
I must say RQ6/Mythras has a lot of cool maneuvers making the system more cinematic and colorful but many of these wont scale well much above man sized or other unique critters. Traditional RQ you decide if you want to make a special maneuver then adjust your attack accordingly. RQ6/Mythras uses action points and special effects which may be called if an attack is good enough. This is more GURPS / Hero but still closer to D&D logic than traditional RQ. RQ6 / Mythras uses experience to purchase skills. If you don't use it you don't get better. In traditional RQ skills are increased by use/training/practice. In RQ combat is deadly and whenever possible your want to attack at range or advantage and not have to defend against attacks. Especially when we consider RQ was never designed as a toe-to-toe combat game like D&D. This certainly feels D&Dish more than RuneQuest.

Even if he never really gets into fights. A thug who hides in alleys with a club and bops drunks on the head for their purses will parry just as well as he attacks. Yet in my opinion an assassin who ever has to parry with his dagger is likely a piss poor assassin. Switch to a long sword and unless its in one of your styles your SOL proficiency wise.Īn assassin will parry with his dagger in combat as well as he will attack. You have a Skill % with this Style which is both attack and parry. Like Gladiator Style which might include trident, dagger, net and buckler. They got rid of weapon categories and introduced fighting styles which you have to devise yourself. Even if you always parry with your buckler in combat but you forgot it in the tavern today and have to do without it. So if you have 80% attack skill with your dagger you can parry at the same %. Resilience was introduced and is sort of a catch all like a saving throw vs the traditional Stat vs Stat rolls.Īttack / Parry is now one skill. The stats kind of drop out of sight once play begins, or so it seems. They dropped the resistance table in favor of opposed tests with less emphasis on Stats and more on skills.

It introduced passions, (I know, Pendragon), which while not alignment does set up a preconceived motivational base which the character is supposed to work within. RQ6 and Mythras changed skills from category based to two stat based in most cases. And AH actually has more Glorantha material in the RQ3 Book or Boxed Set than the original RQ2. For me the divorce from Glorantha is a big plus. It was BRP for a fantasy setting with an eye towards realism over cinematic style. RQ2 was a Glorantha game with the setting integrated in the mechanics. To me they feel like D&Dized versions of the RuneQuest mechanics. I have to say RQ6 and Mythras are are good games but they are NOT 'upgraded' RQ2 / RQ3.
