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Elephant in the room: rogue and fighter dailies.
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<blockquote data-quote="nnms" data-source="post: 5927749" data-attributes="member: 83293"><p>My only memory of C&S was of constantly looking things up in the rulebook. I remember it being very, very rules dense with different rules for all sorts of situations and not much in the way of using one mechanic to resolve multiple situations. Can't comment about metaresources or any connections to the world produced during character creation.</p><p></p><p></p><p></p><p>You should be able to find an SRD of Mongoose RQ with a google search. You may spot a bolted on meta mechanic or two. Like Hero Points which let you cheat death and the like.</p><p></p><p>The spirit stuff is pretty much a result of spirit summoning and spirit combat being something you can have a character be able to do right away. And the statted out spirits of different things (madness, disease, etc.,). I remember one session where a shaman PC tried to help a possessed girl and ended up losing the spiritual battle and being possessed himself.</p><p></p><p></p><p></p><p>The whole relationship with the god/religion thing is pretty cool. As is the ability to collect and bind spirits for the Shaman.</p><p></p><p>The sorcerer is based on a mish mash of medieval occultism, kabbalistic high magic, gnosticism and mystical schools like the hermetics and the neoplatonists. But it eventually comes down to learning spells, modifying them for effect and paying magic points to cast them. But it's all linked to secret lodges, orders and the like. Well, sort of. Theoretically an independant witch or alchemist can have sorcery without the trappings of a larger fraternity. RQ6 apparently will take these different ideas and develop them more separately.</p><p></p><p></p><p></p><p>I hear an awful lot of AD&D1E talk, and 3.x talk. And maybe some basic talk. But I'm hearing very little from WotC that they're looking at 2E in any meaningful way. Perhaps with good reason, as it was the version in print when TSR went away.</p><p></p><p>The game needs something to give you the type of play 2E promised but failed to deliver on. Something that would make OA, Dragonlance or Birthright truly sing.</p><p></p><p>Well. Burning Wheel already does that, so even if the unity edition of D&D can't, we still have good options. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>I'm beginning to see merit in the prediction that 5E may be the last published edition of Dungeons & Dragons.</p><p></p><p>Looking back through decades of Runequest stuff over the last few weeks has really brought something to the light for me.</p><p></p><p>When other games have a new edition, the changes are not massive or sweeping. It's very rarely a complete scrapping and starting over like 3.x, 4E were and 5E is shaping up to be. Games like Rolemaster & Runequest may have never dominated the market and they have popped in and out of wide distribution, but they still offer pretty consistent play edition after edition. Call of Cthulhu is another great example of this. As is Tunnels & Trolls (even if it is only currently published in French) and Traveler.</p><p></p><p>The TSR era versions of D&D are a lot like this as well. OD&D, B/X/BECMI & AD&D are more similar than they are different.</p><p></p><p>I wonder why WotC just keeps on scrapping and rebuilding? Sticking with one and building on it worked for Paizo.</p></blockquote><p></p>
[QUOTE="nnms, post: 5927749, member: 83293"] My only memory of C&S was of constantly looking things up in the rulebook. I remember it being very, very rules dense with different rules for all sorts of situations and not much in the way of using one mechanic to resolve multiple situations. Can't comment about metaresources or any connections to the world produced during character creation. You should be able to find an SRD of Mongoose RQ with a google search. You may spot a bolted on meta mechanic or two. Like Hero Points which let you cheat death and the like. The spirit stuff is pretty much a result of spirit summoning and spirit combat being something you can have a character be able to do right away. And the statted out spirits of different things (madness, disease, etc.,). I remember one session where a shaman PC tried to help a possessed girl and ended up losing the spiritual battle and being possessed himself. The whole relationship with the god/religion thing is pretty cool. As is the ability to collect and bind spirits for the Shaman. The sorcerer is based on a mish mash of medieval occultism, kabbalistic high magic, gnosticism and mystical schools like the hermetics and the neoplatonists. But it eventually comes down to learning spells, modifying them for effect and paying magic points to cast them. But it's all linked to secret lodges, orders and the like. Well, sort of. Theoretically an independant witch or alchemist can have sorcery without the trappings of a larger fraternity. RQ6 apparently will take these different ideas and develop them more separately. I hear an awful lot of AD&D1E talk, and 3.x talk. And maybe some basic talk. But I'm hearing very little from WotC that they're looking at 2E in any meaningful way. Perhaps with good reason, as it was the version in print when TSR went away. The game needs something to give you the type of play 2E promised but failed to deliver on. Something that would make OA, Dragonlance or Birthright truly sing. Well. Burning Wheel already does that, so even if the unity edition of D&D can't, we still have good options. ;) I'm beginning to see merit in the prediction that 5E may be the last published edition of Dungeons & Dragons. Looking back through decades of Runequest stuff over the last few weeks has really brought something to the light for me. When other games have a new edition, the changes are not massive or sweeping. It's very rarely a complete scrapping and starting over like 3.x, 4E were and 5E is shaping up to be. Games like Rolemaster & Runequest may have never dominated the market and they have popped in and out of wide distribution, but they still offer pretty consistent play edition after edition. Call of Cthulhu is another great example of this. As is Tunnels & Trolls (even if it is only currently published in French) and Traveler. The TSR era versions of D&D are a lot like this as well. OD&D, B/X/BECMI & AD&D are more similar than they are different. I wonder why WotC just keeps on scrapping and rebuilding? Sticking with one and building on it worked for Paizo. [/QUOTE]
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