Phil πŸ‡ΊπŸ‡¦ Profile picture
Mar 4 β€’ 17 tweets β€’ 4 min read
Ok, I'm not going to write a #Runequest Basic for 2 reasons:

1. Chaosium OGL is pretty clear you can't do it.
2. The RQG Quick Start is actually pretty close to what RQ Basic should be. However, I would change a few things, just to really simplify it...

1/
Firstly, Skills. I would remove them

Controversial! Back in the day, skills was one of the key differences of RQ vs D&D. Well, hear me out

The skill list is really long. A lot of them are very niche and have a very low chance of success. For a lite game, that's just baggage

2/
Instead, I keep the skill *categories* and use those as skills: Agility, Communication, Knowledge, Magic, Manipulation, Perception, Stealth

So it keeps the idea of skills, rated as a %. It uses same language as core game, but strips it right back.

3/
I did consider dropping these and just using Cha x5%, and while in terms of game design elegance that's the right solution, in making this a light version of RQG it goes too far.

4/
As for Passions and Rune augments, I would keep these in full. It's a key feature of new RQG and it's one of the things that sets it apart from CoC, RQ2 and BRP. They stay. RQ Basic needs Runes. They also have nice personality associations which could be fun for a newbie

5/
They might need a crib sheet with the runic associations, but I'd suggest they could mostly fudge it. Fire is hot, passionate, destructive, light. Work with that.

Next, I'd have chargen in it, but it wouldn't be RQG chargen. Roll stats, 3d6 down the line (2d6+6 Siz and Pow)

6/
Base skills:
Agility= Dex x3 +Str
Communication= Cha x3 +Pow
Knowledge= Int x3 +Pow
Magic= Pow x3 +Cha
Manipulation= Dex x3 +Int
Perception= Pow x3 +Int
Stealth= Dex x3 +Pow -Siz

Skills aren't 5% increments: I don't care
Multiplying: yes, only at chargen, it's not that hard

7/
Allocate some points to rune affiliations and pick from one of a handful of starting cults. Treat the cults a bit like classes, with some differentiation: Orlanth, Issaries, Storm Bull, Ernalda, Lankhor Mhy, something like that.

Cult gives you starting gear and chosen weapons
8/
weapon skills start at Dex x2 + Str x2 (melee) and Dex x4 (ranged)

Everyone gets 3 points of cult Spirit Magic and 1 point of rune magic.

Then allocate another 150% across your skills, max of 75% per skill. Get another point of Spirit magic for 20%.

9/
Calc HP and Damage bonus as per RQG. You're good to go.

Other minor rules changes.
Special Success / Hard Tasks: roll under half your skill, does +5 damage or for skills, does something cool / achieves a hard task.

10/
Characteristic rolls: don't use them. Too much scope for confusion, e.g. Agility/Dex, Communication/Cha. Use CHAvsCHA table whenever that comes up, which is a horrible old school method but it's RQG so I'll use that rather than create a better subsystem

10.5/
Parry: no weapon HP. Parry is parry. Advantage of shield is also adds Armour Points to 1-2 locations. GM rules if parry impossible. Special success needs Special parry.

Strike Rank: determined by weapon ONLY. Long weapon 1. Medium weapon 2. Short weapon 3.

11/
If you cast a spell, you add the points in the spell to your strike rank (e.g. Cast Healing 4 and attack with a dagger, you're Strike rank 7). That's it. No faffing about.
One round = one spell, one attack and as much movement as feels right

12/
Then, I'd include about 20 classic spirit magic spells in the rules: Healing, Bladesharp, Befuddle, Disruption, enough for some choices and interest. Maybe 10 rune magic spells would be enough, given the number of cults.

13/
All this could be done in a document around the same size as the current quickstart (which is excellent btw and if you're RQ curious, get the Quickstart before the Starter set)

14/
And there you have it. My thesis for RQ Basic Set for newbies, building on @BazStevens critique of the Starter Set. Simple to play. Includes chargen. Recognisably RQ, but streamlined in a few areas for simplicity (and to entice players to upgrade to RQG!)

/End
p.s. changed my mind on weapon skills. One at 60%, one at 50%, one at 40%. Much better, and reduces uber-Dex.

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