Quote:
Originally Posted by soltakss
The version I have is very mechanical, lots of combat actions, movement is an action, hex-based combat, lots of strategic options. Not my cup of tea, really. Spirit combat was interesting and I adapted it for my own version of spirit combat. Sorcery was a bit better than RQ3.
So, I wouldn't say it was far better than RQ3, although it is different.
It's worth having, though, just to see what could have been the next version of RQ and comparing it to RQM and BRP.
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Well, the mechanistic bits were all to the good to me, so I considered that a virtue. The things I liked about it were:
1. Disconnecting movement from direct involvement with strike ranks; not a virtue in any of the RQ versions, and the RQ3 version could make managing a large number of opponents a nightmare unless you mostly just ignored the strike rank implications of their movement.
2. A, to me, much better fatigue system;
3. A much less random character generation method;
4. Some small changes that buffered the deadliness of the system a bit;
5. Addressing the sorcery issues;
6. What looked like a better, and more interesting handling of the shaman.
There were other details I was less thrilled with, which is why what I use is a hybrid between this and RQ3, but its still worth a look.