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New RuneQuest details emerge.

Started by Warthur, February 08, 2016, 08:38:06 AM

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Claudius

Quote from: richaje;880390Just a few clarifications. RQ has combined weapons (sword and shield, frex) as a single skill, which is functionally the same as combat styles. But not the other elements of combat styles.
Does it mean that you have to develop, let's say, longsword+shield and spear+shield, as separate skills?

QuoteWeapon skill includes attack and parry.
Will attack and parry be separate skills, to be developped independently? This is what I meant.

QuoteRQ has general hit points.
I think I read somewhere that the new RQ7 was going to have no general hit points. Did I dream it? If that's not the case. I stand corrected.

QuoteSkills have base chances, skill category modifiers, plus cultural modifiers. We initially were using characteristic + characteristic, but changed that after early playtesting feedback.
OK.

Thank you for your answers, Jeff.
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Nihil sine magno labore vita dedit mortalibus.

And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

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TrippyHippy

Quote from: richaje;880390Skills have base chances, skill category modifiers, plus cultural modifiers. We initially were using characteristic + characteristic, but changed that after early playtesting feedback.

Are the skill category modifiers going to be based upon Characteristic + Characteristic, or are we going to fall back to the slight irritation in RQ2 that most Characteristic scores have no influence on the skills outside of extreme scores?
I pretended that a picture of a toddler was representative of the Muslim Migrant population to Europe and then lied about a Private Message I sent to Pundit when I was admonished for it.  (Edited by Admin)

richaje

Quote from: Claudius;880395Does it mean that you have to develop, let's say, longsword+shield and spear+shield, as separate skills?


Will attack and parry be separate skills, to be developped independently? This is what I meant.

Yes, long spear and shield, and broadsword and shield are separate skills.

Attack and parry are not separate skills. They are normally trained and used together - and any iota of verisimilitude gained by tracking separate skills is lost by having to track (and develop) separate skills. So if you have Broadsword at 70%, you can attack and parry at 70%. If you know a skill like Broadsword and Shield at 7%, you attack with your broadsword at 75% and parry with your shield at 75%.
Jeff Richard
Chaosium, Creative Director
Chaosium

richaje

Quote from: TrippyHippy;880397Are the skill category modifiers going to be based upon Characteristic + Characteristic, or are we going to fall back to the slight irritation in RQ2 that most Characteristic scores have no influence on the skills outside of extreme scores?

Skill category modifiers are RQ2.5. They calculate like RQ3, but include a broader number of (and often different from RQ3) characteristics. They are, as in RQ3, far more important in determining rate of improvement - especially at the higher skill levels.

I'll be doing a few more design notes in the next few weeks, although probably will focus initially on Rune magic (which interesting enough has a massive impact on RQ2 and 3's problems with higher power characters).
Jeff Richard
Chaosium, Creative Director
Chaosium

nDervish

Quote from: richaje;880390We initially were using characteristic + characteristic, but changed that after early playtesting feedback.

Are you able to say anything more about that?  I'm curious about what people disliked about stat+stat.

Quote from: Claudius;880395I think I read somewhere that the new RQ7 was going to have no general hit points. Did I dream it? If that's not the case. I stand corrected.

If I've read recent comments on BRP Central correctly, it looks like that was the original plan, but they recently changed their minds and decided to include Total HP after all.

Spellslinging Sellsword

Quote from: richaje;880390Skills have base chances, skill category modifiers, plus cultural modifiers. We initially were using characteristic + characteristic, but changed that after early playtesting feedback.

Hmm...one of the things I thought was a great change was using Characteristic+Characteristic as the base. But I guess it will be nice to have this game, Mythras, Classic Fantasy, and OpenQuest all on my shelf to pick and choose stuff from.

MOB

Quote from: richaje;880399I'll be doing a few more design notes in the next few weeks, although probably will focus initially on Rune magic (which interesting enough has a massive impact on RQ2 and 3's problems with higher power characters).

Jeff's latest design notes, discussing the changes to Rune Magic, now available here: http://www.chaosium.com/blog/designing-the-new-runequest-part-4

Cheers,

MOB
VP - Chaosium
MOB from Chaosium

MOB

FYI, there has been several new RQ Design Notes posted recently:

In Part Five Jeff discusses combat: http://www.chaosium.com/blog/designing-the-new-runequest-part-5

Part Six discusses what rules are being used from which previous edition: http://www.chaosium.com/blog/designing-the-new-runequest-part-6

Part Seven discusses the "zeroes to heroes" trope: http://www.chaosium.com/blog/designing-the-new-runequest-part-7

Cheers,

MOB
VP - Chaosium
MOB from Chaosium