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Some Details About Chaosium's Runequest 4th Edition
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<blockquote data-quote="trystero" data-source="post: 7688392" data-attributes="member: 67247"><p>I also started with RQ3, and while it's my favourite version, I think it does have some flaws: its Fatigue Point system is niggly, its Divine Magic rules are so punitive that no player used divine magic in my games until we switched to the (very common) "Runepower" house rule, and the Sorcery system, while flavorful, ends up using a lot of math and requiring detailed tracking of elapsed time. If the new edition cleans up those subsystems, I'll certainly regard it as fixing flaws.</p><p></p><p>Personally, I'd love to see a game which combines the essential elegance of RQ3 with some of the innovations from RQ6 and possibly the "bonus die"/"penalty die" model from 7th-edition <em>Call of Cthulhu</em>. But I'm not pinning my hopes to anything specific; just have to wait and see what Chaosium comes up with.</p></blockquote><p></p>
[QUOTE="trystero, post: 7688392, member: 67247"] I also started with RQ3, and while it's my favourite version, I think it does have some flaws: its Fatigue Point system is niggly, its Divine Magic rules are so punitive that no player used divine magic in my games until we switched to the (very common) "Runepower" house rule, and the Sorcery system, while flavorful, ends up using a lot of math and requiring detailed tracking of elapsed time. If the new edition cleans up those subsystems, I'll certainly regard it as fixing flaws. Personally, I'd love to see a game which combines the essential elegance of RQ3 with some of the innovations from RQ6 and possibly the "bonus die"/"penalty die" model from 7th-edition [i]Call of Cthulhu[/i]. But I'm not pinning my hopes to anything specific; just have to wait and see what Chaosium comes up with. [/QUOTE]
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