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Trifletraxor

OPENQUEST - D100 Gaming Made Easy

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openquest.jpgA complete and easy to play Fantasy Roleplaying game, with monsters, magic and exotic locales. OpenQuest uses the classic D100 rules mechanic, which uses percentages to express the chance of success or failure.Open Quest is based on the Mongoose RuneQuest SRD (MRQ SRD), with ideas from previous editions of Chaosium’s RuneQuest and Stormbringer 5th, mixed in with some common sense house rulings from the author’s twenty years of experience with the D100 system. Final Edition.

Character Generation:

• Points buy by default, both for skills and characteristics (although there are optional rules for Random Characteristic generation)

• Players come up with a concept for their character and build it the way they want.

• Default rules produce jack of all trades characters, which are capable in combat, magic and practical skills.

• Optional specialist character rules to produce characters who are more warrior or magician in concept.

Character Improvement:

• Characters gain improvement points for completing goals and entertaining play.

• Players may then spend as they see fit on automatic skills and magic advancement.

Skills:

• Many skills are more groups of broad skills. For example Sleight, Hide and Stealth are all grouped together as Deception. This results in a streamlined and much shortened skill list.

• Gone is the ‘golf bag’ of weapons skills, replaced by Close Combat, Ranged Combat and Unarmed.

• Modifiers only added when they bring a big impact into play. Either plus or minus 25% or 50%. No more fiddly adding or subtracting of a +5% or -10% here and there.

• Clear guidelines of when to call for a skill test and when not to.

Combat:

• Combat rounds are 5 sections of time, were combatants act in DEX order (INT if casting spells)

• New combat manoeuvres available for all to speed up combat and make it more exciting

• Characters with combat skills over 100% may split their attacks and defences to take on mulitple opponents.

• No Hit Locations (although easy enough to add back in).

• Damage taken directly off a Hit Points total, based on SIZ + CON divided by two.

• Major Wounds (as seen in Stormbringer) an optional system.

Magic:

• Three approaches to magic: Battle, Divine and Magic.

• All characters have some Battle Magic as default.

• Summoning and Enchantment built into each approaches.

• Specialists : Shamans, Priests, Holy Warriors , Adepts and Magus.

• Sorcery now completely based upon one ‘Sorcery Casting’ Skill. This is the chance to cast a spell and limits the amount that the spell’s range, magnitude and duration can be manipulated.

Creatures:

• Twenty five monsters detailed.

• Along with common domestic and giant animals.

The Empire of Gatan:

• A straightforward fantasy setting, with enough detail to pick up and play but enough room for Games masters to make it their own.

The Road Less Travelled:

• This is an introductory scenario suitable for beginning players and Games Masters

• It is designed to give a general introduction to most of the rules systems

Everything in the core OpenQuest rule book, except the illustrations by Simon Bray, is open gaming content under the Open Gaming Licence. This means that you can use all or part of the book to produce your own games, rules, adventures even for commercial release as long as you include the Open Gaming Licence included in the back of the book.

By Newt Newport, with Tim Bancroft, Simon Bray, Paul Michener, John Ossoway, Graham Spearing and Tom Zunder. 182 pages. Published by D101 Games September 2010.

Edited by Trifletraxor

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As far as I know, OpenQuest is inspired from BRP. How high are those systems compatible? Is just OpenQuest a simplification of BRP?

For instance, is it easy to use contents for BRP like Classic Fantasy with OpenQuest?

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OpenQuest is derived from Mongoose RQI, but seems to be MRQ1 made more like BRP.

I would think it would be fairly easy to use any BRP/RQ product with any BRP/RQ product.

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Looks fun. Right now my group plays BRP with a fantasy theme, but these rules seem slightly better, so I'm going to see if I can convince them to convert.

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I've printed out the free pdf version, and have read it thru. For a group of players which like to go complete homebrew I think this source book has much to like. The total build up of characters from scratch is essential to these types of rpg's and this game does not have a complex character creation path. How hard is "In one sentence sum up what your character is all about." Then start building from there. The skills are compressed into a small list as opposed to individual specializations. This makes sense for fantasy. All in all a great resource for creating complete homebrew fantasy one shots and/or campaigns. I highly recommend it.

Edited by jagerfury

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