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The OpenQuest Companion


Newt

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More details about the upcoming OpenQuest Companion over at OpenQuestRPG.com

Its available as part of the OpenQuest 3rd Edition pre-order, as a free pdf and at cost POD book. 

Here's Jon Hodgson's cover for the book.

 

oq-companion-cover-web.png

Edited by Newt
Fixed main link
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Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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Just a heads-up, the link to the description of the Companion is broken (the https header is messed up).

In any case I'm really looking forward to things like the One Magic System, I've got a couple of friends I'd like to introduce to RPGs and having a really simple, straightforward way to ease them in without overwhelming them with options is a major selling point (not that OQ is all that overwhelming)

Edited by Nick J.
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Yes, and the other supplements that the KS funded 🙂 

Which are... OpenQuest Dungeons, The Saga of the Savage North, The Clock Work Palace, and of course The Book of Duck (working title)  🙂

I've set up a page on OpenQuestRPG.com to keep track of all the books in development/released 🙂 

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Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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On 4/29/2021 at 4:50 PM, Nick J. said:

In any case I'm really looking forward to things like the One Magic System, I've got a couple of friends I'd like to introduce to RPGs and having a really simple, straightforward way to ease them in without overwhelming them with options is a major selling point (not that OQ is all that overwhelming)

The One Magic System arose out of convention game play, where I found no one was really keeping track of magic point spends, and spells that were variable depending on the magic point spent on them also confused new players.  So I simply removed magic points, gave variable spells fixed/randomised effects and combined the three spell lists. 

This blog post on OpenQuestRpg.com goes into more detail. 

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Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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  • 3 months later...
On 5/1/2021 at 2:07 PM, Newt said:

The One Magic System arose out of convention game play, where I found no one was really keeping track of magic point spends, and spells that were variable depending on the magic point spent on them also confused new players.  So I simply removed magic points, gave variable spells fixed/randomised effects and combined the three spell lists. 

This blog post on OpenQuestRpg.com goes into more detail. 

That's a really awesome observation you've done on the magic system that's so prevalent amongst the D100 Games. The One Magic System sounds very interesting and I'd personally like to see it in full detail once it's ready.

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Finally, the OpenQuest Companion is out in pdf now and on pre-order for the printed version which should be available sometime in Jan (but you get the pdf as an immediate download).

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Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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Hi,

I recently bought the Openquest Companion. Regarding the one magic system, I’m a bit confused about the spell Absorption in those rules. Does it really absorb ANY spell, no matter how powerful? As it does away with magnitude comparisons. Is there no resistance roll? It seems to mean immunity from magic for 10 minutes.

Does it also only absorb if the casting roll succeeds?

Can the person who absorbs the spell cast it back, or just release it? 
 

Any guidance would be appreciated! 🙂 I’ve never used the classic RQ magic system, so maybe I’m missing something. I understand the previous version with magnitude, though. 

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Yup that is the case, and yes it does make it a powerful spell that effectively makes it as you point out a magic resistance spell, which also allows the target to cast back spells flung at them (but using their own Magic casting skill). The only limiter being that they can only have one spell absorbed at a time. 

If you wanted to make it slightly less powerful, insist upon the target rolling their Magic Casting to absorb the spell. So a magician casting it on them may have a high casting skill, the warrior it is cast on, less so making the magic resistance effectively only as powerful as the target's casting skill. 

 

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Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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On 2/14/2022 at 8:51 AM, Newt said:

Yup that is the case, and yes it does make it a powerful spell that effectively makes it as you point out a magic resistance spell, which also allows the target to cast back spells flung at them (but using their own Magic casting skill). The only limiter being that they can only have one spell absorbed at a time. 

If you wanted to make it slightly less powerful, insist upon the target rolling their Magic Casting to absorb the spell. So a magician casting it on them may have a high casting skill, the warrior it is cast on, less so making the magic resistance effectively only as powerful as the target's casting skill. 

 

Thanks for the clarification, Newt. And the suggestion to reduce the power.

On a separate note, I was wondering if you think it a good idea to adjust the 50/50/50 skill points distribution (ignoring the 75)? I think I’d like to make warriors versus scholars, say, less equal in combat skills. So I was thinking 60/50/40 into those skill categories or even 70/40/40. (Maybe this.) 

I know OQ wants more rounded characters, but I think less rounded would suit my aims more, and some of the character concepts more. But I’m not experienced with OQ. (It seems it would work fine to adjust the distribution.)

Any thoughts? 

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That's pretty much what I did in OQ2, with some optional rules for "specialists". Here's the relevant text.

Quote

Specialists (Optional)
The standard character generation rules create  characters that are Jacks of all Trades, having both reasonable weapon skills and some magic. What if you want to generate a character that is more of a magician or more of a warrior?

If this is the case use the following rules;
Warriors: Allocate 75 points on weapon skills (instead of the usual 50), with an increased limit of 50 points on any one weapon skill, and allocate 2 points of magnitude on Battle Magic.
Magicians: Allocate 30 points on weapon skills and allocate 9 points of magnitude on Battle Magic spells. If you are allowing characters to start with either Sorcery or Divine magic these 9 points can also be spent on the appropriate Sorcery or Divine spells. The relevant casting skill, Battle
Magic Casting for Battle Magic starts at POW X4.
 

Its still there in OQ3 but I use Ready Made Concepts (main rule book pages 27-29) to express it, its a lot tidier. 

Edited by Newt
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Head Honcho of D101 Games
Publisher of Crypts and Things/Monkey/OpenQuest/River of Heaven
The Sorcerer Under the Mountain

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