Rzach said:
After years of D20 games my gaming group has decided to move to new systems for a while. I own the RuneQuest main rule book and the RuneQuest Companion and my group decided to use RuneQuest as the first new game we play.
There is only one problem. Most of my group hate the damage system and want something closer to the D&D hit point system. While I have ran and played other games with low hp, like WFRP, most of my group don't like systems that are lethal or to realistic.
I am looking for a less lethal HP system for RuneQuest. Preferably one that scales up over the course of their carreer and allows the players to survive around three rounds of combat on average before wounds occur although a little bit of variance in how long characters can survive would be okay.
Hopefully the players will eventually be comfortable with the normal combat system. I guess the system would have to work for monsters and npc's as well.
Thank you for your time,
Rzach
I am presently using my own version for my Stormbringer campaign which is pretty cinematic...and we all seem to be enjoying
Hit points = CON + 1 per pt of Siz over 12 (or - per pt under 9), no hit location HPs
Combatants strike in DEX order, which can be modified by the type of attack being carried out.
Multiple Attacks – You may attempt additional attacks in a round, but these will be a cumulative -25%. If your modified skill falls below 1% you may no longer attack this round.
Draw Weapon – temp subtract 5 from his or her DEX (unless he or she has 90% or more in appropriate weapon skill in which case it is free)
Parry or Dodge – May do one or the other in one round, each additional use is at – 20%, if your modified skill falls below 1% you may no longer dodge or parry this round.
Fight Defensively – Forgoes any offensive actions, each additional use of Parry or Dodge is at -10%,
Critical strike: 10% or less of the skill, double damage, armour does not protect, it may be parried but the parrying object is then broken, including Demon weapons – unless it makes a CONx1 roll. A Critical dodge will also negate the attack. Critical Parries break the attacking weapon as above – if both attack and parry are critical both are destroyed.
Special Rules
Aiming
May spend time aiming, each -5 DEX temporarily sacrificed spent gives +10% to chance to hit (Max +30%).
Fumbles
A roll of 100 is always a fumble, if the skill is less than 50 a roll of 99 is also a fumble, if less than 25 a roll or 96+.
Major Wound
If a character takes half or more of their total initial hit points in one blow they suffer a major wound – roll on the appropriate table. They may only fight on before collapsing for their remaining hit points in rounds due to shock and blood loss.
Shields versus Missiles
Against arrows or other similar weapons – shields have the following modified chance to stop the attack
Small/half: ½ Parry, Full shield: Parry-15% Large Shield Parry: +10%
Weapon Length
Long vs Long – as normal Long vs Small or Medium -Long attacks first
Weapon Mastery
Anyone with 90% in BOTH attack and parry is considered a Master in that weapon. They may train other characters and can turn a successful parry into an attack – a riposte (roll to hit as normal but can not be parried by attacker). They do not count as an attack but do suffer a cumulative –20% chance for each successive riposte attack.
A 1HD weapon may be used 2HD and is adjusted as follows: +4 damage, -10% to Attack, -20 to parry,
A 2HD weapon may be used 1HD if your STR is half again the requirement. -10% to Attack, -20 to Parry,
Armour protects with random amount - so leather is D6 - the score gives a good idea of where you hit and helps with the description of the blows.
Other modsare
No maximum number for stats
Skills are divided in sub groups - Agility, Manipulation etc which have a modifier based on several stats.
Experience is
(skills) roll D100 (plus your Skill group mod) over present skill - if made - add D10%
(stats) roll 2D6 - result of a 7 = +1, a 2 = -1.
Everyone gets
Drama Points (knicked from Buffy) - each one can be used to :
get a re-roll (once per action)
"I think I am alright" - regain half the hit points taken in any one hit etc
"plot twist" - once per game session come up with a "cool idea" and let it go.
anything else that seems good at the time.
Players start with 10 and gain them back when I feel they have earned one.
