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Originally Posted by beeber
my group's choice for fantasy gaming is WFRP 1st ed. while i think it's great, i have the urge to do something brp-esque. i have MRQ & the companion. i've run CoC (3rd ed.) with them before, so they're familiar with the mechanics. i'm wondering if i should go ahead with MRQ, or wait until BRP comes out and go from there.
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You could have a go with RQM and see how it goes, then see what D100 is like and see how that goes.
I think you'll find D100 simpler in its basics, but perhaps the many optional rules might be a bit complicated.
Quote:
Originally Posted by beeber
the rune magic system is okay; it doesn't really grab me, though. the shamanism thing seems like it would be neat, but i don't have the gloranthan book with the rules for it (cults 1? 2?  )
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I wouldn't buy the rest of the Gloranthan material unless you want to play in a Second Age RQM Gloranthan campaign. They are quite expensive and do have problems.
Quote:
Originally Posted by beeber
the campaign style would be a pre-history europe kind of thing, inspired by slaine & conan. the "locations only rolled with major hits" is similar enough to WFRP that my group should have no problem.
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Prehistoric Europe makes a good campaign. I'm not that keen on Slaine, though, personally.
Hit Locations are really easy to use, they become second nature after a while and don't slow the game down at all.
Quote:
Originally Posted by beeber
i don't get the "skills over 100%" thing, having only played CoC, mechanically speaking. maybe through actual play it would make sense?
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I think it comes from the question "Where do I go now?" once you've reached 100%. Are there degrees of mastery? Is every very skilled person at the same skill level (100%)?
Skills over 100% reflect that one master might be a lot better than another and also to determine relative skill levels of masters of different levels of ability.