Hello.
I've been the GM for a MRQII campaign for the past year and a half. A very good campaign too. Laughter, tears, a prophecy predicting the end of the world and all that... I enjoy it so very much, and I feel my players do too. And yet, for all this time, I've been holding in rant of epic proportions. Yes, this is pretty stupid to post this on the official forums, and even more as a first post, but everything I'll say will be done in a constructive manner, and will be the result of having, again and again, to pop rules out of thin air because using those in the corebook was downright impossible.
What scares me is the amount of things, rules, details, I had to change. Not to provide a "better" gaming experience to everyone, but simply to be able to look my players in the eye and claim : Yes. Those are the rules. Abide by them.
I'll start with, honestly, the most forgivable.
Extension books.
My teeth DID cringe when I read that, for details and general information on the world, the corebook advised me to buy a supplement. Harsh, money-grabbing, but justified in some way. Then came Arms and Equipment, which rewrote the rules of weapons first introduced in the corebook. Which got errata'd a bit later. But I'll get to the equipment part later, in the very very less forgivable section. Then, came Necromantic arts. By order of arrival to my knowledge, not by actual publication dates. Which was very good. But yet again my teeth were to cringe. At the Sorcey part of Necromancy.
Which reintroduced Magnitude as a primary mean for direct offensive spells to do damage. I long pondered what to do with it. By then, Sorcery had always been about sustained damage or debilitating effects, which power would be decided by your ability the the proper Sorcery (Spellbook) skill. Magnitude only being used for... Wait, never being used ! It asked for the target of the spell to be protected by a spell of its own. Needless to say, it didn't happen often. Why ? Because Sorcery is all about "Use one more magic point, hit 6 enemies" and when my players faced a magus which resisted the spell by virtue of his own magical defenses, they bashed his skull in ! ( Tssss, Players...) So, with Necromancy, it got skyrocketted from "marginally useful" to "do 8d6 damage to the poor guy's head"
Still somewhat justified, but a hassle to balance in play.
Moving on. I've told you about the corebook, right ? Well, its "Bestiary" entry is less than impressive. And beasts are absolutely underpowered. A bear ? "It attacks ! I block with a dirk ! What ? It's a BEAR'S PAW ! It has a ... Medium Size ? You... Block all 1d8+1d12 damage ?!" Here comes houseruling ! Speaking of bestiary... Has anyone actually read the one from the "arena" ? It is mostly comprised of half human half beast beings... The most random sort ! Half ducks, half anteaters, half ants ! half spiders ! half octopus ! Half monkeys ! Half birds !
Still very arguably justified in that some of them are ruled out as being chaos beings.
Others are downright ridiculous, but hey, there is a time and place to pull a giant pumpkin-headed bear of chaos and I can appreciate that.
But again, I find myself going through the pages of the bestiary "And you meet...(nah, too ridiculous)... And you meet a...(nah, no reason for it to be here)... a... (nah, too strong, they have no chance...) a... Human with an elf and a friggin dwarf." Same thing with the playable races. Which have no balance whatsover and damn blatant about it. One of the vampires' weaknesses ? Should they suffer a serious wound, they turn into mist, bailing them out of the fight till they're all better again.
Now, that's ONE HELL of a weakness !
But while on the subject of balance, please, please, let me give you the "weapons" section !
So, you got your run-of-the-mill dagger. 1d4+1 damage. As good as a shortword. And you got the "poniard" with a dex requisite, more twice the price and all... And no special rules, 1d4 damage. Yep. Simply worse. And the dirk ! Don't forget the dirk ! More expensive than the dagger, less than the poniard, no dex requisite, and it is the BEST dagger in the corebook. Blocks like a medium sized weapon, dirt cheap, better damage output than the dagger with its 1d3+2, the only downside being that it is not designed to be thrown. The other dagger which blocks like a medium weapon, the main-gauche ? Dex requisite, 3 to 4 times the price, 1d4 damage. No other rules. No reason to use it. Wait ! The "arms and equipment" gives us the rondel, which is specifically said to be a beginner weapon. No requisite, of course, cheaper than the dirk, 1d4+2 damage. Better on all accounts than a shortsword.
Here comes Houseruling !
Combat manoeuvers ! How I LOVE THEM ! BEST. GAMEPLAY. MECHANIC. EVER. (bar heroism points) So why do they only use a handful ? Because they only remember a handful, but when i take the time, telling them all their options... Wait, they only have a handful of useful options ! Take defensive manoeuvers, when do you have them, most of the time ? When you successfully parried a blow and your opponent missed his attack roll. So, relocate the damage done, allow your weapon to block more damage or negate knockback is useless most of the time. On top of that, the fight can be pretty dull "I attack ! I block ! What's your weapon size ? Medium. Okay, so you block all damage. Haha, my turn now, I attack ! I block ! What's your weapon size ? Medium." and you get a turn only so often... It becomes a war of attrition, and you don't do much for most of the fight. And when you do, manoeuvers are only the icing on the cake, not really a more clever way to fight.
Heroic acts ? Half of them have a veeeeeeery narrow window of usefulness, others simply seem... Overrated. It is explicitely stated that they are not easy to obtain, and while they "can" be a powerful asset in the players hand, they just don't feel heroic. "I use Razor Edge, maximizing damage ! I block with an average shield, blocking all damage, nevermind how high they are." Others, however are downright epic, but the gap between them is way too high, even while keeping in mind the difference in heroic points needed to learn them. There is just too much of a gap between being able to walk towards a group of archers, deflecting their arrows with your sword, and being able to make someone mentally share your wounds. For the exact same cost, of course.
The same goes for runes. Law ? You always seem right no matter what you say. Disorder ? You'll never be well dressed again. Even worse, that's all they do ! Give a slight boost, a "nice" little visual effect and, done, you got attuned to a rune, one of the major strengths behind the universe and probably what created gods. Awesome heh ?
Guess what ? Houseruling.
Spirit magic ? A big tool kit for houseruling.
And it's just the way it goes. You go look for a specific bit of information, like, for exemple, how much will it take for a group of 7 adventurers (3PCs and their hirelings) to get to a week away location by cart ? Okay, so let's pull out the chart ! They walk 30kms per day. So it's 210kms away or something. So it will cost them... 5pa/km*7(number of travelers)*210(distance)=7350pa. A FULL SUIT OF PLATE ARMOR save the helmet would cost less. And they'll be there in two weeks. But, hey, they won't be tired.
So, I pop numbers out of my sorry ass. And, one week later, what do i find ? That according to another table, normal traveling conditions have the adventurers paying 45pc a day ! Much, much, much better. So... What the hell was the other table ? Ooooooh, it was for longer travels ! Wait ! It doesn't make sense ! It's even more ridiculously expensive the longer the travel is !
Actually, maybe I lied.
I told you we were having a MRQ2 campaign.
But seeing how I had to change (fix, in my opinion, but hey, objectivity rules) so many many things, are we really still playing that game ?
I mean, of course, some things are going to be, or seem, illogical, or wrong, and will give much debate.
But THAT much ? Mainly in the COREBOOK ?
REALLY ?
I've been the GM for a MRQII campaign for the past year and a half. A very good campaign too. Laughter, tears, a prophecy predicting the end of the world and all that... I enjoy it so very much, and I feel my players do too. And yet, for all this time, I've been holding in rant of epic proportions. Yes, this is pretty stupid to post this on the official forums, and even more as a first post, but everything I'll say will be done in a constructive manner, and will be the result of having, again and again, to pop rules out of thin air because using those in the corebook was downright impossible.
What scares me is the amount of things, rules, details, I had to change. Not to provide a "better" gaming experience to everyone, but simply to be able to look my players in the eye and claim : Yes. Those are the rules. Abide by them.
I'll start with, honestly, the most forgivable.
Extension books.
My teeth DID cringe when I read that, for details and general information on the world, the corebook advised me to buy a supplement. Harsh, money-grabbing, but justified in some way. Then came Arms and Equipment, which rewrote the rules of weapons first introduced in the corebook. Which got errata'd a bit later. But I'll get to the equipment part later, in the very very less forgivable section. Then, came Necromantic arts. By order of arrival to my knowledge, not by actual publication dates. Which was very good. But yet again my teeth were to cringe. At the Sorcey part of Necromancy.
Which reintroduced Magnitude as a primary mean for direct offensive spells to do damage. I long pondered what to do with it. By then, Sorcery had always been about sustained damage or debilitating effects, which power would be decided by your ability the the proper Sorcery (Spellbook) skill. Magnitude only being used for... Wait, never being used ! It asked for the target of the spell to be protected by a spell of its own. Needless to say, it didn't happen often. Why ? Because Sorcery is all about "Use one more magic point, hit 6 enemies" and when my players faced a magus which resisted the spell by virtue of his own magical defenses, they bashed his skull in ! ( Tssss, Players...) So, with Necromancy, it got skyrocketted from "marginally useful" to "do 8d6 damage to the poor guy's head"
Still somewhat justified, but a hassle to balance in play.
Moving on. I've told you about the corebook, right ? Well, its "Bestiary" entry is less than impressive. And beasts are absolutely underpowered. A bear ? "It attacks ! I block with a dirk ! What ? It's a BEAR'S PAW ! It has a ... Medium Size ? You... Block all 1d8+1d12 damage ?!" Here comes houseruling ! Speaking of bestiary... Has anyone actually read the one from the "arena" ? It is mostly comprised of half human half beast beings... The most random sort ! Half ducks, half anteaters, half ants ! half spiders ! half octopus ! Half monkeys ! Half birds !
Still very arguably justified in that some of them are ruled out as being chaos beings.
Others are downright ridiculous, but hey, there is a time and place to pull a giant pumpkin-headed bear of chaos and I can appreciate that.
But again, I find myself going through the pages of the bestiary "And you meet...(nah, too ridiculous)... And you meet a...(nah, no reason for it to be here)... a... (nah, too strong, they have no chance...) a... Human with an elf and a friggin dwarf." Same thing with the playable races. Which have no balance whatsover and damn blatant about it. One of the vampires' weaknesses ? Should they suffer a serious wound, they turn into mist, bailing them out of the fight till they're all better again.
Now, that's ONE HELL of a weakness !
But while on the subject of balance, please, please, let me give you the "weapons" section !
So, you got your run-of-the-mill dagger. 1d4+1 damage. As good as a shortword. And you got the "poniard" with a dex requisite, more twice the price and all... And no special rules, 1d4 damage. Yep. Simply worse. And the dirk ! Don't forget the dirk ! More expensive than the dagger, less than the poniard, no dex requisite, and it is the BEST dagger in the corebook. Blocks like a medium sized weapon, dirt cheap, better damage output than the dagger with its 1d3+2, the only downside being that it is not designed to be thrown. The other dagger which blocks like a medium weapon, the main-gauche ? Dex requisite, 3 to 4 times the price, 1d4 damage. No other rules. No reason to use it. Wait ! The "arms and equipment" gives us the rondel, which is specifically said to be a beginner weapon. No requisite, of course, cheaper than the dirk, 1d4+2 damage. Better on all accounts than a shortsword.
Here comes Houseruling !
Combat manoeuvers ! How I LOVE THEM ! BEST. GAMEPLAY. MECHANIC. EVER. (bar heroism points) So why do they only use a handful ? Because they only remember a handful, but when i take the time, telling them all their options... Wait, they only have a handful of useful options ! Take defensive manoeuvers, when do you have them, most of the time ? When you successfully parried a blow and your opponent missed his attack roll. So, relocate the damage done, allow your weapon to block more damage or negate knockback is useless most of the time. On top of that, the fight can be pretty dull "I attack ! I block ! What's your weapon size ? Medium. Okay, so you block all damage. Haha, my turn now, I attack ! I block ! What's your weapon size ? Medium." and you get a turn only so often... It becomes a war of attrition, and you don't do much for most of the fight. And when you do, manoeuvers are only the icing on the cake, not really a more clever way to fight.
Heroic acts ? Half of them have a veeeeeeery narrow window of usefulness, others simply seem... Overrated. It is explicitely stated that they are not easy to obtain, and while they "can" be a powerful asset in the players hand, they just don't feel heroic. "I use Razor Edge, maximizing damage ! I block with an average shield, blocking all damage, nevermind how high they are." Others, however are downright epic, but the gap between them is way too high, even while keeping in mind the difference in heroic points needed to learn them. There is just too much of a gap between being able to walk towards a group of archers, deflecting their arrows with your sword, and being able to make someone mentally share your wounds. For the exact same cost, of course.
The same goes for runes. Law ? You always seem right no matter what you say. Disorder ? You'll never be well dressed again. Even worse, that's all they do ! Give a slight boost, a "nice" little visual effect and, done, you got attuned to a rune, one of the major strengths behind the universe and probably what created gods. Awesome heh ?
Guess what ? Houseruling.
Spirit magic ? A big tool kit for houseruling.
And it's just the way it goes. You go look for a specific bit of information, like, for exemple, how much will it take for a group of 7 adventurers (3PCs and their hirelings) to get to a week away location by cart ? Okay, so let's pull out the chart ! They walk 30kms per day. So it's 210kms away or something. So it will cost them... 5pa/km*7(number of travelers)*210(distance)=7350pa. A FULL SUIT OF PLATE ARMOR save the helmet would cost less. And they'll be there in two weeks. But, hey, they won't be tired.
So, I pop numbers out of my sorry ass. And, one week later, what do i find ? That according to another table, normal traveling conditions have the adventurers paying 45pc a day ! Much, much, much better. So... What the hell was the other table ? Ooooooh, it was for longer travels ! Wait ! It doesn't make sense ! It's even more ridiculously expensive the longer the travel is !
Actually, maybe I lied.
I told you we were having a MRQ2 campaign.
But seeing how I had to change (fix, in my opinion, but hey, objectivity rules) so many many things, are we really still playing that game ?
I mean, of course, some things are going to be, or seem, illogical, or wrong, and will give much debate.
But THAT much ? Mainly in the COREBOOK ?
REALLY ?