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Mythras (Imperative) differences to RQ6

Mythras (Imperative) differences to RQ6

Postby hkokko » Sat Aug 13, 2016 10:31 am

Regain Footing in Mythras Imperative gives possibility to do so when engaged by rolling for it...

Ready Weapon - explains how to retrieve weapons not nearby...
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Re: Mythras (Imperative) differences to RQ6

Postby hkokko » Sat Aug 13, 2016 10:33 am

We'll likely list the tweaks, but it's a short precis.

Clarified Falling Damage (yes, I was able to squeeze the clarification in while proofing the final file)
We've added-in SEs from the Firearms supplement
Added a couple of new effects such as 'Scar Opponent'
There are no changes to how any of the effects work
Reorganised Animism, and introduced a couple of things from AiG
Introduced Spirit Combat SEs

---these are from Loz



Noticed a small change in Luck Rolls between Mythras Imperative and RQ6. You can reroll or swap the numbers.
Another small one:

Regain Footing in Mythras Imperative gives possibility to do so when engaged by rolling for it...
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Re: Mythras (Imperative) differences to RQ6

Postby raleel » Sat Aug 13, 2016 10:37 am

there is a dice pool for calculating characteristics now. roll 19 dice, assign dice to attributes.
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Re: Mythras (Imperative) differences to RQ6

Postby hkokko » Sat Aug 13, 2016 10:51 am

Blind Opponent SE in Mythras Imperative can have Hard of Formidable situational (it used to be tougher).

There are some special effects that are not on the Mythras Imperative list - maybe they exist in Mythras Full Version.
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Re: Mythras (Imperative) differences to RQ6

Postby raleel » Sat Aug 13, 2016 11:20 am

Passions are now "up to 3", and they have differing bonuses. first one is 40, second is 30, third is 20, and the base value is just stat+stat.

wording on augmenting with passions is different, though the value is the same (1/5th of passion). I like that it is specifically called out here. It also has several nice examples.

digging into it now, I see where all the extra space so as to allow the lower page count comes from. that column under the stylized W on each page must've been near 25% of the page space in the book.

close/Open range aren't in Imperative (I assume for simplification)

Stackability of special effects is not broken out. Instead, it's inferred from context. So, in the aforementioned Prepare counter, a Crit parry against someone might net you a couple of counters available to choose from. I like that a lot.
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Re: Mythras (Imperative) differences to RQ6

Postby hkokko » Sun Aug 14, 2016 4:43 am

There is mention of Dodge skill in Characters on page 9 but most of the rest of the rules talk about Evade.
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Re: Mythras (Imperative) differences to RQ6

Postby ThornPlutonius » Sun Aug 14, 2016 7:21 am

hkokko wrote:There is mention of Dodge skill in Characters on page 9 but most of the rest of the rules talk about Evade.


Re-download the pdf. They initially linked the wrong version of it. Current one lists Evade instead of Dodge.
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Re: Mythras (Imperative) differences to RQ6

Postby hkokko » Sun Aug 14, 2016 8:02 am

Thanks.
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Re: Mythras (Imperative) differences to RQ6

Postby hkokko » Sun Aug 14, 2016 8:08 am

Ranged Situational modifiers list now

"Target partially obscured by cover, mist or twilight"
and
"Target mostly obscured by cover, thick smoke or fog"
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Re: Mythras (Imperative) differences to RQ6

Postby Pat_Henry » Sun Aug 14, 2016 11:59 am

Hm. I notice that Compel Surrender is gone as a Special Effect. Odd.

Was looking at Scar Foe and thinking that should only be allowed as a crit or as a narrative at the end of a combat, perhaps against a helpless or surrendered opponent. Then I noticed there is no longer a mechanical way to compel the end of a combat. I never used Compel Surrender against players, but I've sure recommended it to them as a handy maneuver
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