Work on this system started when the RQIV project ended. I decided that what my group and I wanted was different from what the original designers of RQ wanted; so I started with Perndragon. First I dropped the traits system, because while I kind of liked it, my players hated it. So it started out as something like Pendragon Pass, but rules for specials and crits, and eventually even cinematic successes made it in there. Long weapon strikes first, then simultaneous was borrowed from Stormbringer. Instead of the traditional FRP "dead vs alive" dualism, we went to a system based on a variety of medical conditions a character might be in after he was "incapacitated". The old RQ I&II Heal 6 and your're fine went away. One of my players noted that in high level RQ, it tended to resolved by the first unparried critical success, so we dropped hit points in most situations In combat between humans, either a blow incapcitates or it does no damage. Further refinements to combat happened.
Their are three magic systems, Spirit, Divine, and Sorcery just as in RQ III but Spirit Magic is focused on spirit combat and shamanism and the rules are cleaner. Casting spells depends on skill with the spell for sorcery, cult lore for divine; spirit magicans do not cast spells in the same sense, but summon spirits using a variety of skills.
Instead of a couple of titles {rune lord, priest} dangling out in the middle of nowhere; there are a whole slew of titles and offices. There are also rules for keeping track of who owes how a favor to whom, influence, and other informal aspects of the political world.
Day to day economics was abstracted into assuming a certain ordinary level of income and standard of living, plus rules for trading and extraordinary resources {things.
The rules have a lot of "social skils, ranging from administration to seduction, and say something about which social skill to use when.
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