JohanL
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- 23 Jan 2021
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Andrew Logan Montgomery (mest känd för Six Seasons In Sartar) analyserar om huruvida RQ, då eller nu var ett OSG-spel.
Sedan kommer den riktigt coola biten, med ett jättekort system för ett verkligt OSG:igt RQ.
Klistrar hela regelmoddtexten nedan.
***
Here is the hack. To create a character;
1. Roll your Characteristics up normally, based on species.
2. Figure Hit Points, Magic Points, and Spirit Combat Damage normally.
3. Now we get funky. Average your STR and DEX for a "Combat Value." Write that down on your sheet.
4. Pick a Homeland and an Occupation.
5. Pick a Cult.
6. Rune Affinities and Passions are optional.
7. Grab spells and equipment.
Great Orlanth! Where are my skills?!?!
Breathe. We are deviating a bit from the realism-simulation part of the game. For the hack, when your character wants to attempt to do something, explain to your GM what it is and how you are trying to pull it off. The GM will then decide that Characteristic you are testing.
The standard roll is your Characteristic x 2. However, if you have an applicable Homeland, Cult, or Occupation, bump the roll up a "step" (x 1) for each.
Let's say you want to barter with a merchant. The standard test might be CHA x 2. If you are a Merchant, that becomes CHA x 3. If you are an Issaries as well, CHA x 4.
Same logic applies to your Combat Value. Let say the average of your STR and DEX is 14. basic combat rolls then would be 28% (x 2). But wait! Let's say you are using a sword. Are you from Sartar? Broadsword is a Homeland skill so now your chance is 42% (x 3). Are you a Warrior (x 4 or 56%)? Orlanth Adventurous or Humakt (x 5 or 70%).
Once you get the hang of it, you will figure out most values fairly quickly. The GM always has final say in how many bumps you get.
While we intended this hack for only a few sessions, if you do get attached to your character and continue on, roll 1D4+1 at the end of every season. These don't change your characteristics, but they are skill bumps. Each is equal to 5%.
For example, you spend 3 or them on Broadsword. Make a note on your character sheet, Broadsword +3 (+15%). Add that to your Characteristic whenever you make a specific roll. essentially we are removing skills from the character creation process and easing them in as you go. To keep things at a slower pace, limit skill increases by +1 a Season.
Note that nothing else changes. You are just freewheeling things a bit with the whole skill use.
Sedan kommer den riktigt coola biten, med ett jättekort system för ett verkligt OSG:igt RQ.
OSR, or "Old School RuneQuest"
Well. That was a long absence. Apologies to my readers. This year I was working on two different RuneQuest projects for Chaosium, one for C...
andrewloganmontgomery.blogspot.com
Klistrar hela regelmoddtexten nedan.
***
Here is the hack. To create a character;
1. Roll your Characteristics up normally, based on species.
2. Figure Hit Points, Magic Points, and Spirit Combat Damage normally.
3. Now we get funky. Average your STR and DEX for a "Combat Value." Write that down on your sheet.
4. Pick a Homeland and an Occupation.
5. Pick a Cult.
6. Rune Affinities and Passions are optional.
7. Grab spells and equipment.
Great Orlanth! Where are my skills?!?!
Breathe. We are deviating a bit from the realism-simulation part of the game. For the hack, when your character wants to attempt to do something, explain to your GM what it is and how you are trying to pull it off. The GM will then decide that Characteristic you are testing.
The standard roll is your Characteristic x 2. However, if you have an applicable Homeland, Cult, or Occupation, bump the roll up a "step" (x 1) for each.
Let's say you want to barter with a merchant. The standard test might be CHA x 2. If you are a Merchant, that becomes CHA x 3. If you are an Issaries as well, CHA x 4.
Same logic applies to your Combat Value. Let say the average of your STR and DEX is 14. basic combat rolls then would be 28% (x 2). But wait! Let's say you are using a sword. Are you from Sartar? Broadsword is a Homeland skill so now your chance is 42% (x 3). Are you a Warrior (x 4 or 56%)? Orlanth Adventurous or Humakt (x 5 or 70%).
Once you get the hang of it, you will figure out most values fairly quickly. The GM always has final say in how many bumps you get.
While we intended this hack for only a few sessions, if you do get attached to your character and continue on, roll 1D4+1 at the end of every season. These don't change your characteristics, but they are skill bumps. Each is equal to 5%.
For example, you spend 3 or them on Broadsword. Make a note on your character sheet, Broadsword +3 (+15%). Add that to your Characteristic whenever you make a specific roll. essentially we are removing skills from the character creation process and easing them in as you go. To keep things at a slower pace, limit skill increases by +1 a Season.
Note that nothing else changes. You are just freewheeling things a bit with the whole skill use.