking about, the POW check mechanic was added in three so isn't technically in the rules at this point.
  14. Hey there! I asked this same question a while ago on Discord. The Power sacrificed on holy days is personal power, or what was known in later editions as magic points, so yes you do regain it normally. The rules don't really do a good job explaining this so it can be a bit confusing. However, there's nothing that says you can't sacrifice some permanent power to get a rune spell if you wanted, personally I would even attach some other bonus to sacrificing for magic on holy days, like one point sacrificed gaining two points of spells or even 3 on high holy days. It reinforces how special they are and encourages players to attend holy days for discount rune magic.
  15. So... I made this a while ago and shared it with the exceedingly nice folks over on the Chaosium Discord, and they seemed to like it, so I figured I might as well share it here. I actually don't know where exactly I should post this so I'm guessing it's fine here, but please correct me if I'm wrong mods. ------------------------------------------------------------------------------ MicroThulhu Characteristics: Strength (STR), dexterity (DEX), mind (MIND), and power (POW). Roll (3d6)x5 to determine each of your character’s characteristics. Other Stats: Hit Points (HP)= STR/5 Magic Points (MP)= POW/5 Sanity (SAN)= POW Skills: Athletics, communication, charm, fighting, firearms, investigation, knowledge, mythos, subterfuge, & wealth. Assign 70% to one, 60% to two, 50% to three, and 40% to the rest. The only exception to this rule is the mythos skill, which always begins at 0%. Any points gained in the mythos skill permanently lower the character’s SAN by an equal amount. Points in this skill can be gained by encountering a mythos entity for the first time or reading a mythos tome. Skill Checks: Roll 1d% equal to or less than the % value of the skill being used. A roll of 1 is always a success and 00 is always a failure. At the GM’s discretion, you may also perform a “characteristic check”, in which you roll against a characteristic’s value. Combat: A combat rounds goes in order of DEX (or DEX+50 if attacking with a firearm), from highest to lowest. Each combatant can move and attack once per round. To perform an attack, make a skill check with the fighting skill if in close combat, or the firearms skill, if in ranged combat. If fighting in close combat the target may attempt to counterattack against your attack, also rolling against their fighting skill. Whoever succeeds at the check and rolls lower than the other deals their weapon’s damage to the opponent. Combatants may also attempt to dodge incoming attacks from any range with an athletics skill check, taking no damage if they both succeed and roll lower than their attacker. You may also perform other types of skill checks in place of your character’s attack at the GM’s discretion. Sanity: When confronted by something very shocking, disturbing, or a thing of the mythos you must perform a skill check against your character's SAN. Failure results in your character permanently losing a number of SAN points that the GM deems appropriate relative to how disturbing the experience is and the GM gaining control over your character momentarily. Losing more than 5 SAN at once and failing a MIND characteristic check will result in your character gaining a permanent minor phobia or mania and going insane for the next 1d10 hours. If your character loses 1/5 or more of their SAN over the course of one hour they will become indefinitely insanity for 1d6 months and acquire a serious mental disorder. If your character reaches 0 Sanity then they are considered permanently insane. Magic: To cast a spell your character must know it, possess any required physical components, make a successful mythos skill check and POW characteristic check, and subtract the number of points from their MP listed in the spell’s description. Failing either the POW check or mythos check results in the spell working but having dire consequences for the caster. MP regenerates at a rate of 1pt. every hour. To learn a spell, your character must learn it from a mythos tome. This takes 1d6 days, a successful MIND characteristic test, an increase in the mythos skill, and potential SAN loss. Alternatively if the character can contact a great old one or outer god they can attempt to learn spells directly from them. Though this second process is extremely dangerous and difficult, with the risk of retribution from the being and massive SAN loss, the spell is learned instantly and automatically. Advancement: At the end of a scenario where you successfully used a skill, you may attempt to roll 1d% over the % value of the skill. If you successfully do, you may add 1d6% to it. The mythos skill cannot be increased this way.
  16. As for my favorite version, the only one I own physically and have actually spent time playing is RQ2. From what I've seen and heard, RQ3 is mostly an improvement, but I do appreciate the open-endedness and general overall feel of the second edition. I've spent considerable time looking over material for both MRQ and Mythras, and I will say that they both already to be fairly good games as well, though I would need actual play time to fully examine them. I also am currently working on my own RQ/BRP system like so many other people here. It is mainly inspired by 2 and 3, but with many modifications and house rules of my own, such as a new combat system and rules for spirits.
  17. Well OpenQuest has it's roots in the Mongoose RuneQuest SRD so that's not surprising.
  18. You want customization options for RQ? https://www.chaosium.com/basic-roleplaying/
  19. But it was still a pretty powerful weapon, able to shoot an are far farther and more accurately than a crossbow. However, you needed biceps of steel in order to draw it properly.
  20. Any child in their right mind would be absolutely horrified.
  21. Both they and the Triolini they're allies with want more food.
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