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SDLeary

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Everything posted by SDLeary

  1. Graze is the wrong word... flesh wound would probably be better. I visualize everyone coming out of combat with scrapes, cuts, bloody noses, etc. A wound that looks bad, bleeds enough to cause companions concern (but doesn't cost HP), and hurts like hell. Because I'm using locational values as thresholds for Major Wounds, I want to try and make sure that I'm not going to get auto-MW, save by a decent side beastie. SDLeary
  2. Look at Power Advantages and Power Disadvantages. This is where you can really tailor things. SDLeary
  3. Superworld has plenty of Resistances, and Armor for just such an emergency. Things can also be crafted so that attacks are much more comic-booky than things in BRP regularly appear. You could craft the Rifle so that you have reduced or no chance to crit, so just base kinetic damage of 2d6 if you wanted. Or, you could buy it as stun, etc. If you wanted, you could even buy different types of "ammo" that attack with different types of Energy. The same with the sword. The only real limiting factor to what you can craft is based upon the number of Hero Points that the GM assigns at the outset (if actually using Superworld) and any restrictions upon the powers themselves. SDLeary
  4. I don't really think they are backing away, as much as they are trying to re-establish their core before moving on. Keep in mind that they are a relatively small crew, and the Jeff cloning efforts seem to have come to naught. SDLeary
  5. The way I understand it, RuneQuest Fantasy Earth is going to be the NewRQ (however you want to label it), stripped of Glorantha and tailored for the setting. Even though the current version carries the BRP label, it appears that the first in this series is going to be a new version of Mythic Iceland. So core system of RQG without the G, tailored with meanies, beasties, and magic from Saga-esque Iceland. Now to be fair, this could have changed. There have been a few Euro-Cons and I've only seen a little of what their seminars apparently offered. The only thing that caught my interest so far was a Super tid-bit about another game. SDLeary
  6. All good, but the second one need more cow bell! SDLeary
  7. I've always favored the Pendragon way of figuring damage; based upon characteristics, perhaps modified by weapon (depending upon the weapon). I also favor the ability to model things like "grazing" damage, enough for the character to feel, but not enough to seriously damage or inhibit a location; normally represented in my mind by 1pt. of damage. This is pretty hard in BRP games (of which I count Pendragon) with multiple dice figuring into damage calculations and modifiers to the damage of most weapons (ex. 1d8+1), or without something in the way to block a portion of the damage. In this vein, I'm considering characteristic based damage; nd6ā€“(nā€“1) for d6 based damage. Now I do agree that creatures larger/stronger than Human size should do more base damage; so for example a Gloranthan Dark Troll should have that "graze" represented by 2pts. of damage. Does anyone out there have a method in mind to overcome the discrepancy here? I have also thought about using multiple dice up to d12 (starting with d4), but break points to add a second die seem to be too soon, and if I compensate, then average for a human drops too much, necessitating a refactoring of HP and Armor values. Now on to a related issue... I'm using locations, and want to use locational values as single hit threshold values for Major Wounds. I was thinking of reducing the Abdomen multiplier to .25, and the Head to .20, to represent their vulnerabilities. Abdomen with lots of vitals and no rib cage to protect them, and the head, well its the head. Opinions? Thanks Much SDLeary
  8. When you have stirrups, you can rotate further than when you simply rotate around your waist. SDLeary
  9. Yup! I'm simply saying that there is not quite as much power behind their thrusts or stabs, not that what they had wasn't an effective option. SDLeary
  10. Not quite as much for melee though. You generally have more power with something like a sword or spear thrust if you have a firm footing. Not quite as much power when going from the waist. The cantles and pommels do work extremely well during a charge or toss of a javelin, and "well enough" during melee. SDLeary
  11. There is one other, and that is when things devolve into melee. The stirrup also provides a "floor" for those using melee weapons. This allows them to utilize more lower muscles when attempting an attack or defense. Certainly this extra is not required, but is of benefit. SDLeary
  12. "The Magic Book" contains the RuneQuest 3 magic systems, modified for MagicWorld: Spirit Magic, Divine Magic, and Wizardry (RQ3 Sorcery). "Magic" in the BGB, is essentially Spirit Magic in The Magic Book. You have a given spell, at a given level, and a chance to cast. Wizardry is something a bit different. Its designed much more to replicate the vision of the Wizard in the Tower or Wizard's in the Library model. Its all about study. You not only have skill values for each spell, but for each way you might augment the spell. Thus, if you want to Animate (substance), and need to animate more than the base 6 Kg. allowed, you need to involve an additional skill called Intensity. The lower of the two skills would be the limiting factor, and would be what you need to roll for the spell to succeed. You can run both at the same time, but the feel will be quite different between the two. Back in the RQ3 days, there was something called Lunar Magic that was supposed to combine aspects of Spirit Magic (BGB Magic) and Sorcery (Wizardry in The Magic Book), but I'm unsure how it actually worked in play. SDLeary
  13. Then I would probably pull from Cthulhu here; not a perfect match for RQ2/3/g, but close. 1 is a natural critical, under half skill is a special, which fits in with margins of success, but I always try to avoid rolling an extra die if possible. To me your last option seems a bit too mathy. To me is should be something you can read on the dice without doing extra calculations. In fact, if I could fit hit locations into the same roll, I probably would to eliminate that die roll. SDLeary
  14. You can simplify even further though and simply say 1 is a crit, easy peasy. When choosing to use d20, you have really already blown off anything that doesn't fit in the 5% steps anyway. Specials, for all intents and purposes, are lost. As for skills over 100%, you can still do it in d20, but you have to adopt Masteries from HeroQuest. The way I do things, is I use a blackjack model, so your "crit" target is your skill value or modified skill value. In this case a crit would use the effects of RQ's specials. Depending upon your opponent(s) and fighting issues, you can use Masteries to bump successes to criticals (for RQ special effects), or a critical up to give you the armor bypass option. This also mitigates somewhat the issue of really low powered characters or NPCs from getting that really good hit on the Hero and taking him out with a single blow. There is no reason that the above should not work if you choose 1 as your "critical" point. With something like the above though, you really want to keep experience/training/research progression to 1 point per increase success. SDLeary
  15. Simple pulleys for most, block-and-tackle for Mostali would be my choice. SDLeary
  16. The issue here is that Chaosium has no control over this. They no longer have ties with the Stormbring IP. I assume that Stormbringer did fairly well for Mongoose, but @lawrence.whitaker would be better able to answer that. SDLeary
  17. You mean the one that has Hueymakt and Ty Kora Quak as the main figures? SDLeary
  18. It appears to be spinning in the right direction, the direction of his current movement! ;-) SDLeary
  19. Not technically true. The Guide has a plain spine with a nice readable font. This actually makes it stand out better and makes it identifiable from a greater distance. And I think Uncial fonts have been over done too; perhaps replacing with a strong Roman font. The overall design of that logo is pretty good, just get rid of the scroll work, or split the rune line into two. SDLeary
  20. I really like this. With the extreme exception of the E and S in the title. They just seem out of place. SDLeary
  21. True, I just can't get over that E and S. It just looks so wrong, to the point that it doesn't seem to fit with the rest of the title font. SDLeary
  22. I like this one. As far as the scroll work and runes/subtitle interfering... get rid of the scroll work. Leave the rules. Another option would be to split the rune bar, raise it slightly, so that you have the scroll work in the middle. SDLeary
  23. Um... Really? I like the layout, the color works on a black background. And should work on a book cover if it is a black cover. Over a piece of artwork without a background (going from tradition here) not so much. And the main title font... you need a new font. SDLeary
  24. How about something along the lines of what UA2 did... Stress. Might even go with Traumatic Stress to emphasize events as the cause; as opposed to biological, chemical, or other causes. In fact, this was proposed in Nick's Uncounted Worlds 2 fanzine. SDLeary
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