[Runequest4] Mongoose RuneQuest v1.5 playtester's notes

Lev Lafayette lev_lafayette at yahoo.com.au
Sat Mar 4 01:43:54 UTC 2006


RuneQuest v1.5 Final Playester's Notes
======================================

My 'Chapter Zero' Comments
==========================

Basic rules of evaluation.

- Simulationist results (the game must represent a
'plausible' reality).
	- The midpoints and extremes for 'humans' must make
sense.
	- The system must scale.
- Gamist mechanics (the game must be easy and
enjoyable)
- Narrativist setting (the game is about Questing for
Runes)


Overall this is much better product than previous
versions. It is much more balanced, realistic and
playable. It still lacks 'soul' (or rather POW) and is
solidly in a 1980s design mind-set (not that this
necessarily is a bad thing in itself). 

Chapter One Notes:
=================

No comments. Keep as is, or perhaps even include the
above as principles of the game design.
 

Chapter Two Notes:
=================

Characteristics
---------------

"For SIZ and INT:  Roll 3D6, take the best two dice,
total the result and add 6 for each Characteristic."

Change the word "best" to "preferred" for SIZ. Some
characters prefer to play small characters!


Combat Actions
--------------

One CA for every 5 points of DEX is a simpler
alternative that scales (i.e., 5 = 1, 10 = 2, 15 = 3
etc). It still means a normal human has between 1 and
3 and it forces 'gamist' players to spend a breakpoint
on the 10-11 average. It also means the a 'Flash' like
Hero character (say DEX 50) doesn't end up with the
same number of CAs as a very fast human (DEX 19).


Damage Modifier
---------------

Put an "etc" after 56-60. The progression should be
self-evident at this point.


Hit Points
----------

A slight 'hiccup' in the consistent scale at 5-6 hit
points which can be resolved by using the same
progression for each leg as is used for the abdomen.
Legs really are quite hefty and they can absorb a lot
of damage.


Magic Points
------------ 

Scales consistently.

Strike Ranks
------------

Scales consistently and is equitable.


Basic Skills
------------

The basic skill list should result in equitable
starting levels for all 'types' of characters. As it
stands, the game is biased, and therefore more
enjoyable for 'brawn' characters (most of whom will
have starting skill levels at around 30%), less so for
'thinking' characters (starting skill levels around
15%) and with 'stealth' characters being positively
punished (starting skill levels will often be in the
negatives!). In general, a starting character swinging
a sword, or discussing the world should have an
equivalent chance of success as someone slinking
about. This currently is not the case.


The following alterations will ensure that characters
of all 'types' will start with basic skills on an
equivalent basis.


Basic Skill	Bonus	Penalty
Athletics	STR+DEX
Boating		STR+INT
Close Combat Weapon Skills
		STR+SIZ
Dodge		20+DEX	-SIZ
Driving		STR+POW
Evaluate	INT+INT
First Aid	INT+INT
Influence	10+CHA
Lore - Animal	INT+INT
Lore - Plant	INT+INT
Lore - World	INT+INT
Mechanisms	DEX+INT
Perception	INT+POW
Ranged Weapon Skills
		DEX+DEX
Riding		STR+POW
Sing		CHA+CON
Sleight		DEX+DEX
Stealth		20+DEX	-SIZ
Survival	INT+POW
Throwing	STR+DEX


Movement
--------

Movement. The claim that a short, slow 90 year old
moves as quickly as a tall quick 25 year old doesn't
make much sense. Members of the same species have
different movement rates. Use the normal species
movement speed and modify in proportion to the
species-average of (DEX+SIZ). A very tall, fast human
(DEX 20, SIZ 20) would therefore have a movement of
about 40m per round (i.e., about twice the species
average) and with a critical althletics roll, probably
be able to run 100m in under 10 seconds, whereas a
slow, short human (DEX 5) would have a movement of 10m
per round.

Hero Points
-----------

Two is about right for starting characters.

Age
---

Age should provide experience. The easiest way to
implement this is as part of the Free Skill Points.
Instead of a flat 150 points + INT, a simpler method
that's more realistic and scales is that a starting
character's age is 15+2d6 (17-29) and for each year
above their starting age they achieve an additional
20% in free skill points (which means an average
starting age of 24, with 140% in free skill points).

One can assume at their starting age they have have
completed their apprenticeship and thus have their
cultural and professional background experience.


Previous Experience
-------------------

Peasant +65% in skills, low levels of equipment and
money.
Townsman +65% in skills, average levels of equipment
and money.  
Barbarian +55% in skills, low levels of equipment and
money.
Noble +60% in skills, high levels of equipment, money
and income!.

On this basis no-one will choose a Barbarian or
Peasant. Everyone will play a Noble.

I recommend reducing the skills for Nobles (to say
+50%) as their money and income will make up for their
lack of skills and increasing both the Peasant (to
+70%) and the Barbarian (+75%), to make up for their
lack of initial finances.

Also, the Noble's starting money income is too varied
- 2d6 is much more consistent (like the other
professions) than 1d10.


Professions
-----------

The profession table provides the following benefits:

Acrobat, Juggler, +35% basic skills, one advanced
skill, minor equipment
Alchemist +30% basic skills, two advanced skills, no
equipment, 2 magnitude
Animal Trainer, +40% basic skills, 0 advanced skills,
moderate equipment
Bard, +35% basic skills, one advanced skill, moderate
equipment
Blacksmith, +35% basic skills, one advanced skill,
minor equipment
Courtier, +30% basic skills, two advanced skills,
minor equipment
Craftsman, +25% basic skills, two advanced skills (one
at +10), minor equipment
Diplomat, +35% basic skills, one advanced skill, minor
equipment.
Farmer, +40% basic skills, minor equipment
Fisherman, +35% basic skills, one advanced skill,
minor equipment
Guard, +35% basic skills, moderate equipment
Healer +35% basic skills, one advanced skill, moderate
equipment
Herdsman, +40% basic skills, moderate equipment
Hunter, +35% basic skills, one advanced skill,
moderate equipment
Mercenary, +35% basic skills, one advanced skill, good
equipment
Merchant, +35% basic skills, one advanced skill,
moderate equipment
Miner, +35% basic skills, one advanced skill, moderate
equipment
Priest, +25% basic skills, two advanced skills, minor
equipment, 4 magnitude
Ranger, +35% basic skills, one advanced skill, good
equipment (a boat!)
Scholar, +25% basic skills, three advanced skills?,
minor equipment
Shaman, +25% basic skills, two advanced skills, very
minor equipment, 4 magnitude
Thief, +35% basic skills, one advanced skill, moderate
equipment
Warrior, +35% basic skills, one advanced skill, good
equipment
Wizard, +15% basic skills, three advanced skills,
minor equipment, 4 magnitude.

This is *significantly* more balanced than previous
versions but still could do with some minor
variations.

The general rule of thumb seems to be, +35% basic
skills, one advanced skill, moderate equipment.
Assuming that a +5% in a basic skill, one advanced
skill, a 2 magnitude of spells and one grade of
equipment (none, minor, moderate, good) are equivalent
(50 'points', if you like), the following changes are
recommended to make the professions more balanced.

Acrobat: Slightly underpowered, give an additional +5%
to Throwing.
Alchemist: Slightly underpowered, give some minor
equipment.
Animal Trainer: No change.
Bard: Slightly underpowered, give a 2 magnitude
Communication spell (Bards with magic always 'feels'
right).
Blacksmith: No change.
Courtier: Slightly undepowered. Give them more
equipment (letters of note etc)
Craftsman: No change.
Diplomat: Slightly underpowered. Give them more
equiment (letters of introduction, diplomatic immunity
etc)
Farmer: Slightly underpowered. Increase Plant Lore to
+25.
Fisherman: Slightly underpowered. Give them two
Advanced skills (change the 'or' to an 'and').
Guard: Slightly underpowered. Give them the advanced
skill Streetwise (every cop has it too!)
Healer: No change.
Herdsman: No change. 
Hunter: No change.
Mercenary: Slightly overpowered. Remove horse from
equipment.
Merchant: No change.
Miner: No change.
Priest: No change.
Ranger: Slightly overpowered. Remove horse or boat(!)
from equipment.
Scholar: Slightly underpowered. Give them a third lore
at +5 (know it all students!)
Shaman: Slightly increase their equipment (trinkets,
symbol of authority, some clothes etc).
Thief: No change.
Warrior: Slightly overpowered. Remove "Ranged Weapon"
(should come under "Other Weapon").
Wizard: Slightly underpowered. Give Influence +5 (ever
met a Wizard without influence?)


Free Skill Points
-----------------

See above cf., Starting Age. Provide some variation in
the Starting Age and Free Skill Points.


Purchase Equipment
------------------

A point should be made here that characters can
upgrade their equipment if they have the finances to
do so (e.g., a Noble-class Guard may want to change
their leather armour to ring mail)

The Character's Personality
---------------------------

A point should be made that the character's
personality will often be related to the Runes that
they are attuned to (e.g., fire rune = fiery
personality etc), and that cultural norms are the
default personality of a character that is being
role-played.



Chapter Three Notes:
===================

Skill Tests
-----------

No change; but see below.

Characteristic Tests
--------------------

This is a fundamental and long-term problem with Basic
Role Play system and it is being repeated here. For
beginning characters, characteristic tests are *much*
easier than skill tests (default of 50% versus 20%),
leading to characters to tend to argue that skills are
highly specific rather than broad.

The alternative is to call for the GMs judgement on
whether or not an action is based on largely learned
reflexes; whereupon a characteristic is appropriate,
or whether the action is largely a learned skill. If
the latter, then the closest appropriate skill should
be used instead with a range of negative. As an
obvious example, a character who knows Italian is
trying to communicate in French, would not use their
CHA or POW characteristic, they would use French - but
with a -25% negative.

In the example given, "clinging" is most definately a
characteristic test. However if the character tried
any movement, they would have to use climb instead. 

Further, because characteristic tests are based on
inherent abilities, modifications to the die roll are
based on the characteristic, not as a simple
percentage modification. For example, catching a
failing flask may be based on DEX*5. Catching a
falling flask that has been thrown will be DEX*3, and
if thrown hard by a giant, it would be DEX*1!

Not only is this mechanic more 'realistic' it also
clarifies the distinction in the player's minds the
difference between characteristics and skills.

Automatic Success and Failure
-----------------------------

No change.

Critical Successes
------------------

No change.


Fumbles
-------

No change.


Opposed Tests
-------------

The line "If one character fails the test, his
opponent will succeed" ought to be deleted. As formal
logic, it claims  that if both characters fail, then
both characters succeed. This is clearly
contradictory.

Also point out that if both characters make a critical
success it is the character with the higher die roll
on the critical success that succeeds.


Group Tests
-----------

No change.


Difficulty and Haste
--------------------

Change "almost instantly" to "quarter normal time".
Many actions are "almost instant" which would lead to
confusion whereas completing a long-term project (such
as the design of a city sewer) "almost instantly" is
too heroic.

I am uncertain whether the sample difficulties have
been carefully considered. "Climbing a cliff face near
a large waterfall" would seem to be 'hard' (-40%)
rather than merely 'difficult' (-20%), ditto for
"Convincing a greedy landlord to give a free room for
the night" (a normal landlord on the other hand may
accept a credit note or a favour owed in leiu of cash
and a succesful Inflence roll).


Assistance
----------

The simpler way to handle group characteristic tests
is to simply add the two scores where appropriate. For
example, two Strength 10 characters will have an
effective Strength of 20 when acting together.


Using Skills in Combat
----------------------

No change.


Weapon Skills
-------------

No change.


Basic Skill Descriptions
------------------------

First Aid. 1d3 hit points is fine for a human average,
but does not scale when comparing a dragon to a
hobbit. Use 1d3 per ten points of the receiver's SIZ.

Sing is a doubtful skill in the context of the game;
if Sing is a skill why not Compose, the ability to
write aesthetically pleasing messages? Or Artistry,
the ability to convert an item into an object of
beauty etc?

I would recommend singing and basic acting and other
bardic skills be combined into a single CHA based
skill called "Performance".

Other than that there is no changes suggested.


Advanced Skill Descriptions
---------------------------

Allow acrobatics to be combined with Dodge; a maneuver
that not only avoids the blow, but also gets the
character out of reach of their opponent (it would
look good too!)



Chapter Four: Combat
====================


Combat Rounds
-------------

No change.

Strike Ranks
------------

No change.

Gaining Surprise
----------------

No change.

Combat Actions
--------------

A charge bonus should be based on velocity and size,
not a flat +1d6! A charging hobbit cause much less
dangerous than a charging rhino. Use +1d6 for a human
SIZ (10) and human movement (20m) average. For every
ten points of SIZ or 20m of movement add an additional
+1d6. Characters with a SIZ less than 5 or a movement
less than 10m receive no charge bonus; they just
aren't fast or big enough.

Close Combat Actions
--------------------

I think the title here should be 'Unopposed Actions'.

Reactions
---------

Increase the penalty for parrying flails to a
"notorious" -20% rather than -10%.


Damage
------

The hit-location damage system doesn't scale
particularly well. The numbers 1, -2 and -original are
very strange break points; 0, -50% original and -100%
original for playability and realism purposes.


Armour
-----

No change.


Free Attacks
------------

No change.

Cover
-----

No change.

Knockback
---------

Rather than a simple DEX test, have a difficulty based
on the force (i.e., how many meters knocked back).
Stumbling a meter backwards from a hefty blow is not
the same as been pummelled by a giant which sends you
flying four meters!

Also +1d6 damage per meter has always struck me as
more than a little cruel and unrealistic; I'd
recommend 1d3 per meter.

Two Weapon Use and Shields
--------------------------

No change.


Mounted Combat
--------------

Two rolls per round for unfamiliar riders is too much!
A single roll is sufficient.


Hit Locations in Mounted Combat
-------------------------------

Rerolling is inefficient; 1d10+10 for mounted
warriors, 1d10 for foot soldiers versus mounted
warriors has the same effect.


Unarmed Combat
--------------

No change.


Ranged Weapons
--------------

No change.


Hero Points
-----------

No change.


Chapter Five: Magic
===================

Introduction and Brief Summary
------------------------------

At this stage, I'm uncertain whether the other types
of magic should be so fully described if the only
magic in the basic book is Rune magic.

I would prefer that Runes were entirely ethereal,
something that a spiritual connection had to be made
with rather than a physical one, but I guess that's
too subtle for most.

Runic Powers
------------

I think that runes should be 'stackable'; that is
multiple instances of the same rune should bestow
their powers multiple times.

The Air rune basic power is too weak; remove the
requirement of the characteristic test and allow
precognition for unusual weather events (e.g.,
sandstorms etc) within the specificed time frame.
The Dragon rune basic power is too weak; instea of an
effective 25m Detect Life, increase this to 100m.
The Spirit rune basic power is too weak; instead of an
effective 25m Detect Spirit, increase this to 100m.
The Stasis rune basic power is too great; instead of
making a character immune to knockback, rather have
their effective SIZ doubled.

The Heat rune should be combined with Fire and Undead
with Death. Fate and Luck should be combined.

Learning Spells
---------------

No change.

Casting Spells and Spell Descriptions
-------------------------------------

No change.


Rune Magic Spells
-----------------

Co-ordination: I don't see the need to restrict the
spell to 2 times original DEX - for a normal human
that would require magnitutde 5-6 in any case!

Countermagic: Further elaboration is required on
exactly how Countermagic blocks the effects of
existing spells.

Detect Species: Has always been too narrow. Are we to
seriously suggesting, for example, that there needs to
be 56 different spells for each species of rat? Use
genus instead (i.e., Detect Rattus, Detect Homo,
Detect Troll - sorry, I don't know the Latin for
'troll' etc)

Mobility: Motion Rune, not Movement. Ditto for
Speedart and Slow.

As the table below shows, from the basic and common
spells, some Runes have significantly more spells than
others. Three spells per Rune would be a good standard
to work with. As it stands, a Disorder rune has five
times the utility of a Illusion rune!

Rune

Air 4
Beast 4
Chaos 1
Cold 1
Communication 1
Darkness 1
Death 2
Disorder 5
Dragon 1
Dragonewt
Earth 3
Earth Metal 4
Fate 1
Fertility 2
Fire 3
Harmony 2
Heat 1
Illusion 1
Infinity 1
Law 1
Light 1
Luck 1
Magic 2
Man 1
Mastery
Moon 1
Motion 3
Plant
Shadow 1
Spirit 1
Stasis 1
Truth 2
Undead
Water 1



Manipulating Spells
-------------------

No changes.

Magic Items
-----------

No changes.



Chapter Six: Adventuring
========================

Time
----

No changes

Combat Rounds
-------------

No changes.

Movement
--------

No changes. However, see my comments on movement for
chapter two.

Chases and Pursuits
-------------------

Change "When characters involved in a pursuit have the
same Movement score" to "When characters involved in a
pursuit have the similar Movement score (within 5m per
round)" to account for the suggested alterations to
Movement in chapter two. Otherwise, no change.


Pursuit by Different Means
--------------------------

No change.


Fatigue Effects of Fatigue and Recovery
---------------------------------------

Recommend the scale of movement loss is worked upwards
on the Fatigue table, i.e., lose a 1/3 at tired, 1/2
at wearied, and 2/3 at exhausted. Debilitated
characters are stumbling about, if they're still
standing!


Healing and Natural Healing
---------------------------

Modify the CON bonus so that it scales to higher and
lower CONs easily i.e., CON 6 and below double time
required, CON 15 is 1/4 reduction, CON 25 is a 1/2
reduction, CON 35 is a 3/4 reduction in time.
Therefroe a CON 25 character will heal 2 hit points
per day and 4 whilst fully resting.


Encumberance
------------

Even light encumbrance greatly modifies the ability to
perform physical actions (try running with a
backpack). Further, characters can carry great loads
for short distances. Define 'no encumbrance' as 1/2 or
less of a character's STR (no penalty), 'light
encumbrance' as less than a character's STR (-20% to
physical actions), 'heavy encumbrance' or 'overloaded'
as up to twice a character's STR (-40%) and allow
characters to carry, for short distancess, up to five
times their STR.

Hazards
-------

In the falling section change the sentence; "A larger
creature suffers more damage from falling not because
it falls faster, but because of its inertia upon
striking the ground." This is half-baked physics.
Whilst it is true that a bigger creature doesn't fall
faster, the force of a blow is always mass *
acceleration. Big things cause more damage - 
including to themselves! - that's all that needs to be
said.

Change the words "used on a weapon" for poison types
to "contact". 


Inanimate Objects
-----------------

Give the boulder a STR of 10; just so we have an idea
how *big* a boulder we're talking about.


Chapter Seven: Equipment
========================

Currency
--------

In the sentence "For example, many settings use the
gold piece as the standard unit of currency – a gold
piece in most settings is equal to a Silver Lunar in
Glorantha" change the words "many settings" to "some
settings". Most RPGs seem to have adopted the silver
penny as the standard, not the gold piece. Further the
most commonly used coin, and most commonly used in the
game is not the gold Wheel but a silver Lunar. 

Trading
-------

Simple rules are as follows;

If an item is common in the region, reduce the listed
price by a 1/4 to a 1/2 (manufactured items still have
the same labour-time). If an item is rare in the
region, increase the listed price by 1/2 to double. If
the item is in high demand, increase the price by 1/2
to double again. If no-one wants said item (including
the seller) reduce the price by a 1/4 to a 1/2.


Wealth and Status
-----------------

This figures are clearly plucked from nowhere and has
nothing but the charm of being semi-geometric.

Close Combat Weapons
--------------------

The flails should be "notoriously" difficult to parry;
-20% rather than -10%.


Ranged Weapons
--------------

Whilst I agree the longbow is an extrordinarily deadly
weapon it is also difficult to use requiring
significant training (it's rocket science on the
fly!). Skill should be bow at -15%. It is *not* the
same as picking up a short bow, aiming at the target
and firing! Likewise crossbows are extremely deadly
because they take very little skill to use - load,
point and shoot - and therefore should be at +10%.


Armour
------

No change.


General Items
-------------

No change.


Animals and Slaves
------------------

No change.

Food and Lodging
----------------

No change.

Wergild and Ransom
------------------

No change.

Wealth and Status
-----------------

I don't think this needs to be repeated ;-)


Chapter Eight
=============

The assumption of a typical game session lasting 2-4
hours seems to be at least a standard deviation from
the norm, in my experice; 4-6 hours is more probable.


Improving Skills
----------------

I've always felt the rate of increase is a little
quick in RuneQuest and would recommend an advancement
of 1d4 per successful skill check for practise and
research.


Advanced Skills
---------------

No change; I like the difficulty involved in simply
picking up the basics of an advanced skill!

Mentors
-------

No change.


Improving Characteristics
-------------------------

I strongly disapprove of the "characteristic
inflation" recommended here. The "old" RuneQuest
method of characteristics could be raised by the
maximum rolled value plus the number of dice (i.e.,
20-21 for humans) seems more tha adequate. I would not
be impressed with characters running around with stats
of 27; and let's admit it power-gamers would do this.

Hero Points
-----------

I would not recommend a maximum of 5 hero points in a
session; 3 for exceptional activity, 4 would be the
ultimate limit. Further, I do not have anytime
whatsoever for the "Legendary Abilities" - these are
the sort of things that are given by the Gods, not
something that PCs just pick up after a half-dozen
gaming sessions.

Levels of Experience
--------------------

No change. 


Chapter Eight: Cults
====================

Lay members should make their donation per ceremony
attended. 

Initiates must have at least one cult Rune, Acolytes
two, Runelords and Runepriests four; otherwise the
runic affiliation of cults is meaningless.

It would be a *very* good idea to assign some Runes to
the cults. This is what RuneQuest has always included
and it would be a *terrible* even *unforgivable*
ommission to leave it out. Small cults would only have
one or two affiliated runes, big cults would have
three.


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