Which Roleplay Hmmm?

abhorsen950

First Post
Well guys im thinking DnD but im not that sure...
Is it worth buying is it as good as everyone says
Or should i instead get Dark Heresy And Or Runequest?

Love to hear from you

ABH

P.S I am already getting the book version of WHFRPG
 

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Well guys im thinking DnD but im not that sure...
Is it worth buying is it as good as everyone says
Or should i instead get Dark Heresy And Or Runequest?

What sort of game are you after? High magic, high energy fantasy dungeoncrawling or a grim and gritty vision of the future?

And what sort of characters interest you? Mages, thieves and warriors or rising through the ranks of a xenocidal military?

P.S I am already getting the book version of WHFRPG

Did you know there's a new edition of Warhammer Fantasy RP coming out in the next few months?
 

Thankyou for a quick reply and yes i have heard.
So instead i might Buy DH and DND PH 4thEd

And in answer to your question a dungeon crawl but i would like a fantasy rp and i like warriors mainly but theres nothing wrong with a wizard here and there.

Regards ABH
 

Thankyou for a quick reply and yes i have heard.
So instead i might Buy DH and DND PH 4thEd

And in answer to your question a dungeon crawl but i would like a fantasy rp and i like warriors mainly but theres nothing wrong with a wizard here and there.

Regards ABH
Well, your milage may vary but I find Dark Heresy a bit of a one trick pony both with the nature of the Warhammer setting and the thing in DH where you are in the inquisition.

RQ has a very evocative setting and now i have not played it for 20+ years but my chief memories are ending fights by beating my enemies to death with the shattered remains of my weapon (usually an axe handle) I did not DM in those days and the DM disappeared after a few sessions so I never did figure if that was an artifact of the system or the DM
As for D&D 4 I completely and unreservedly reccomend if, espcially if you are refeering and new to that side of the game.
 

Thankyou and im very new to the game and hmm i thats the first ive heard Of DH not being raved about tbh but its taken into account.
But for DnD Should i get all three books?
Or Should i just buy Players Handbook and find a group online or something?
Keep it coming guys
ABH
 
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As a first-time DM, you defintiely should get a DMG (especially since the 4e DMG probably says more about actually running the game than any prior one) and a Monster Manual. Since magic items are no longer in the DMG, you don't need one if you're not running the game. And since summoning doesn't draw monsters out of the Monster Manual anymore, you don't need a Monster Manual if you're not running the game.

As a player, I think I'd want a Player's Handbook, then a D&D Insider subscription (gives you access to all the rules material in every D&D 4e book and a nice character builder, plus some other stuff), and beyond that... well, if you're playing in the Forgotten Realms or Eberron setting you might want the approriate Player's Guide (if you just want to raid the books for mechanics -- some interesting classes and races, and some other things, are in the setting Player's Guides -- then D&D Insider covers it, but if you want to read an intro to the game world, you need the book).
 


Ahhh thankyou for that, But could anybody reccomend DH Or RQ

I play Dark Heresy every month or so - love the mayhem. Yeah, you've a particular/ role but it's such a good one.

Play a free, graphic fantasy system now. Always enjoyed Ruenquest but it won't give you quite the same high fantasy/ powered feel as 4e.
 

Old (1st-3rd ed.) RQ is one of my favorite RPGs. It was the debut of Chaosium's Basic Role Playing system, probably most widely familiar via Call of Cthulhu.

BRP Central - Downloads - Systems & Settings offers several games with more or less similar mechanical flavor:
Mongoose RQ SRD luxury edition (including errata and Companion material)
Ray Turney's Fire and Sword (from one of the designers of the original RQ)
GORE (a pretty generic and compact BRP set, most like CoC)

OpenQuest, from D101 Games at first glance (at the free PDF) looks more like old RQ:
Open Quest
or
D101 Games » OpenQuest

Rather than character classes and experience levels, the system uses %-rated skills that can be improved via experience or training (RQ -- realistically, IMO -- emphasizing the latter, while other games focus more or wholly on the former). The original experience system basically entails a roll to "fail" at any skill that was used significantly in the field (no limit on number of skills, but no more often than once per week each). I like that better than more recent approaches involving distribution of experience points, but YMMV.

Hand-to-hand combat involves a roll to attack, which can be countered with a defender's roll to parry (or perhaps to dodge). Armor reduces damage dealt. Elaborations include critical hits, impaling and fumbles; hit locations; weapon breakage; and initiative "strike ranks" (very different in the Mongoose version than in old RQ). Fighting tends to be pretty quick except for duels between masters, and pretty decisively bloody (although there's a good chance of getting crippled but not killed, if hit locations are used).

Spells in the original game came in two flavors: battle/spirit, and rune/divine; the 3rd edition added a complex but versatile kind called sorcery. Anyone could learn magic, the main source being the "rune cults" of various gods. There were special benefits and responsibilities for those who rose to the status of rune lord or rune priest. There were also shamans, specialists in binding spirits. Combat with spirits of disease, ghosts, etc., could result in a character getting possessed.

Magic was generally low-powered relative to D&D. A character's Intelligence score governed how many spells could be kept in memory for immediate use, while Power determined magical strength both in casting and in resistance. Battle magic (and most sorcery) reduced Power temporarily by "spending" points. Rune magic called for permanent "sacrifice" of points, generally yielding a single use of a spell for a mere initiate or lord, or one reusable after a day of prayer by a priest. (In the first edition, rune magic was a priestly monopoly and required a week to renew.) Power could be increased through experience at difficult spell-casting and spirit combat.

Other characteristic scores could be improved as well, and Charisma (later Appearance) might fluctuate depending on a character's fortunes.
 

Runequest is a personal favorite, but I'd recommended 4E as well. If you really like some of the features of the RQ system I suggest checking out Chaosiums Basic Roleplaying, it's displaced GURPS as my all purpose system of choice.

-Q.
 

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