Utgardloki
Mongoose
I've taken another look at my character generation rules for Runequest Modern, and am wondering if I am wandering "too far" from the MRQ ruleset. So far the differences between RQ - Modern and MRQ are the following:
1. I made up my own size/weight/height tables. (Size is determined by volume, which for humans would be weight. Height is given as a suggestion, but a short, fat person could have a higher Size than a tall, thin person.) I have not seen an official MRQ size table, and the Call of Cthulhu table does not define all the size values, and thus require interpolation. I could use the RQ3 tables, but my own tables make more sense to me. The size of certain creatures, especially very large creatures, might need to be adjusted.
2. Instead of "Combat Actions" I calculate a number of "Reactions" equal to (DEX + POW)/10, round up. I've described an alternate initiative system that I intend to use to determine the number of combat actions allowed in a round; the number of reactions is still needed, however.
3. I extended the Damage Modifier table to STR + SIZ values as high as 200. The assumptions I made were as follows: a.) the DM advances as +2D12, +4D6, +4D8, .. , +4D12, +8D6, +8D8, ..; b.) After STR + SIZ > 100, advancement only occurs for every 20 points instead of for every 10 points. If I need to extend the table further, I'll probably have advancement every 40 points for values > 200.
4. The Strike Rank calculation was changed to include Size, and to make lower Strike Rank values better. The new formula is Strike Rank = 10 + SIZ - DEX.
5. Movement is determined by (STR + DEX)/5. This means the average movement will be 4 meters/yards, but individuals may differ.
6. Advantages are available to starting characters. Some advantages may only be taken at character creation. (My concept for the campaign is based rather heavily on the concept of intrinsic advantages for PCs.)
7. Skills may be specialized by adding two skills together if both apply, e.g., Driving and Drive Automobile.
8. Literacy is made a separate skill (Read Alphabet) from Speak Language. PCs are assumed to be able to read their native language at a fluency of (INT * 5)%. This is not a default skill level; it is assumed that the PCs have spent a lifetime reading their native language and are quite proficient in it.
The changes to Strike Rank and Combat Actions seem to be the most likely to be changed back. But now that I have a chance to put things together, I'd like to see how far apart my "snowperson" is drifting from everybody else's "snowpeople".
1. I made up my own size/weight/height tables. (Size is determined by volume, which for humans would be weight. Height is given as a suggestion, but a short, fat person could have a higher Size than a tall, thin person.) I have not seen an official MRQ size table, and the Call of Cthulhu table does not define all the size values, and thus require interpolation. I could use the RQ3 tables, but my own tables make more sense to me. The size of certain creatures, especially very large creatures, might need to be adjusted.
2. Instead of "Combat Actions" I calculate a number of "Reactions" equal to (DEX + POW)/10, round up. I've described an alternate initiative system that I intend to use to determine the number of combat actions allowed in a round; the number of reactions is still needed, however.
3. I extended the Damage Modifier table to STR + SIZ values as high as 200. The assumptions I made were as follows: a.) the DM advances as +2D12, +4D6, +4D8, .. , +4D12, +8D6, +8D8, ..; b.) After STR + SIZ > 100, advancement only occurs for every 20 points instead of for every 10 points. If I need to extend the table further, I'll probably have advancement every 40 points for values > 200.
4. The Strike Rank calculation was changed to include Size, and to make lower Strike Rank values better. The new formula is Strike Rank = 10 + SIZ - DEX.
5. Movement is determined by (STR + DEX)/5. This means the average movement will be 4 meters/yards, but individuals may differ.
6. Advantages are available to starting characters. Some advantages may only be taken at character creation. (My concept for the campaign is based rather heavily on the concept of intrinsic advantages for PCs.)
7. Skills may be specialized by adding two skills together if both apply, e.g., Driving and Drive Automobile.
8. Literacy is made a separate skill (Read Alphabet) from Speak Language. PCs are assumed to be able to read their native language at a fluency of (INT * 5)%. This is not a default skill level; it is assumed that the PCs have spent a lifetime reading their native language and are quite proficient in it.
The changes to Strike Rank and Combat Actions seem to be the most likely to be changed back. But now that I have a chance to put things together, I'd like to see how far apart my "snowperson" is drifting from everybody else's "snowpeople".