Search found 227 matches

by Mugen
Wed Sep 26, 2012 7:49 am
Forum: Mongoose en Français
Topic: Elric - Le retour en 2012 -
Replies: 12
Views: 4961

Re: Elric - Le retour en 2012 -

Jayss wrote:Ou j'ai raté une réedition ?
Oui. Enfin, pas en français...
Il y a eu pour RuneQuest 2 (dont les règles de combat sont complètement différentes, soit dit en passant) une nouvelle version, plus complète.
by Mugen
Sun Jul 15, 2012 8:11 pm
Forum: Legend
Topic: New Sorcery Spell
Replies: 7
Views: 979

Re: New Sorcery Spell

As for myself, I'd simply let a Sorcerer enhance a Common Magic spell if he knows a similar Sorcery spell.

For instance, a sorcerer knowing Set (Fire) could change damage, duration or other aspects of a Fireblade spell.
by Mugen
Mon Jan 16, 2012 8:20 pm
Forum: Legend
Topic: Why 21?
Replies: 19
Views: 1446

Re: Why 21?

RangerDan wrote:Or are you using SIZ only as a disadvantage in in-game things (Ie. "Sorry Rolf, the gap in the wall is too small for you to fit through").
This :)
by Mugen
Sun Dec 18, 2011 12:26 pm
Forum: Legend
Topic: Martial arts
Replies: 15
Views: 953

Re: Martial arts

I suggest you get some inspiration from Age of Treason : Treat each Martial Art as a Combat Style that allows 2 or 3 base combat actions such as Kick, Punch, Evade (possibly with no penalty on next attack) , Parry (with bare fists), Grap, Throw. Then, each style would offer "special techniques" that...
by Mugen
Sat Nov 19, 2011 11:36 pm
Forum: Legend
Topic: Legendary Spell Abilities
Replies: 4
Views: 581

Re: Legendary Spell Abilities

I'd rather add a new Manipulation category than a Legendary Ability.
For instance, it could make the spell look less potent than it really is.
For instance, each level would lower the apparent skill by 20%.
Therefore, a Spell cast with a 75% skill and 4 "Stealth" levels would be invisible.
by Mugen
Mon Nov 07, 2011 9:08 pm
Forum: Legend
Topic: Magic of Legend
Replies: 81
Views: 5513

Re: Magic of Legend

The simplest way to get low-magic that doesn't suck and doesn't alienate players, is to make casting expensive. If instead of one magic point cost per point of magnitude, it is 5 magic points per point of magnitude, spells will only be used only when they are most needed and heroes must rely on mun...
by Mugen
Fri Nov 04, 2011 12:36 pm
Forum: Legend
Topic: Success Probability Too High?
Replies: 22
Views: 1267

Re: Success Probability Too High?

Huh, magic really isn't more exponential than combat in Runequest. Yeah, sure when you increase your grimoire both your chance to cast it, and the damage increases. But when you increase your combat style, you also increase your defensive ability, and the chance that opposed rolls, such as trips, d...
by Mugen
Wed Nov 02, 2011 9:14 am
Forum: Legend
Topic: Success Probability Too High?
Replies: 22
Views: 1267

Re: Success Probability Too High?

Personnally, I like the idea that a beginning character can have skills of 80%+. Given the nature of MRQ2 system, I hardly consider characters under 100% as "badasses". My only concern is perhaps with Sorcery (and to a lesser extent Divine magic), where the benefits of a higher skill are exponential...
by Mugen
Wed Oct 19, 2011 3:50 pm
Forum: Legend
Topic: Dual wielding
Replies: 22
Views: 1450

Re: Dual wielding

Samurai of the Tokugawa era tended to wear two swords - katana and wakazashi. Not sure if they used them together. They were known as daisho, meaning long and short, IIRC. I'd think they did, since "the Book of Five Rings" speaks about how to use both together. However, there is no mention of using...
by Mugen
Mon Oct 17, 2011 5:45 pm
Forum: Legend
Topic: Success Probability Too High?
Replies: 22
Views: 1267

Re: Success Probability Too High?

No matter what the game system is, I like the idea that when facing a task with a difficulty appropriate to your skill level, your success chance should be roughly 60%. That is, a beginner should have ~60% chance to beat an easy task. The same for an intermediate character facing a medium difficulty...
by Mugen
Sat Sep 24, 2011 4:55 pm
Forum: Legend
Topic: Magic of Legend
Replies: 81
Views: 5513

Re: Magic of Legend

PhilHibbs wrote:I suppose you could have spells that have a minimum, er, what's the term, oh that's right there isn't one... a minimum Potency (which Is what I call skill/10).
As for myself, I call it "Intensity", based on RQ3 terminology.
Anyway, I think you're right, and this... rule thing needs to have a name.
by Mugen
Fri Sep 23, 2011 7:38 pm
Forum: Legend
Topic: Magic of Legend
Replies: 81
Views: 5513

Re: Magic of Legend

I do like all 4 magic systems and don't want to see any of them scrapped. Nevertheless, there are some things I'd like to be changed : Divine Magic -Replace Dedicated POW with "Divine Magic points", so that Priest get all their MPs for Common Magic and spiritual conflict. -Use Magnitude for every sp...
by Mugen
Fri Jul 01, 2011 10:03 am
Forum: Legend
Topic: Rune quest spell book
Replies: 2
Views: 597

As far as I remember, you can use Rune magic and Sorcery spells quite easily. Simply replace "Magnitude" in Sorcery spells descriptions with (Grimoire skill/10). I'm not a great fan of Spellbook Sorcery spells, which are in my view, too narrowly focused. In my opinion, sorcery should provide very "b...
by Mugen
Fri Jul 01, 2011 9:51 am
Forum: Mongoose en Français
Topic: Petit planning des traductions
Replies: 102
Views: 26871

Vu que la gamme va s'arrêter en VO, je doute que la gamme VF suive un autre chemin...
by Mugen
Wed Jun 29, 2011 12:36 pm
Forum: Legend
Topic: Spirit Magic: Non-Shamanic Traditions/Usage.
Replies: 8
Views: 732

An easy solution is to borrow Elric of Melniboné's summoning rules. As for myself, I would add a Summon (Spirit) sorcery spell. Spells like Spirit Resistance Dominate (Species) already exist :) I think there is such a spell in Deus Vult, and maybe in the Abiding Book. If you don't have either of tho...
by Mugen
Wed Jun 22, 2011 1:00 pm
Forum: Legend
Topic: Epic dragon fight last night
Replies: 47
Views: 3269

Vortigern wrote:Mmm.

But what about casting Damage Enhancement on the Bow, and then say Bladesharp on the arrows?
Speedart is a better choice ;)
by Mugen
Mon May 02, 2011 3:37 pm
Forum: Legend
Topic: Changes to sorcery
Replies: 34
Views: 2146

To me, the best way to put the brakes on sorcery is to increase its MP cost. Instead of 1 MP per manipulation type, make it 1 MP per degree of inensity (grimoire/10). So sure, a sorcerer at a grimoire of 80% can cast that Wrack with 8 levels of manipulation, but that's an 8 MP cost on top of the 1 ...
by Mugen
Tue Mar 29, 2011 10:00 am
Forum: Mongoose en Français
Topic: Petit planning des traductions
Replies: 102
Views: 26871

Ah... c'est "directe" comme dans "sens trigonométrique direct". "Spinward" ~ "dans le sens du spin".

C'est moche, mais en effet correct...

Même si ceux-ci sont hors du domaine astronomique, ce terme a les équivalents suivants:

http://fr.wikipedia.org/wiki/Sens_trigonom%C3%A9trique
by Mugen
Thu Mar 24, 2011 12:57 pm
Forum: Legend
Topic: Shamanism for fun and Prophet
Replies: 114
Views: 7757

Yes, I know. The article in both S&P 89 and 90 is awesome and very well axplained . It helped a lot. But I think that a shaman with 4 spirits cannot wait POW15x4 =60x10h= 600 hours (25 days!) to replenish mp of 4 captured spirits, so there will be faster rituals. That is what I am doing the questio...
by Mugen
Wed Mar 16, 2011 3:16 pm
Forum: Legend
Topic: Sorcery, Manipulation and Magic Points
Replies: 38
Views: 2565

If I have two Grimoires, one with say Enhance INT and one with Enhance DEX, could I trade effect levels off both independently to get additional manipulations? Or, do I have to knock an effect level off both in order to get one manipulation point? Personnally, I'm using option 2 (that is, reduce al...