Runequest 2?

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zozotroll
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Postby zozotroll » Fri Oct 02, 2009 8:36 pm

Maybe tablets. I do not think you could make real Dragon hide bend well enough for for a cover.
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Postby Blackyinkin » Sat Oct 03, 2009 7:29 am

Hi,

The final version of Sartar will be released before Thanks Giving, I have just finised the front cover, most of the interior art is now completed. Chimera Convention in France may well see a pre-release version presented by Jeff Richard, but the big release will be aimed at Thanks Giving.

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The King
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Postby The King » Sat Oct 03, 2009 11:18 am

Blackyinkin wrote:Hi,

The final version of Sartar will be released before Thanks Giving, I have just finised the front cover, most of the interior art is now completed. Chimera Convention in France may well see a pre-release version presented by Jeff Richard, but the big release will be aimed at Thanks Giving.

Simon Bray
Art Director, Moon Design
Do you include the Turkeys?
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Postby Lord High Munchkin » Sat Oct 03, 2009 11:21 am

It that Canadian Thanksgiving, or US Thanksgiving?
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MRQ II Book Binding

Postby vistikos » Tue Oct 13, 2009 1:19 pm

RosenMcStern wrote:
The King wrote:
RosenMcStern wrote:But I expect the advanced rules to be at least in dragonnewt or even in dragon hide (dream dragon of course).
Dream Dragon? :shock: Don't even suggest this. Dream Dragon bodies disappear after their death - although several years after - so you would eventually have to rebuy the rules.
Get Zzabur's favourite Dronar Bookbinder to do the job - there's a binding that'll last... Presuming the book isn't bound using your own skin! :twisted:
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MRQ II?

Postby vistikos » Tue Oct 13, 2009 1:56 pm

Will the new edition included the RuneQuest Companion and RuneQuest Monsters as RQ Deluxe recently?
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Re: MRQ II?

Postby Mikko Leho » Wed Oct 14, 2009 5:53 am

vistikos wrote:Will the new edition included the RuneQuest Companion and RuneQuest Monsters as RQ Deluxe recently?
Doubt it. The current Runequest Deluxe has 352 pages while Runequest 2 apparently has only 192 pages. Mind you that this is 72 pages more than in the basic rulebook so they are backing something extra. Also Mongoose has recently been trimming their signature page borders for more sensible layout.
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Postby Deleriad » Wed Oct 14, 2009 8:28 am

I would guess that if you added the magic chapters from the RQ Companion and some extra monsters from RQ Monsters that you would get somewhere around 196 pages. That ought to be enough to create a comprehensive core rulebook.
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Re: MRQ II?

Postby Ssendam » Wed Oct 14, 2009 8:28 am

Mikko Leho wrote:
vistikos wrote:Will the new edition included the RuneQuest Companion and RuneQuest Monsters as RQ Deluxe recently?
Doubt it. The current Runequest Deluxe has 352 pages while Runequest 2 apparently has only 192 pages. Mind you that this is 72 pages more than in the basic rulebook so they are backing something extra. Also Mongoose has recently been trimming their signature page borders for more sensible layout.
How do you know all this stuff? Is there some news page I am not reading? :)
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Re: MRQ II?

Postby Mikko Leho » Wed Oct 14, 2009 10:11 am

Ssendam wrote:How do you know all this stuff? Is there some news page I am not reading? :)
There was a link http://www.frpgames.com/new/cart.php?m= ... il&p=58792 posted previously on this thread.
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Re: MRQ II?

Postby Inspector Zero » Wed Oct 14, 2009 4:16 pm

Mikko Leho wrote: Doubt it. The current Runequest Deluxe has 352 pages while Runequest 2 apparently has only 192 pages. Mind you that this is 72 pages more than in the basic rulebook so they are backing something extra. Also Mongoose has recently been trimming their signature page borders for more sensible layout.
As we're playing guessing games I'll hazard that the backgrounds and professions will be expanded, the magic chapter will be separated from an expanded cults chapter and more "generic" cults that fit with GF&C will be incorporated. I would doubt that all the content of RQ Companion, like the stuff on reputation, the mass warfare rules, exceptional items and so on making it into a core rulebook.

Obviously this could be 100% wrong. Would be interesting if Mongoose published a sneak peak of the contents page...
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Re: MRQ II?

Postby Ssendam » Thu Oct 15, 2009 8:30 am

Inspector Zero wrote:
As we're playing guessing games I'll hazard that the backgrounds and professions will be expanded, the magic chapter will be separated from an expanded cults chapter and more "generic" cults that fit with GF&C will be incorporated. I would doubt that all the content of RQ Companion, like the stuff on reputation, the mass warfare rules, exceptional items and so on making it into a core rulebook.

Mass combat rules? I can't remember reading those, any good?
Inspector Zero wrote: Obviously this could be 100% wrong. Would be interesting if Mongoose published a sneak peak of the contents page...
Amen, come on Mongoose dangle some carrots! :)
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Re: MRQ II?

Postby Inspector Zero » Sat Oct 17, 2009 3:35 pm

Ssendam wrote:
Inspector Zero wrote:
As we're playing guessing games I'll hazard that the backgrounds and professions will be expanded, the magic chapter will be separated from an expanded cults chapter and more "generic" cults that fit with GF&C will be incorporated. I would doubt that all the content of RQ Companion, like the stuff on reputation, the mass warfare rules, exceptional items and so on making it into a core rulebook.

Mass combat rules? I can't remember reading those, any good?
Nope.
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Postby Vile » Fri Oct 30, 2009 2:49 pm

Will there be new SRDs for RuneQuest II?
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SnowDog
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Postby SnowDog » Sat Nov 07, 2009 11:50 am

Although this won't make or break the game for me, I thought to pipe in about a thing that is a concern for me in the current edition.

I am talking about strength modifier for (melee) weapons. While it is kind of fun to have a modifier as a dice, I think that this applies only when it is a positive modifier :) Apart from the obvious anguish over penalties (but that's how things are and it is not my concern) I don't like how one of the dice is negative and other(s) is/are positive. It is a bit distracting and a clear minus in my books.

So, it would be cool to see this changed to a fixed number or something.
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steffworthington
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Postby steffworthington » Sat Nov 07, 2009 4:08 pm

Will there be new SRDs for RuneQuest II?
Seconded. I need to know for a game that's being written as we speak..
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Postby Mugen » Mon Nov 09, 2009 11:36 am

SnowDog wrote:Although this won't make or break the game for me, I thought to pipe in about a thing that is a concern for me in the current edition.

I am talking about strength modifier for (melee) weapons. While it is kind of fun to have a modifier as a dice, I think that this applies only when it is a positive modifier :) Apart from the obvious anguish over penalties (but that's how things are and it is not my concern) I don't like how one of the dice is negative and other(s) is/are positive. It is a bit distracting and a clear minus in my books.

So, it would be cool to see this changed to a fixed number or something.
I suggest you use the following rule from Steve Perrin's Quest Rules :

"To derive the character's Damage Bonus , divide the sum of STR and SIZ by 5, rounding up, and subtract 4 from the result."
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Postby RosenMcStern » Mon Nov 09, 2009 1:45 pm

MRQ damage modifiers are randomizations of the fixed figures of the RQ4 unpublished draft. You can use SP's method suggested above, or simply convert as follows (it is the same)

D2 -> 1
D4 -> 2
D6 -> 3
D8 -> 4
d10 -> 5
d12 -> 6
2d6 -> 7
etc...

It is almost the same, with the rolled value being half point higher than the fixed one at human average levels. For giants and trolls, I suggest using the rolled values.
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SnowDog
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Postby SnowDog » Mon Nov 09, 2009 6:42 pm

Ok, thanks guys! Those make much more sense than just rolling the damage (at least for humans).
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