5th preview is up

Heh, that's true; I had completely forgotten about the fact that since this is designed to be a OGL product, the basic rules mechanics should in theory be available for perusal by anyone at some point in time. Assuming of course, they go with the same SRD model as used for d20, which I'm guessing they probably would.

From the Mongoose Runequest page.

Mongoose Publishing is (finally) reading to begin distributing the RuneQuest Developer's Kit, including the full Open Content SRD of the main rulebook. Parties interested in producing material for the new RuneQuest system should contact me at msprange@mongoosepublishing.com

Print publishers (that is, publishers with at least one product already in print and in the distribution chain) will be sent their Developer's Kit over the weekend. PDF publishers will be sent their copies a few days later. Everyone else will be able to download it freely from our web site after the game's release.
 
It seems to me that if they were using threshold numbers they would not need a separate armor/hit point value listed. They could just add the armor value to the hit point value and call it a day. Or am I missing something?
 
andakitty said:
It seems to me that if they were using threshold numbers they would not need a separate armor/hit point value listed. They could just add the armor value to the hit point value and call it a day. Or am I missing something?
Armour piercing effects for one.

Wulf
 
Ah, OK. whatever you say. Like the rest of you, I'm waiting for the book itself to make a final decision. I feel optimistic about it. :)
 
andakitty said:
No, sorry. I have tried quite a few times to find a fan site and have not been at all successful.

There is a mint and near mint copy (Fifth Cycle) for sale at Noble Knight Games right now along with most of the few supplements that came out for it.

If you have any questions about it I'll try to fill you in accurately. I like it a great deal but have grown cautious about recommending a game on that basis alone. The book is easy to read but there are editing issues and the artwork is not great but distinctive (it reminds me somewhat of early TSR stuff).

That said, if you like a simple game that delivers a disproportionate amount of fun you might like this. If you like RQ, DragonQuest, and other games of that sort you should like this.

Legend of Yore is rare. I can't recommend it as a playable game. It has some good bits but truly atrocious artwork and some decidedly odd design elements.

I am interested, thank you for offering.

I think that some suggested mods or house rules would be a good basis for a new thread, once the rules have been released.

Cobra
 
I was thinking about the new damage points and lack of hit locations and thought that we might be looking at the system the wrong way.

What if the effects for the hit points/location are different that in old RQ?For example, what if the penalties that used to kick in (like unconsciousness) when a location was at 0 HP now kick in when the damage taken reaches half the locations HP? Also what if the effect that used to kick in when a location took 2xHP in amage (like severed limbs) now apply when a location takes damage equal to it's HP?

Essentially you would get the same effect as in RQI, II and III with a simplier game mechanic.

As for the lack of total HP that might be a problem if it hasn't been addressed in some fashion, but I expect that it has.Foe instance, what if general damage (such as falling) in excess of the location's total gets passed on to an adjacent location? As every location is adjacent to either the head, chest, or abdomen, you will eventually get a lethal result if you fall far enough.

The idea of not being able to drop an opponent through minor cuts and brusies, however, is actually more realisitic than a total HP system.. It might make sense mathmetically to say someone is out of points and so dies, but that isn't how injuries work. Realistically someone with a sucking chest wound isn't going to drop dead if you poke him in the foot. In fact, in the real world the adrenaline rush from cmbat ususally means that people will ignore minor injuries until after the tension has passed.


Let's not condem the game until it comes out.


Then we can comdem it.
 
Actually that is pretty much what the game I was talking about earlier, Fifth Cycle, does. Except that the effect levels are total hp in an area to x2 hit points for the lethal effect. There is also a secondary wound chart, analagous to the major wound chart in Stormbringer. When you get a critical (5% of skill in this game) you roll on piercing or crushing effect table depending on the weapon. This can produce interesting effects such as broken bones and bleeding wounds. I expect there will be something similar in MRQ. If so, as with Fifth Cycle, that GM screen is going to be essential to play the full combat system without checking the rulebook fairly often. The model has distinct advantages and disadvantages. Another thing that will make life easier, as in the original RQ, are detailed squad sheets.
 
I've read through fifth cycle too (or should I say 2, since I've seen both editions).

I also got into RQ thru Stormmbringer. I think I have 4 or 5 different edtions, depending of if you want to count the Elric! RPG. It has a major wounding system (Half HP in one hit means a roll on the nasty critical table). I could also see them using a Pendragon style HP and Major Wound system,especially after reading OGL Ancients. First thing I thought about that game was, "for a D20 game, it feels a lot like RQ).

There are a lot of ways they could run this. They could even use the damage vs. HP on the resistance chart to determine effects.

I won't know for certain what the game is like until my pre-paid, pre-ordered copy arrives at my local gaming shop. Ken Hite does good work, so I have hope.
 
There is no resistance table apparently. It's been hinted that an alternative mechanic exists for dealing with total damage that doesn't require book keeping. Now, if that's not some kind of CON x 5 roll above certain damage thresholds, I for one have no idea what it could be.
 
GbajiTheDeceiver said:
There is no resistance table apparently. It's been hinted that an alternative mechanic exists for dealing with total damage that doesn't require book keeping. Now, if that's not some kind of CON x 5 roll above certain damage thresholds, I for one have no idea what it could be.


There are several systems that do somthing like that. In the Silloutte system thedamage given is compared to the threshold number and the relative values determines the extendt of the injury.

THe old BTRC Timelords System also did something similar, by comparing the damage given to the target's Body Points and that detmined what Damage Level the character recieved. For example a 10 pt hit to a 25 BP character was read on the DL 8 (10/25x20) row.

Maybe RQ now compares the damage to the HP and uses that to get an impaiment.

While the resistance table is gone, there are still other ways to get the same sort of effect. D20 did a good swipe of the table with thier D20+Stat roll. Pendragon had another method of doing this too. RQ could use STatx5% rolls with +/-5 per point of difference (functionally the same as the chart).

Maybe a Mongoose will give us a squeak? :?:
 
:lol:

We've been constantly begging for squeaks for a while now...at least I have. Mongoose Matt is being cruel, laughing at us all from on high. Cruel and heartless. Yesss, my precious, we must have it...
 
andakitty said:
:lol:

We've been constantly begging for squeaks for a while now...at least I have. Mongoose Matt is being cruel, laughing at us all from on high. Cruel and heartless. Yesss, my precious, we must have it...

Hopefully they are holding back out of assurance of the quality of thier product. :)I'd hate to think that they are keeping silnent just so we don't find out how bad it is and not buy it! :shock:

Time well tell.
 
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