I just wanted to take a minute and put down on "paper" some house rules we've been using in our (now two) MRQ campaign(s); largely it's for my own benefit to keep them straight, but many of you will benefit from this as well.
Most of these house rules were created directly out of comments on this board, and will go into the RuneQuest build that will be powering our upcoming Gatecrasher 2371 science fantasy adventure game.
Brute Force, Resilience, and Persistence: treated as skills (as to not upset the character sheet, heh) but fixed at STRx5, CONx5, and POWx5 respectively.
Armor Use: treated as a skill for rating, generation, and improvement, but offsets armor skill penalty. Reflects specific training in proper armor usage when in combat or other physical activities.
Opposed Skill Rolls: uses a "degrees of success" style system -- crits trump successes, successes trump failures, failures trump fumbles. In the case of equal level results, the win goes to the player who rolled the lowest under his skill (so a 25 on a 90% beats a 50 on a 90% because 90-25 > 90-50). Skills with high levels (over 100%) are not halved.
We're still testing combat. We tried the one-roll approach as dictated in the Player's Guide, but I don't like the combat table interaction under that system. We'll be trying the two-roll approach for which the rules seem to be written. If I don't like that I'm going to go back to a one-roll approach but change the fail/fail box on the combat chart to read "Nothing happens".
Most of these house rules were created directly out of comments on this board, and will go into the RuneQuest build that will be powering our upcoming Gatecrasher 2371 science fantasy adventure game.
Brute Force, Resilience, and Persistence: treated as skills (as to not upset the character sheet, heh) but fixed at STRx5, CONx5, and POWx5 respectively.
Armor Use: treated as a skill for rating, generation, and improvement, but offsets armor skill penalty. Reflects specific training in proper armor usage when in combat or other physical activities.
Opposed Skill Rolls: uses a "degrees of success" style system -- crits trump successes, successes trump failures, failures trump fumbles. In the case of equal level results, the win goes to the player who rolled the lowest under his skill (so a 25 on a 90% beats a 50 on a 90% because 90-25 > 90-50). Skills with high levels (over 100%) are not halved.
We're still testing combat. We tried the one-roll approach as dictated in the Player's Guide, but I don't like the combat table interaction under that system. We'll be trying the two-roll approach for which the rules seem to be written. If I don't like that I'm going to go back to a one-roll approach but change the fail/fail box on the combat chart to read "Nothing happens".