Search found 227 matches

by Mugen
Fri May 30, 2008 1:29 pm
Forum: Legend
Topic: Creating sorcerors and priests
Replies: 14
Views: 3075

Note that any magic profession related to sorcery should provide at least Manipulation (Magnitude).
by Mugen
Fri May 30, 2008 1:28 pm
Forum: Legend
Topic: Stat loss
Replies: 2
Views: 1085

Re: Stat loss

Can anyone point me to where the RQ rules explain what happens if stats get drained to zero points? I was not able to find the information for MRQ in the SRD, but in RQ3, you became unable to perform actions related to this characteristic. STR, DEX : unable to move CON, POW : death INT : unable to ...
by Mugen
Tue Apr 15, 2008 3:36 pm
Forum: Legend
Topic: quick combat question
Replies: 8
Views: 2251

I really wish this area had been more thoroughly playtested and a better combat system created from the off. :cry: Actually, the different playtest versions of combat where very different from the published one and it was certainly the point that changed the most during playtest. The latest playtes...
by Mugen
Tue Apr 15, 2008 9:23 am
Forum: Legend
Topic: How's Land of the Samurai?
Replies: 49
Views: 11698

There were three sets of kana at the time of Heian and not two (see http://en.wikipedia.org/wiki/Kana). Contrary to modern usage, hiragana were used by women (see http://en.wikipedia.org/wiki/Hiragana), who were not taught Chinese, to write Japanese. Men wrote in Chinese (kanji) but would use Man'y...
by Mugen
Mon Apr 14, 2008 9:23 am
Forum: Legend
Topic: How's Land of the Samurai?
Replies: 49
Views: 11698

Are there really 3 different skills for reading hiragana, katakana and kanji ? Learning kanji is a difficult task and it asks for a specific skill. I their modern form, Hiragana and katakana are simple syllabic systems that really require a few weeks to master. I don't doubt archaïc kanas were more ...
by Mugen
Wed Apr 02, 2008 2:37 pm
Forum: Legend
Topic: 100+ Weapon skills
Replies: 6
Views: 1912

Re: 100+ Weapon skills

Before we begin however I do have to say I have a bit of an issue with combat actions in general, it seems that there is a huge advantage in a 3 CA per round to 2 CA per round. Not sure what everyone else thinks about this. Personally, I consider that 1 action per turn is the norm, and that the Com...
by Mugen
Fri Mar 28, 2008 1:14 pm
Forum: Legend
Topic: Combat opposed tests?
Replies: 28
Views: 8402

There is a flaw in my system however. There should be a chance that an attacker at some distance from an immobile target miss it.

This can be achieved by giving a bonus to defense depending on the distance, and use this bonus as a flat defense chance if the target doesn't move...
by Mugen
Thu Mar 27, 2008 11:46 am
Forum: Legend
Topic: Combat opposed tests?
Replies: 28
Views: 8402

If the defender parrys, I use Pete Nash's wiki rules. If the defender chooses to dodge, I use the updated dodge table. A fumble only occurs on a roll of 00, never from an opposed skill result. The defender must choose whether to parry or dodge before the attacker rolls. If the attacker fails and th...
by Mugen
Tue Feb 26, 2008 4:23 pm
Forum: Legend
Topic: Conan RQ?
Replies: 33
Views: 8251

Why not make the Conan books dual-stat? It would still be the same "game", right? And maybe some d20 fans would get curious and pick up an RQ book. This was the idea behind L5R/Rokugan adventures dual-stat books produced by Alterac Entertainment Group. In the end, they stopped it because it was not...
by Mugen
Fri Feb 15, 2008 12:56 pm
Forum: Legend
Topic: Questions about some RQ products
Replies: 4
Views: 1436

Re: Questions about some RQ products

I am considering purchasing Lankhmar. How well is Leiber's take on magic covered [I like RQ4's d100 and character creation, but don't like the rune magic system so much; really like Leiber.] Lankhmar's magic has no relation with Runic Magic. It is a variant of RQ Companion's Sorcery (see Companion ...
by Mugen
Fri Jan 25, 2008 9:56 am
Forum: Legend
Topic: So what do you like about MRQ ?
Replies: 43
Views: 10061

I like the fact base skills %iles are based on characteristics. I like the cultural/professional skill determination rule I like the skill opposition rule I like the fact runic magic use skills I like the DEX-based turn order I like the Actions/Reactions dichotomy I like the idea of a game that trie...
by Mugen
Wed Jan 23, 2008 12:54 pm
Forum: Legend
Topic: How do you run your combat ?
Replies: 13
Views: 3567

I use the following : 1) Action declaration : 1 action and 1 reaction is the norm. It is possible to perform more than 1 of each, but each one after the first adds a -20% cumulative penalty. Actions must be declared in the beginning of the turn. If more than one is declared, the cumulative malus app...
by Mugen
Fri Jan 18, 2008 10:36 am
Forum: Legend
Topic: Sorcery Magnitude question
Replies: 104
Views: 20313

The Spellbook seems poorly thought out to me, so I'd only use it as a guideline. I certainly wouldn;t make all the spells commonly available. Just my opinion. Mine too. Almost none of the sorcery spells in this book have the right "generic" feel that a Sorcery spell should (IMHO) have. Note that th...
by Mugen
Thu Jan 10, 2008 3:04 pm
Forum: Legend
Topic: Sorcery Magnitude question
Replies: 104
Views: 20313

A solution that might work in some universes is the following : 1) Revert Manipulation (Intensity) to RQ3's defintion : 1 MP for 1 Intensity. Maximum Intensity : Skill/10. 2) Add a 'Manipulation : Environment" skill. This skill allows the sorcerer to add to a spell's Intensity by tapping environment...
by Mugen
Mon Dec 10, 2007 2:25 pm
Forum: Legend
Topic: Homebrew rule: AGE
Replies: 4
Views: 1752

Very interesting rule, though I will certainly stick to RQ3's one.
by Mugen
Wed Dec 05, 2007 10:21 am
Forum: Legend
Topic: Downgrading Opposed Rolls
Replies: 35
Views: 9225

Mugen, what you post makes sense and is very similiar to what I have used for most of my MRQ gaming, and works well. It is similiar to the Non Tabular Combat on Mr Qwiki here: http://mrqwiki.com/wiki/index.php/Non_Tabular_Combat Which pretty much models the results of using two rolls with the old c...
by Mugen
Tue Dec 04, 2007 4:42 pm
Forum: Legend
Topic: Downgrading Opposed Rolls
Replies: 35
Views: 9225

I see a way to use opposed rolls without downgrading. That is fairly elegant, but what would be the dodge equivalent? Maybe reducing the attacker's "degree of success" by one where parry soaks (AP) damage. Maximum damage -> rolled damage -> minimum damage -> no damage (-> Riposte ?) Example 1 : You...
by Mugen
Tue Dec 04, 2007 1:50 pm
Forum: Legend
Topic: Downgrading Opposed Rolls
Replies: 35
Views: 9225

I see a way to use opposed rolls without downgrading. Consider a base damage reduction equal to AP if you scored a success to your parry roll. If you scored a critical success, add AP to the total. If your roll beats the attacker's, add AP to the total again. So, if you score a crit and your opponen...
by Mugen
Thu Nov 29, 2007 10:47 am
Forum: Legend
Topic: Recovering POW
Replies: 10
Views: 2718

Also, MRQ abolished the need to keep track of one's original value for a Characteristic, which was used in RQ3. There is no need to keep track of how high or how low your POW went. You just need your current value and Dedicated POW. Going back to such concepts would be unneeded complexity. This is ...
by Mugen
Wed Nov 28, 2007 11:29 am
Forum: Legend
Topic: Recovering POW
Replies: 10
Views: 2718

What about making POW recovery easier ? For instance, if a character has a current POW lower than the highest POW value he reached in his life, he could be allowed a POW increase roll by expending only 1 or 2 experience rolls. Or perhaps keep a track of the number of POW expended in enchants and use...