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	<title>Comments for OpenQuest Companion</title>
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	<link>http://openquest.d101games.co.uk</link>
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		<title>Comment on Failed experiments in tinkering with the rules by Tom Zunder</title>
		<link>http://openquest.d101games.co.uk/2011/04/17/failed-experiments-in-tinkering-with-the-rules/comment-page-1/#comment-3276</link>
		<dc:creator>Tom Zunder</dc:creator>
		<pubDate>Thu, 18 Aug 2011 13:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=106#comment-3276</guid>
		<description>I have run both OQ and MRQII this year and I have to say that Characteristics are redundant. Talislanta replaced them with a modifer, as has True20, but I&#039;d say in a d100 game one could simply remove them. Derive skills from culture and experience, then derive HPs from Resilience and MP from Persistence, some kind of Initiative/SR comes from your combat skill.
I liked the combat manoeuvres in MRQII, but I can&#039;t really with Combat Actions cycling, so I&#039;d port the concept, but not reimport CAs.. I found I liked rolling for initiative.

The only stat that I might miss is SIZ actually.

A new &quot;build your own spell&quot; magic system or a &quot;weave it from the runes on the fly&quot; would be good, and it could be written in such a way as to be backward compatible with other d100 games.

However, none of this adds anything to what is a good simple iteration of d100, and I&#039;d say a book of alternative magic systems could be written under the OQ banner as a new sourcebook, it doesn&#039;t require a new core rulebook.</description>
		<content:encoded><![CDATA[<p>I have run both OQ and MRQII this year and I have to say that Characteristics are redundant. Talislanta replaced them with a modifer, as has True20, but I&#8217;d say in a d100 game one could simply remove them. Derive skills from culture and experience, then derive HPs from Resilience and MP from Persistence, some kind of Initiative/SR comes from your combat skill.<br />
I liked the combat manoeuvres in MRQII, but I can&#8217;t really with Combat Actions cycling, so I&#8217;d port the concept, but not reimport CAs.. I found I liked rolling for initiative.</p>
<p>The only stat that I might miss is SIZ actually.</p>
<p>A new &#8220;build your own spell&#8221; magic system or a &#8220;weave it from the runes on the fly&#8221; would be good, and it could be written in such a way as to be backward compatible with other d100 games.</p>
<p>However, none of this adds anything to what is a good simple iteration of d100, and I&#8217;d say a book of alternative magic systems could be written under the OQ banner as a new sourcebook, it doesn&#8217;t require a new core rulebook.</p>
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		<title>Comment on Failed experiments in tinkering with the rules by Simon Hibbs</title>
		<link>http://openquest.d101games.co.uk/2011/04/17/failed-experiments-in-tinkering-with-the-rules/comment-page-1/#comment-1883</link>
		<dc:creator>Simon Hibbs</dc:creator>
		<pubDate>Wed, 04 May 2011 13:57:01 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=106#comment-1883</guid>
		<description>I think D100# and SimpleQuest would all be worthy projects, but they aren&#039;t OpenQuest and would be very different games.

The most promising line of thought is OpenQuest 2. There&#039;s nothing in what you suggested that would require a break in backwards compatibility as long as the system still has the same core stats such as Hit Points, Magic Points, etc. A new magic system that builds on these same core components is just an additional option. Or did your plans for OQ2 include fundamental changes to these elements of the game?</description>
		<content:encoded><![CDATA[<p>I think D100# and SimpleQuest would all be worthy projects, but they aren&#8217;t OpenQuest and would be very different games.</p>
<p>The most promising line of thought is OpenQuest 2. There&#8217;s nothing in what you suggested that would require a break in backwards compatibility as long as the system still has the same core stats such as Hit Points, Magic Points, etc. A new magic system that builds on these same core components is just an additional option. Or did your plans for OQ2 include fundamental changes to these elements of the game?</p>
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		<title>Comment on Mass Combat Rules variant 1 (Optional, non-official) by Paul Mitchener</title>
		<link>http://openquest.d101games.co.uk/2009/11/04/mass-combat-rules-varient-1/comment-page-1/#comment-113</link>
		<dc:creator>Paul Mitchener</dc:creator>
		<pubDate>Tue, 27 Jul 2010 09:52:10 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=44#comment-113</guid>
		<description>For what it&#039;s worth, I&#039;ve now tested this in my OpenQuest: Ancient Rome game.  It works very much as I would want it to.  One could further abstract the &quot;list&quot; of modifiers by giving a +25% bonus (or -25% penalty to the other side) per situational modifier.

Incidentally, the PCs can attempt do something clever (probably gaining a +25% bonus) and something risky in the battle (for another +25% bonus) which should be enough to swing the tide of a fight without guaranteeing anything- exactly what I wanted.</description>
		<content:encoded><![CDATA[<p>For what it&#8217;s worth, I&#8217;ve now tested this in my OpenQuest: Ancient Rome game.  It works very much as I would want it to.  One could further abstract the &#8220;list&#8221; of modifiers by giving a +25% bonus (or -25% penalty to the other side) per situational modifier.</p>
<p>Incidentally, the PCs can attempt do something clever (probably gaining a +25% bonus) and something risky in the battle (for another +25% bonus) which should be enough to swing the tide of a fight without guaranteeing anything- exactly what I wanted.</p>
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		<title>Comment on The Making of OpenQuest by Using OpenQuest to publish - Page 2 - BRP Central</title>
		<link>http://openquest.d101games.co.uk/2009/11/04/the-making-of-openquest/comment-page-1/#comment-14</link>
		<dc:creator>Using OpenQuest to publish - Page 2 - BRP Central</dc:creator>
		<pubDate>Sun, 29 Nov 2009 10:02:53 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=19#comment-14</guid>
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		<title>Comment on Ready made Concepts (Optional) by Newt</title>
		<link>http://openquest.d101games.co.uk/2009/11/17/ready-made-concepts-optional/comment-page-1/#comment-13</link>
		<dc:creator>Newt</dc:creator>
		<pubDate>Fri, 27 Nov 2009 15:07:09 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=72#comment-13</guid>
		<description>Damn you Mr Bray, how dare you point out my mistake and make me go in and edit it out :)

Cheers Simon

;O)Newt</description>
		<content:encoded><![CDATA[<p>Damn you Mr Bray, how dare you point out my mistake and make me go in and edit it out <img src='http://openquest.d101games.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers Simon</p>
<p>;O)Newt</p>
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		<title>Comment on Ready made Concepts (Optional) by Simon Bray</title>
		<link>http://openquest.d101games.co.uk/2009/11/17/ready-made-concepts-optional/comment-page-1/#comment-12</link>
		<dc:creator>Simon Bray</dc:creator>
		<pubDate>Fri, 27 Nov 2009 15:02:52 +0000</pubDate>
		<guid isPermaLink="false">http://openquest.d101games.co.uk/?p=72#comment-12</guid>
		<description>Hi,

 Shouldn&#039;t the trader have Trade as a skill?

Simon</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p> Shouldn&#8217;t the trader have Trade as a skill?</p>
<p>Simon</p>
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