What parts of RQM do you really like?

Adept said:
CharlieMonster said:
We'll have to agree to disagree on Dobsky's "kindergarten stylee" (although, needless to say I'm right and you're wrong !!! :D )

Poor mr. Dobsky. If I recall correctly he was the guy that drew maps for various Avalon Hill products. His maps are actually very nice.

His maps are positively beautiful at times. IIRC though, he was the house cartographer at AH, they needed some artwork done in a hurry, he didn't want to do it, but it was that or lose his job. He preferred to keep his job.

Adept said:
Avalon Hill made him create art for the Troll Gods (I think it was) books. To make things worse, the originals are obviously in color, but the prints grayscale, and in huge, page wide format.

Yeah, and Elder Secrets. Things didn't improve until the renaissance(sp?)
 
iamtim said:
In *my* MRQ, Persistence, Resilience, and Brute Force are just names given to POWx5, CONx5, and STRx5 respectively.

There's nothing stopping you from doing opposed rolls based on STATx5, either. To me, opposed rolls are way easier than the resistance table.

I like the set "skills" like that and I have no problem with opposed rolls because it actually produces the same results as the Resistance Table (so long as stats <= 20 of course ;) ), and ironically since the RT didn't consider fumbles or criticals the whole issue with opposed contests not using those isn't an issue here. I'd gladly use whichever the other players find easiest.
 
CharlieMonster said:
homerjsinnott said:
CharlieMonster said:
Character Generation is quick & easy (RQ3 was a total ball-ache!) and it is way easy to create experienced chracters too.
I thought that the RQ3 system was a bit complex but with a bit of experience could be done in 10mins+ player choice times. (which with any system depended on the player, I had a player who took days no matter what the system).

I never liked it, too much maths and not enough flexibliity

(scratches head) I've never understood this complaint. Right in the Players book of RQ3 are about half-a-dozen character creation methods, and one of them is put X points in stats and Y points in skills. You can't get any less math than that (outside of going with RQ2, "you're 15 with default starting skill levels"! ;) ) and it certainly is more flexible than any other character creaton option. I don't know of anyone who religiously stuck to the list of professions in there. I certainly don't miss the space they took up, but it's a little unfair to knock the game's character creation method when there were a whole list of them in there to choose from. (OTOH, I always thought it didn't give out enough skill points to make the characters Iwanted to run/GM for, so I upped Y a fair bit to get good seasoned veterans in play.)
 
gamesmeister said:
The average SR modifer is 13 for a starting character, so that gives the following percentages:

1CA = 10%
2CAs = 60%
3CAs = 27%
4CAs = 3%

That sounds utterly brilliant to me. No need for tweaking.
 
I really like the idea, but I'd change it slightly...

a '1' means -10 and roll again.

CA chart modifed slightly, so..

1- 9 = 1CA
10-19 = 2CA
20-29 = 3CA
30-39 = 4CA

Just to keep the maths slightly simpler ( 10s digit +1 )...I play with some people who are not exactly maths geniuses :)

I'd also have it so you can't go more than 2 higher than your 'base'.

The only problem I can see is that it takes a very simple process and adds an extra layer to it. Simple can be good, especially in a system where battles can drag on for a long time.
 
telsor said:
Just to keep the maths slightly simpler ( 10s digit +1 )...I play with some people who are not exactly maths geniuses :)

Me too - I just tell them "Up to 10 is 1 CA, up to 20 is 2CAs..." etc :)

telsor said:
The only problem I can see is that it takes a very simple process and adds an extra layer to it. Simple can be good, especially in a system where battles can drag on for a long time.

Agreed. It just depends whether you want to add a bit of excitement and variability to the process of CAs, but at the expense of a very slight increase in complexity. If you go with a roll of 1 = 1 CA, you'll only be re-rolling the die on average once every 10 combat rounds i.e. it's not going to make much difference to the time factor.

1 CA sucks, but I guess there's a reason why the Defend action is in there :D
 
frogspawner said:
How about rolling 3d6 for SIZ/INT but rounding anything below 8 up to 8?

I prefer rolling 2d6 8 times, assign 7 rolls to the characteristics and add (species average value-7) to each characteristic.
 
Mugen said:
frogspawner said:
How about rolling 3d6 for SIZ/INT but rounding anything below 8 up to 8?

I prefer rolling 2d6 8 times, assign 7 rolls to the characteristics and add (species average value-7) to each characteristic.

What do you do when the species average is 10 1/2? :)
 
gamesmeister said:
Mugen said:
frogspawner said:
How about rolling 3d6 for SIZ/INT but rounding anything below 8 up to 8?

I prefer rolling 2d6 8 times, assign 7 rolls to the characteristics and add (species average value-7) to each characteristic.

What do you do when the species average is 10 1/2? :)

I use 10 as the average value for humans.
 
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