francisca said:If you are basing your idea of what Lankhmar is on the AD&D books, you might be right. But they did a piss-poor job of getting the feel of the actual stories. I'm playing the RuneQuest demo at GenCon, and will be looking for the Lankhmar stuff from Mongoose. Until then, I reserve further judgement.
trancejeremy said:Sure, Mongoose could try to fix it, but Chaosium has tried for 20 years with Elric/Stormbringer, and IMHO, never did. All they did was give out more and more demon armor (which asorbs a lot of damage) and make sure all their published NPCs were huge or had high cons (and thus high hit points).
JoeGKushner said:Do we know what the actual differences are yet?
Will stats be 3-18 range?
Will hit points be broken up by body part?
Armor absorb damage?
Skills be % based?
I mean it's not like either of those systems were complicated in and of themselves. Now magic and those abilities like demon summoning... different story.
Turanil said:bolen said:Could someone give a quick synopsis of RQ.? All I remember is that it was an avilon Hill game with strange monsters
From what I recall (not looked at the rules for 10 years):
-- 6 ability scores of 3 to 18. Str; Dex; Con; Int; Pow; Cha.
-- 10 to 20 HP, a number that don't augment with experience. Hit location: you also have those hp distributed over body parts. When those are wounded, some effects on the character's ability to act, as appropriate.
-- Many skills, with % scores of 0 to 100%, but that can excced that in some case.
-- Magic points = Pow score, to cast a few spells. Three kind of magic: shamanism, wizardry, and priestly magic.
-- No special abilites such as feats of what not.
-- No levels, at the end of an adventure, you can inrease your skill scores with those skills you successfully used during adventure. Easy to augment a low score, dificult to augment a high score. Augmentation is in the +1d6% range.
All in all, it resembles BRP Call of Cthulhu, with body location of hp added.
trancejeremy said:I
...Fafhrd & the Grey Mouser were not combat machines like Conan, but they were pretty good at fighting (remind me more of the 3 Mustketeers sort of fighting). If they were made using the BRP system, they would have died very early on....
GrumpyOldMan said:-- Gloratha fans prefer to use the terms ‘Battle Magic, Sorcery and Rune Magic, but I suspect that the generic terms will remain. Shamanism casting % is 5 x Pow. Wizardry is an improvable skill. Divine Magic always works (gods don’t fail)
SWBaxter said:HeroQuest, which is set in Glorantha, calls 'em Animism, Wizardry, and Theism respectively. I kinda figured Mongoose would use the same terminology, since Issaries (Greg Stafford's publishing imprint) has a vested interest in making sure that the fluff for the two lines is cross-compatible.
<crosses fingers>bolen said:I hope that you have a beter experence with the "Mongoose Infintry" then I did. I played in a conan game last year and I knew the rules beter then the GM.
I agree he's more interested in the game world than the rules set. However, he definitely seems to care about the rules system. I know that Heroquest took quite a long time because Sandy Petersen & Greg Stafford didn't see eye-to-eye on the game system (Sandy's being a "super Runequest system," I heard some interesting things about some of the Heroquests in that system).GrumpyOldMan said:H I suspect he doesn't care. Greg seems to have always been more interested in Glorantha and its legends than any particular rules system.