atgxtg said:
gamesmeister said:
Errr, I think he was referring to the original edition of MRQ rather than RQ3...
Yeah, but his argument sort of holds for that too. RQ3 wasn't broken, but got "fixed".
RosenMcStern said:
Mongoose had to make MRQ different because the old RQ rules are copyrighted to Chaoisum, so something that was not broken had to be "fixed". Total Hit Points were not broken, but they disappeared. Decimal values for ENC were not broken. Special successes were not broken.
No, they didn't. That topic came up here over a year ago, and Mongoose pointed out that you cannot actually copyright a rule system. You CAN copywrite a setting and certain game terms, but game mechancis are fair game. Folks from Mongoose did state that they could have pretty much copied over RQ2 or 3 verbatim with no problem. Especially since, despite rumors to the contrary, there is no D100 or BRP system, as such. The system was RQ, and everything else was based or derived from that.
RosenMcStern said:
OTOH, fatigue was broken. Permanent POW loss for 1-use Divine Magic was broken. Resisting spells with MP or POW was broken. All these were fixed in a way I like, although things can be improved.
-Fatigue wasn't broken, it worked. Most people didn't like keeping track of it, but it worked.
-Permanent POW loss for one use Divine Magic wasn't broken either. It was the price one paid for not being a priest. It was quite worth it, as the benfits of the divine magic more than made up for the POW loss, especially since POW was the easiest stat to raise. Plus, since worshipers got a free free points of POW anyway, it was usually a freebie.
As anyone who had a character benefit from someone's one use Shield, Beserk, or other Divine Magic, it worked.
-Resisting Spells with MP or POW was not broken at all. Worked fine. Certainly works much better than the "saving throw" system. Just keep raising your Persistence skill.
You may not have liked the way things were done in RQ2 or RQ3, but that doesn't mean they were "broken". That word gets thrown around a lot, and is usually incorrect. Just becasue someone doesn't like a rule doesn't make it broken". It is when something doesn't function that a rule is broken. I hate CA's, XP based progression, the new weapon APs, and a lot of other things, but that doesn't make them "broken". A Disrupt spell that does 1d3 in a system where the HP have gone up and totoal HP have vanished ISN'T broken. Almost useless, but not broken.
Now having results on a combat matrix that NEVER came up, that's BROKEN. A few of the MRQ rules in how they relate to Glroantha ARE broken, at least if you want to run in a Gloranthan campaign where Olanthi aren't being hunted down by Uroxi. But then, thanks to the overall changes you won't be ale to get Glorantha out of the MRQ rules without changes anyway. With reusable divine magic, and "rune magic" requiring runes, Divine Magic will be much more common and Spirit magic much less common. Spell tactics have completely changed (for instance, not much point in a mass disrupt anymore.)
RosenMcStern said:
That is exactly why I stated "Get over it". I share 80% of Rurik's disappointments with the rules, but 50% or so of other players like the points we dislike, so I think there will be no fixes for these points.