Search found 227 matches

by Mugen
Fri Aug 06, 2010 11:51 am
Forum: Legend
Topic: Elric Cover Art
Replies: 3
Views: 873

Honestly, this Elric remids me Dark Schneider from the "Bastard !!" manga

Image

Anyway, the influence of Elric on the look of this character is obvious, so...
by Mugen
Fri Aug 06, 2010 9:03 am
Forum: Legend
Topic: Need Spells
Replies: 2
Views: 641

Why do you need new spells ? Is it because you were not able to satisfy the needs of your players, or is it because you compared MRQII list of spells with the list of Another Game ? Don't forget that in many ways, MRQII magic is more versatile, and in my experience you won't need a lot of spells to ...
by Mugen
Fri Jul 30, 2010 11:58 am
Forum: Legend
Topic: Sorcery Range
Replies: 58
Views: 11843

Deleriad wrote:As a side effect of this I'm going to be removing the choose location default of some spells such as Lightning Bolt.
I'd do the same for Disruption. 1D3 damage to X locations is not the same spell than XD3 damage to chest or head.
by Mugen
Fri Jul 30, 2010 9:26 am
Forum: Legend
Topic: Sorcery Range
Replies: 58
Views: 11843

Given the nature of MRQ ii Sorcery rules, I think you'd have to give additional options to sorcerers. For instance : -Double Grimoire Skills for determining spell effect; -Double available Manipulation levels with an additional manipulation effect. As for myself, I plan on using appropriate Combat M...
by Mugen
Mon Jul 26, 2010 9:00 am
Forum: Legend
Topic: Sorcery Range
Replies: 58
Views: 11843

I agree that Sorcery is powerful, but it's controlled by the grimoire access provided by GM's. If you want to weaken sorcery then only give them 1 or 2 grimoires with 2-4 spells in each. And carefully look at the spells selected. I can't imagine the effect of a Grimoire with 4 different "Wrack" spe...
by Mugen
Wed Jul 07, 2010 9:25 am
Forum: Legend
Topic: Damage Boosting, 1H vs 2H
Replies: 2
Views: 827

Re: Damage Boosting, 1H vs 2H

PhilHibbs wrote:Why isn't it 1 point per 5% rather than 2 points per 10%? Just for simpler calculations?
I think this is because every other Sorcery spell works this way, with effects based on Skill/10, which is also the critical range of the skill.

Anyway, I think I'll use your house rule.
by Mugen
Mon Jul 05, 2010 9:54 am
Forum: Legend
Topic: legend of the five rings/ runequest 2. conversion
Replies: 2
Views: 823

I had a similar idea some time ago, as I wanted to play "City of Lies" with my usual players group. But for some reason, they were less than enthusiast with that idea (*), so I did not finish my work. It seems they had a very discouraging experience with a very "Japan integrist" L5R GM. Tea Ceremony...
by Mugen
Mon Jul 05, 2010 9:14 am
Forum: Legend
Topic: Initial sorcery spells
Replies: 4
Views: 898

I use the same rule as PhilHibbs. I would base the maximum number of Grimoire skills one can learn at character creation according to its Cult rank. For instance : Lay member : 1 Grimoire Apprentice : 2 Grimoires Adept : 4 Grimoires Mage : 8 Grimoires As official Grimoires seem to contain roughly 6 ...
by Mugen
Wed Jun 30, 2010 12:50 pm
Forum: Legend
Topic: Is Runequest II for me?
Replies: 12
Views: 2110

What I like in MRQ 2 that is not in BRP : -Character creation; -MRQ 2 skill base% are all based on the sum of 2 characteristics; -Less primary skills; -Maneuvers system; -Skill opposition system instead of resistance table; -A very flexible magic system; -Legendary abilities (which are more like Lan...
by Mugen
Tue Jun 29, 2010 2:55 pm
Forum: Legend
Topic: Sorcery Enchantments - POW vs MPs & other ideas
Replies: 6
Views: 1382

I have similar views on enchants. I plan on mixing A&E rules with Sandy Petersen's rules on Sorcery to allow semi-permanent spells. Nevertheless, I think RQ3 enchants cost in POW is too high for MRQII, where POW is just another characteristic and does not have a very generous rule for increase. Plus...
by Mugen
Fri Jun 25, 2010 8:11 am
Forum: Mongoose en Français
Topic: pourqoui pas de Fighting Fantasy JDR
Replies: 7
Views: 2877

quand a Gameworkshop, le doute plane car Jackson et Livingstone en sont les fondateur, et il ont crée après j'en suit pratiquement persuader (90%). Eh bien non :) http://en.wikipedia.org/wiki/Games_Workshop http://en.wikipedia.org/wiki/Fighting_fantasy J'abrège : 1975 : fondation de Games Workshop ...
by Mugen
Thu Jun 24, 2010 1:42 pm
Forum: Mongoose en Français
Topic: pourqoui pas de Fighting Fantasy JDR
Replies: 7
Views: 2877

L'INSUCCÈS de Fighting Fantasy? tu doit pas parler de la même série. http://www.legrog.org/jeu.jsp?id=1641 le Sorcier de la Montagne de Feu c'est vendu a lui seul à plus de 2 millions d'exemplaire, 20 langues. pour un total de 15 millions d'exemplaires de la série dans le monde. Sans compter Sorcel...
by Mugen
Sun Jun 20, 2010 9:52 am
Forum: Mongoose en Français
Topic: pourqoui pas de Fighting Fantasy JDR
Replies: 7
Views: 2877

C'est à Steve Jackson et Ian Livingstone qu'il faudrait poser la question...

Puis bon, vu l'insuccès de la gamme Fighting Fantasy dans les années 80 (http://www.legrog.org/jeu.jsp?id=1641), ça se comprend un peu...
by Mugen
Tue Jun 15, 2010 3:12 pm
Forum: Legend
Topic: Sorcery Range
Replies: 58
Views: 11843

This is quite a big change from AHRQ3, where most spells cost loads of MPs to cast. Was it this way in MRQ1? The drastic change on MP costs was introduced in MRQ1. However, MRQ1 still had one skill per Manipulation type and 1 skill per spell like in RQ3. With Magnitude 60%, Range 35% and Duration 4...
by Mugen
Tue Jun 15, 2010 1:54 pm
Forum: Legend
Topic: Sorcery Range
Replies: 58
Views: 11843

It depends on whether or not your opponent is likely to have some magical protection, in which case trading some Range for Magnitude would be a good idea. Remember that for Sorcery, Magnitude is only used to overcome, and is not related to Spell effect, which is a function of the Grimoire skill. Any...
by Mugen
Mon Jun 14, 2010 12:24 pm
Forum: Legend
Topic: Sorcery Duration
Replies: 11
Views: 1783

As for myself, I'm quite satisfied with the spirit of MRQ, with relatively short spells and semi-permanent enchants asking for the sacrifice of permament MPs. I also liked Sandy Petersen's view on the subject, in which you had a "Presence" attribute that acted as a limitation on the sum of spells In...
by Mugen
Fri Jun 04, 2010 2:00 pm
Forum: Legend
Topic: Newbie Sorcery Question
Replies: 8
Views: 1133

Re: Newbie Sorcery Question

I'm trying to figure out the casting time and magic point costs of sorcery. The way it reads to me is each point of manipulation increases the cost and time, but examples ive seen here on the forums seem to imply that only each type of manipulation increases the cost. Which one is it? As far as I r...
by Mugen
Tue Jun 01, 2010 12:54 pm
Forum: Legend
Topic: Spirits vs Divine Magic Practitoners
Replies: 14
Views: 1598

My preliminary plan is to allow RQ3 style divine magic to be bought using increase rolls. Maybe 2 increases per point of DM? Like the way it works in OpenQuest ? I agree it is a great idea. Another factor is that I already own pretty much every cult write-up for Glorantha ever published under the R...
by Mugen
Tue Jun 01, 2010 11:01 am
Forum: Legend
Topic: Spirits vs Divine Magic Practitoners
Replies: 14
Views: 1598

I agree about spirit combat, IMHO it's always been possible for a spirit to engage a corporate being in spirit combat. In RQ3 the spirit just needed Visibility to manifest and attack. I'll adopt the same approach as you- the discorporate skill becomes the streight chance of manifesting. As for divi...
by Mugen
Wed May 26, 2010 10:33 am
Forum: Legend
Topic: weapon style flexibility
Replies: 27
Views: 3438

One possibility for a highly cinematic skill would be to make combat styles work a bit like grimoires. E.g. three combat styles (close, unarmed/natural weapon & ranged). Then you learn new weapon combinations to add to your styles by spending 2 IRs. E.g. you might start with Close Combat 73%: 1H Sw...