Skill Set in Mongoose Runequest

Arlaten

Mongoose
I am preparing house-rules for Mongoose Runequest (MRQ) and I have come to the subject of skills. Since I have not played the game, I am wondering :

· If anyone who has the played the game has any comments of the skill system and how it works as defined by MRQ rules.
· If any group has added any new skills to compensate for any missing skills.
· If any group has combined any skills
· If any group has re-named any skills

And I was wondering if anyone has a problem with the concept of opposed tests as presented in the Core Rulebook. Are they working well for you and your group? Have you made any house changes? Does anyone still use the Resistance Table in RuneQuest 3 to resolve opposed tests?
 
I like the new skill set as it stands, the only thing I found lacking is an Empathy type of skill.

Im not very keen on the idea of the Resilience and Persistence skill, but those are easily replaced with CONx5 and POWx5.

And yes, I still like the resistance table
 
I haven't had a problem with the exception, possibly, of the Brute Force roll starting too low for high strength characters. I'm running with the Resilience/Persistence rules as is at present until I run into a problem, but I cna see how others may want to set them at the old-style POW*5/CON*5 .

The opposed tests rules work ok.

The only possible concern may be with really high skills (>100) and halving. But there has been loads of discussion on that. I haven't yet had any probelsm.
 
weasel_fierce wrote:
I like the new skill set as it stands, the only thing I found lacking is an Empathy type of skill.

I was thinking you could use POW x (multplier) for empathy checks. They seem to come up rarely in our group. Does anyone else think an Empathy skill would be useful?



Halbat wrote:

I haven't had a problem with the exception, possibly, of the Brute Force roll starting too low for high strength characters. I'm running with the Resilience/Persistence rules as is at present until I run into a problem, but I cna see how others may want to set them at the old-style POW*5/CON*5 .

I can see where brute force might be a problem. If you use the old Resistance Roll rules, you are limited to how much you can build up your STR. If it's a skill it could potentially increase each adventure. Also the Resistance Roll table might give you a more realistic chance at doing what you want to do.

Yes, I am beginning to think about dropping all the skills that replace resistance table rolls. I really liked how resistance rolls played out, for the most part.
 
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