Well colour me impressed. When I saw that Mr. Nash and Mr. Whitaker were working on another edition of RQ I was frankly underwhelmed. "What could they change that would make sense?" I wondered. Obviously I was the one lacking in imagination. Having finished reading (or at least heavily skimming) the rules I am very impressed.
I think all the changes that have been made are excellent. The descriptions for the would-be GM are very clear and the text errors are few and far between. I love the flexibility that has been built in and the options presented to the GM. I like the changes that have been made to the magic systems, the addition of difficulty levels and the scalability added to things like weapon sizes and creatures. (It may be my imagination but a lot of these changes look like they were influenced by West End Games D6 system. At least they seem similiar to that system).
There's no heroquests or rune lords but it's not presented as a Gloranthan system. It could very easily BE a Gloranthan system though.
All in all a very worthy succesor to the RQ name.
Bravo.
Oliver
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> Hi there,
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> Well I wasn't going to buy the new rules yet as I'm in the beginning stages of an expensive Warhammer 40K habit but all the cool kids were talking about it on Facebook and I succumbed to peer pressure:-(
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> I'm only up to the combat section (roughly a quarter of the way through the massive tome) but I must say that I am quite pleased by the changes in the rules. The rules are very well laid out and easy to read.
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> I quite like the changes made to character generation. Instead of getting specific points in a skill, say Stealth +10 for a Primitive character you get a pool of skills to put skills in. You get all the Standard Skills listed under your cultural type plus a group of Professional Skills (ones you cannot have without training like Navigation) to choose three from. You then add 100 points to any of these skills.
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> Next you get to do the same thing with an occupation and then finally you get 150 points you can spend as bonus points on skills you already have plus you may have the option depending on the GM to add another combat style or professional skill.
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> The other change that I like is the additional of levels of difficulty which seems to substitute for the old modifiers. So instead of saying it's negative 20% to hit a running target with a ranged weapon the GM can say it's Hard to hit a running target which imposes a 1/3 penalty to the shooter (i.e. 60% becomes 40%). There's also a set of fixed values for the difficulty grades if you prefer avoiding all that math.
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> All-in-all I'm quite impressed with rules so far and am looking forward to reading the magic section next.
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> Oliver
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