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The Rampant Gamer

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Everything posted by The Rampant Gamer

  1. One of the things I dislike about Legend when compared directly with BRP is the simplified skill list. Yes, it's functional, but it lacks granularity. Has anyone put together a more complete skill list - with the understanding that we're talking about fantasy RPGs? I've been bashing the set from BRP, RQ 2nd and 3rd editions, and Legend together in an attempt to come up with something that works for me, but I'm sure I'm missing things and/or have areas of significant overlap. What I have so far: Jump Swim Climb Run Dance Sing Track Search Spot Listen Hide Stealth Sleight Lockpicking Traps Acrobatics Survival Streetwise Appraise Bargain Persuade Perform Fast Talk Oratory Seduction Etiquette Gambling Insight Pilot (Vehicle) Ride (Animal) Navigate Persistence Resistance Brawn Art () Play Instrument () Craft () Lore () Culture () Language () First Aid Healing Throw Missile Weapon (Class) Melee Attack (Class) Melee Parry (Class) Shield Parry Evade Unarmed Combat Spirit Walking Spirit Binding Sorcery Manipulation Pact
  2. It's the least well defined portion of the game, and in my mind the most fun and challenging. You can set up shamanistic cults, mainstream religious organizations, sorcerous guilds, mercenary troops or anything else that might provide benefits (and obligations) in exchange for following their rules and meeting their requirements. It can help define what spells you have access to, what skills you can get trained on inexpensively, and provide endless plot hooks for the GM.
  3. I'm sure there's a middle ground that would be both realistic and fun to play, but to my mind even a stabbing sword like a gladius would be different enough to warrant different skillsets. And if you lost your slashing longsword, and replaced it with a spear? You deserve to have a lower skill - barring cross-training, of course.
  4. As I believe we'd both get the same results, I heartily concur. Think I'll adopt this ruling for the next game I run that it's relevant for.
  5. To my mind, one of the strengths of RuneQuest down through the ages has been the value and thoroughness of the examples. I'm glad to see that idea kept alive with this edition. I'm not sure if I can comment much further. The font is easy on the eyes. The sidebars are unobtrusive, but broadly useful. I'm concerned with the breadth of the combat styles referenced in the Nomad section of the preview, as I'm a fan of a finer grain of skills, but I'll reserve any judgement until I lay hands on the finished goods.
  6. I agree that Aiki's method is precise, but time-consuming. It also loses some traction at the lower ROF values - what if you have a weapon with an ROF of 2 - you need to roll '00' to hit with both rounds? Maybe we need to be rounding up, so that values from 01 to whatever qualify to hit with one round without resorting to "no fewer than one" rulings? Doing so gives us these sorts of scenarios: I'm a strong marksman (100% with pistols) and my ROF is 2. I have a 50% chance of hitting you with both rounds (roll 51-00) I'm an above average marksman (60% with pistols) and my ROF is 2. I have a 1 in 10 change of hitting you with both (roll 51-60) - one sixth of the time when I do manage to hit. I'm a novice marksman (30% with pistols) and my ROF is 2. I have literally no chance to hit you with that second round - I'm a poor enough shot that I need an ROF of 4 to have a shot at hitting with a second bullet, and even that only happens on 26-30 Realistic? Anyone? If so, we can solve the complexity issue with cheat sheets. Figure out the likely numbers of rounds that will be fired from the weapons in your game and create a cross-reference for the impacted player. Guy with an AF7 weapon would need to know where his breakpoints were (15 to hit with 2, 29 to hit with 3, 43 to hit with 4, 58 for 5, 72 for 6 and 86 to hit with all 7)
  7. I'm not sure where all the hate for 2d6+6 comes from - it's a distinction without a difference, but it's not exactly the end of the world, and I'm sure it won't break anything if your world has humans who roll 3d6 for everything. The old red book was 3d6 for each. My books tell me that 2d6+6 was first added in the AH version, but it may also have been used in one of the other non-Runequest d100 games as well.
  8. Great discussion thus far, but it raises a question for me - I'm looking into a Traveller style game, and money and economics are very important there, in terms of buying and selling cargos and paying your monthly mortgage and upkeep on a ship for a trading campaign. Yet it seems like it would benefit from the abstract notion of wealth, and the ability to parlay that into some other figure based on the world you're visiting. Has anyone else delved into this discussion, or does that particular kind of scenario demand hard and fast prices, and the universal "credit" as a unit of measure?
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