Loz said:
Quire said:
High, innit? A starting max of 76 (!!) before points and before any racial bonuses (Melnibonean CHA+POW, anyone?).
It would be illuminating to hear the thinking behind this, as it's quite a radical shift. Wonder what SpaceQuest ("can be considered MRQ II") will do?
Talking of which...those 'two new attributes' Matt teased us with a while back. Fate and Focus Points? (Rep's on there too, but that's a RQC artefact.) Have Hero Points been split into two functions?
In other views, the previews look great!
- Q
Adventurers in both Tragic Millenium Europe and the YK face dangers a lot tougher than you'd find in somewhere like Glorantha. Both are far more volatile worlds. However, advancing in both is handled much differently.
And sure, you can whack a load of points into Res and Per to hoik them up, but it'll be at the expense of something else, so you have to weight your options carefully.
But any player who has played MRQ so far has already likely gotten used to the idea of spending 20-30 points on Resilience during chargen anyway. Sure they come from somewhere else, but Resilience more than any other skill (or attribute for that matter) affects how likely your character is to survive a game. A 90 pound (40 kg) weakling with a 90 resilience is more likely to survive a combat than Burly Bob with a 50 resilience.
I have often seen starting resiliences in the 70's by the old* rules. Give an extra 40 on top of that...
I realise there are other rules changes, and that Stormbringer/Elric has always had powerful starting characters and a heroic aspect to it. I will certainly try out the rules as written, but in my experience once Resilience reaches 95+ it is pretty hard to die (assuming medical attention/healing magic is readily available).
I have proposed a couple of houserules in the past that deal with high resilience, so it is pretty easy to work around if it indeed does become a problem.
*Boy it sure feels odd calling the MRQ Core 'old rules'.