[Runequest] Re : MRQ2 - Any good?
Alban de ROSTOLAN
aluban at yahoo.fr
Thu Jan 27 22:42:23 EST 2011
There is a lot of differences between MRQ2 and previous incarnations.
In my opinion, the most important ones are :
-No Generic Hit Points, only localized HP;
-Skills base %age scores are all equal to the sum of 2 characteristics;
-No Characteristics rolls. "resistance" Skills have been added to be used
-No Resistance Table: a generic Skill opposition rule is used instead;
-No Special successes;
-Fatigue System is completely different.
-No Strike Ranks : initiative is based on you INT+DEX and your armor;
-The number of actions you can do in one round also depends on INT+DEX;
-In a fight, the effet of a critical success is not fixed. Instead, you have a
set of effects ("combat manoeuvers") that you can choose if your success level
is better than your opponent's.
-Common Magic (ex-battle/spirit magic) requires a skill to be used;
-Divine Magic does not require you to sacrifice POW. Simply speaking, you only
have to reduce your Magic Points maximum to get divine magic. It also make use
of 2 skills : one to determine your spells' efficiency, and the second their
-Only one Manipulation skill remains for Sorcery;
-Sorcery Spells are learned in Grimoires, and only one skill is required for
-Sorcery is no longer limited by Free INT, only by skills;
-There is a distinct system for Shamanism;
De : Albert Ramirez <al_ramirez_2000 at yahoo.com>
À : runequest at rpgreview.net
Envoyé le : Jeu 27 janvier 2011, 4h 45min 25s
Objet : [Runequest] MRQ2 - Any good?
I have ordered the MRQ2 rule books and I was hoping that one of you can
summarize the differences with Chaosium RQ2 or RQ3.
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