weasel_fierce
Mongoose
Going over MRQ again, after re-reading 2nd and 3rd edition and comparing things, and Im figuring this is a few things I'll try out next time:
Resilience skill is replaced with CON x 5
Persistence skill is replaced with POW x 5
Bring back total hit points (average of SIZ and CON). Any injury to a location also reduces total HP. Poisons and similar "system shock" affects total HP, not locations. At 1-2 you're unconscious, at 0 or less you die at the end of the /following/ round.
Experience checks work as in RQ3, except the gain is 1D4+1 rather than 1D6. If a player should blow all of his rolls, he can pick a skill to get an automatic gain in.
Training takes a month and just gives an extra skill gain roll. A failed roll gives +1.
Training attributes will propably work as RQ3, but I'll have to think about that for a bit.
For Glorantha specifically, cult members can use their "theology" skill to cast rune spells tied to that cult, without having the rune.
Any PC gets a free skill reroll once per adventure.
Im very tempted to say everyone has 2 actions per round, but the jury is still out on that one.
When rolling for dodges and parries, a roll thats higher than the attackers roll causes the attack to be considered "failed" on the reaction charts.
Whatcha think ? Suggestions, comments, rules of your own ?
Resilience skill is replaced with CON x 5
Persistence skill is replaced with POW x 5
Bring back total hit points (average of SIZ and CON). Any injury to a location also reduces total HP. Poisons and similar "system shock" affects total HP, not locations. At 1-2 you're unconscious, at 0 or less you die at the end of the /following/ round.
Experience checks work as in RQ3, except the gain is 1D4+1 rather than 1D6. If a player should blow all of his rolls, he can pick a skill to get an automatic gain in.
Training takes a month and just gives an extra skill gain roll. A failed roll gives +1.
Training attributes will propably work as RQ3, but I'll have to think about that for a bit.
For Glorantha specifically, cult members can use their "theology" skill to cast rune spells tied to that cult, without having the rune.
Any PC gets a free skill reroll once per adventure.
Im very tempted to say everyone has 2 actions per round, but the jury is still out on that one.
When rolling for dodges and parries, a roll thats higher than the attackers roll causes the attack to be considered "failed" on the reaction charts.
Whatcha think ? Suggestions, comments, rules of your own ?