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Mankcam

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Everything posted by Mankcam

  1. MOB we see those Daughters of Darkness pics, and raise you a hand of Elder Secrets I think Elder Secrets wins mate heh heh Regardless of whether this was in-house or commissioned, I drew better art all over my Year 12 Maths book back then, lol Thank the gods for the books that followed in the early 90s (including yours)
  2. I would probably use generic D100% scenarios. I have converted many fantasy scenarios to BRP/ RQ/Glorantha over the years. Some of those were Stormbringer scenarios, so they were BRP and very compatable with RQ. However I have also converted Greyhawk and Forgotten Realms scenarios into Glorantha, so they originally used one of the D&D editions. I have also converted a few ShadowWorld scenarios and they were originally using Rolemaster stats. So for me a bunch of generic BRP compatible scenarios could be quite useful.
  3. Yeah you could easily repurpose Constantinople for any big sprawling fantasy city that is a crossroads of cultural mixes. Great book, another valuable book to add to the Mythras library!
  4. Yeah this is pretty much similar to what I have been doing with RuneQuest. I started way back with RQ2 and moved on somewhat from there. My most recent game in Glorantha was a year or so ago, and by now the dust has settled with me running the BRP BGB as the core rules, with lots of bits imported from RQ2, RQ3, and RQ6. Seems to work quite well.
  5. I tend to view things a little differently, I would view that a 'magical beserk' to be something outside the realm of normality, so I would allow breakout rules for things like this, but that's just me. I actually prefer starting skills to be a bit more powerful than the old RQ2 and RQ3 games ( like Mythras, OQ, RD100 etc where you add two characteristics together). However I prefer skill progression to be slow, and I wasn't impressed with the RQG Quickstart in how it portrayed beginning characters. They seemed way too powerful, more suited to advanced games. I know the old zero-to-hero thing isn't in vogue anymore, however starting characters who are that powerful just doesn't feel right either. Not everyone wants to set games at that level, at least not during the early phases. Hopefully there will be ways to tone char gen down if we want to start out with everyday folk. I don't mean inept dirtcrawlers, but starting out with highly proficient characters doesn't suit my style either as I would much rather characters progress to this level. There is alot to be said to the BGB approach of allocating different skill point amounts during char gen, depending upon how powerful you want characters to start out at. I hope that RQG does something like this, to cater for everyone's tastes.
  6. Yeah that's fine as that's the Beserk gift from worshiping the Storm Bull, it's meant to be magical so no restrictions should apply to that.
  7. Voted. Will be interesting to compare a year down the track after RQG's publication
  8. Yeah I see your point, I don't tend to have campaigns long enough for attack skills to go that high. I would probably impose some restriction of how much the opponent's skill could be reduced to, perhaps they cannot be reduced below their Special Success chance, or something like that. I think having the option to choose between multiple attacks and reducing the opponent's roll seems to work well for me. If RQG forces you just to make only multiple attacks then that will be okay. Not a big issue, as it is often the better option of the two anyway. But I'll just keep playing how I have for the past few years anyway.
  9. I generally don't like player-characters having any more than 90% chance in a single roll, otherwise there isn't any unpredictability in combat. I tend to rule that either the skill gets split up into multiple attack rolls, or that any excess skill points over 90% get transferred into a Defence Modifier that reduces the opponent's attack roll. This keeps things gritty, yet still makes high skill scores quite beneficial.
  10. God knows what the final ruling is at this stage, as the BGB does things a bit differently. Impale just was the Special Success effect for Impaling Weapons. Many of us have mashed some kind of house rules, given the various BRP games we have tinkered with for half our lives. In recent years I have played that a Special Success does one effect, chosen by the player-character: Either a Damage Effect, OR an Automatic Spot Rule Effect. The Damage Effect is based on weapon type (ie: Slashing, Bashing, Impaling, Entangling), whereas the Spot Rule Effect is a effect that is just an automatic version of the various spot rules (ie: Disarm, Aimed Blow, Ignore Armour, Knockdown, etc). Rolling a Critical Success simply means doing two Effects instead of one, or the player can choose some awesome Narrative Effect to explain the situation. (This is just a hoary old house rule based from years of mixing RQ2/RQ3/BGB/RQ6 Mythras. It will be interesting to see what RQG does once the dust settles, although I personally will be unlikely to change my house rule on it)
  11. "It's beginning to look alot like Christmas..."
  12. You can have more than one choice So I went with Trinity Continium, Warhammer 4E, and RuneQuest Adventures in Glorantha.
  13. Agree that a version of BRP Delta Green OGL should be used. Minimal hassle to all, and still very much to the tastes of BRP GMs and players. Makes sense to do this.
  14. Yep this is how CoC 7E does it. I think it will be a shame if it isn't how RQ or other Chaosium BRP systems run things. I know I certainly will be playing them all like this, just for consistency, and the fact that such a minimal addition to the original rules can really make things run so much better at the gaming table.
  15. I think you might like how Call of Cthulhu 7E does things. It has Critical Success, Extreme (Special) Success, Hard Success (half %) and Standard Success. (Of course it also has Failure and Fumbles) But the extra success level at half % really makes a world of difference. The rules are simple for Hard Success. If a roll is under half %, then a Hard Success has been achieved. They do not generate any special effects, however they are considered better than a Standard Success for opposed rolls, so it works well with Dodge, Parry etc and stops much of the old stalemate combat rolls in BRP. The other thing is if you want to attempt a Manuver, then you don't do damage, but cause an alternative outcome instead (which could be disarming, tripping etc, or pretty much any Spot Rule effect). The outcome is then narrated by the GM, often with the default mechanical effect of incurring that your opponent now makes rolls as Hard Success (or less). Its very simple and really just reworks principles already inherent in the system. I recommend how CoC 7E does this, so perhaps checking out the CoC 7E Quickstart may be helpful
  16. Isn't this a 'Hard Success' from CoC 7E?
  17. Yes I tend to agree with this, RD100's take on skills is excellent. Easy to read at a glance, with drop-down bonuses for Specialties ('Traits'), so nothing is actually lost. This is a great feature of RD100, and I may end up making RD100 my 'go-to' BRP game yet, it'll certainly be a contender.
  18. Yeah but that's not on the actual character sheet, as you only choose a few Professional Skills. Whereas with BRP/RQ/CoC there is a huge list of skills on the page, sometimes you can't see the forest for the trees. Having Skill Categories greatly helps however (although their actual bonus modifiers are almost too finicky to even worry about calculation). But with all those skills on the sheet, sometimes it's hard to get a feel for the actual character. NPCs are so much easier in this respect.
  19. I think RQG will be great in the fact that the setting of Glorantha will be imbedded in the mechanics. Runes, family histories etc. I also like how the consistent stat block will make the RQ2/RQ Classic reprints current as well. I like the richness of Glorantha, it feels almost like a real place to me. I loved the RQ2 resources which really made Glorantha come alive, and I really like the return of emphasising it's ancient flavour that Moon Design has focused on in the more recent depictions of the setting. However what I dislike sbout RQG will be the lengthy skill lists, and the fact that core characteristics are not a big factor in skill calculation. I think the stat+stat idea in the MRQ D100 SRD games (also in Chaosium's ElfQuest) is the best way to approach skills. For non-Gloranthan fantasy games I'll probably stick with Mythras or OpenQuest, depending upon how complex I want things to be.
  20. That's pretty much what I do for PCs with all BRP games; just make every core characteristic generated with 2D6+6. Works well.
  21. Coal sacks? D100 Ox-bones? Apple Lane? That's grim. Of course we really had it tough. I only had a tatty photocopy of my cousin's BRP booklet from the RQ2 box, and a dice that he cast aside. D100? You should be so lucky, it was just an old D20 that I had to multiply by five...but it was a D100 to us! ...and tell that to the kids today and they won't believe you
  22. "Ahh...RuneQuest 3: it was the best of times, it was the worst of times..."
  23. Beat you to it here!: Yeah there was an overwhelming response, heh heh
  24. If you descale combat maneuvers and hit locations, then you are pretty much playing OpenQuest, which isn't a bad thing
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