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Mythras/Runequest - how good at pulp heroic fantasy swords-and-sorcery?
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<blockquote data-quote="Dillon" data-source="post: 8500318" data-attributes="member: 36976"><p>In my experience, RQ will play faster at the table than Mythras, and is the easier system to introduce to players unfamiliar with either game, or d100 systems in general.</p><p></p><p>Multiple opponents need to be taken seriously in both systems. In Mythras, the action economy can make solo monsters laughably weak (I'm not sure if the same is true in RQ, as most of my RQ combats involved groups of humanoids) as you can focus fire specific target locations to force endurance checks that drop the monster out of the fight. It is possible to armour up in both systems to the point where a special/critical success is needed to hurt the target with most ordinary weapons. The possibility of that critical hit that bypasses armour and does double damage, is always there. There are many stories of PC heroes getting taken out by a peasant who got lucky with a spear.</p><p></p><p>Combat can be pulpy in Mythras as long as the PCs have luck points left to force rerolls when things go wrong. RQG has a divine intervention mechanic which if successful will reduce your Power attribute (making you weaker at magic for a time). I think Mythras luck points refresh each game session.</p><p></p><p>For Mythras, you need to have a chat with the players about whether you are playing Combat As Sport or Combat as War. As GM you will choose the special effects the NPCs use, and there is a huge difference between you choosing "Target Left Leg and Disarm" for a critical hit rather than "Bypass Armour and Target Head". In RQ the special/critical hits follow a set procedure, so its not the GMs fault if a PC dies.</p><p></p><p>The magic systems have different power levels. Spirit/Folk/Battle magic tends to have minor effects, but divine/rune/sorcery magic can be used decisively. My back of the envelope math for Mythras is that a Sorcerer with Wrack and a 90% sorcery skill is 4-5 times more effective in terms of burning through enemy actions and HP than a Warrior with 90% sword skill, until the sorcerer runs out of magic points.</p><p></p><p>The default progression system has a large difference. In RQ you generally get to roll to improve every skill you have used successfully in an adventure. In Mythras you get a flat number of rolls per session. If you give out three rolls per session progression is slow, if you give ten its a lot faster. In both systems, you want to make a d100 roll higher than your current skill to increase it. So skill improvement slows down at high skill levels, but you can focus progression more in Mythras. Downtime training is also an option in both systems.</p><p></p><p>Mythras is the better toolkit system for customising your own campaign concept, as the current edition of RQ is very wedded to the Glorantha setting. If I was doing an S&S campaign I would be tempted to borrow from Pulp Cthulhu which builds off the Call of Cthulhu 7th edition rules, but doubles PC HP and has a range of pulp talents to power up the characters. I would then grab the random armour rolls from Magic World so that players never got too overconfident.</p></blockquote><p></p>
[QUOTE="Dillon, post: 8500318, member: 36976"] In my experience, RQ will play faster at the table than Mythras, and is the easier system to introduce to players unfamiliar with either game, or d100 systems in general. Multiple opponents need to be taken seriously in both systems. In Mythras, the action economy can make solo monsters laughably weak (I'm not sure if the same is true in RQ, as most of my RQ combats involved groups of humanoids) as you can focus fire specific target locations to force endurance checks that drop the monster out of the fight. It is possible to armour up in both systems to the point where a special/critical success is needed to hurt the target with most ordinary weapons. The possibility of that critical hit that bypasses armour and does double damage, is always there. There are many stories of PC heroes getting taken out by a peasant who got lucky with a spear. Combat can be pulpy in Mythras as long as the PCs have luck points left to force rerolls when things go wrong. RQG has a divine intervention mechanic which if successful will reduce your Power attribute (making you weaker at magic for a time). I think Mythras luck points refresh each game session. For Mythras, you need to have a chat with the players about whether you are playing Combat As Sport or Combat as War. As GM you will choose the special effects the NPCs use, and there is a huge difference between you choosing "Target Left Leg and Disarm" for a critical hit rather than "Bypass Armour and Target Head". In RQ the special/critical hits follow a set procedure, so its not the GMs fault if a PC dies. The magic systems have different power levels. Spirit/Folk/Battle magic tends to have minor effects, but divine/rune/sorcery magic can be used decisively. My back of the envelope math for Mythras is that a Sorcerer with Wrack and a 90% sorcery skill is 4-5 times more effective in terms of burning through enemy actions and HP than a Warrior with 90% sword skill, until the sorcerer runs out of magic points. The default progression system has a large difference. In RQ you generally get to roll to improve every skill you have used successfully in an adventure. In Mythras you get a flat number of rolls per session. If you give out three rolls per session progression is slow, if you give ten its a lot faster. In both systems, you want to make a d100 roll higher than your current skill to increase it. So skill improvement slows down at high skill levels, but you can focus progression more in Mythras. Downtime training is also an option in both systems. Mythras is the better toolkit system for customising your own campaign concept, as the current edition of RQ is very wedded to the Glorantha setting. If I was doing an S&S campaign I would be tempted to borrow from Pulp Cthulhu which builds off the Call of Cthulhu 7th edition rules, but doubles PC HP and has a range of pulp talents to power up the characters. I would then grab the random armour rolls from Magic World so that players never got too overconfident. [/QUOTE]
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