I assumed the designers would have known and could have informed us.Dan True said:
Ah, right, ok thanks.Loz said:Gareth Hanrahan's the man to answer this question, as he's overseen the revision of RQII into Legend.
Pete and I certainly haven't worked on anything.
Win!Mytholder said:I'm not sure how much I can say, but all the errata is in, and charging and movement got overhauled.
Agree. Total win.Grimolde said:Win!Mytholder said:I'm not sure how much I can say, but all the errata is in, and charging and movement got overhauled.
Mytholder said:I'm not sure how much I can say, but all the errata is in, and charging and movement got overhauled.
Piperdog said:Its happening as we speak, my friend. A couple guys have soloed using this ruleset (the group has suffered the usual scheduling problems we all loathe) but tomorrow night, everyone will be there, with the majority never having played Legend rules, only Gurps. A few have their arms crossed over their chest with a "prove this game is as good as Gurps" type of attitude, but the two that have played it have been selling it to the rest of the group for me already. Lets hope it goes well. I want their first experience with it to be awesome.
Piperdog said:"prove this game is as good as Gurps" type of attitude.
Mixster said:Heh. I have about the same problem but with WFRP in a group I'm dm'ing. And while WFRP is okay, I'm trying to tell people why it is inherently flawed when you get to the higher levels.
Redcrow said:So far I've had good success running WFRP using the MRQ2 ruleset with my group.
Yes, please do. I am curious as to how you cover sanity/coolness tests and so on. I am underwhelmed by the sanity rules in Necromantic Arts. I have been toying with porting over CoC rules for this.That's an interesting combination. Would you consider creating a thread to discuss your experiences and share any conversion advice that you might have?