The Macy Conventions: A RuneQuest house rule

As is my wont, I’ve been noodling on some older games that have come up in conversation recently, and in particular RuneQuest 2e. I ran a RuneQuest campaign, back in the day, and I’m pretty sure we started with 1st edition, and later switched to 2e (or maybe I just did a different campaign of 2e… wouldn’t be the first time my memory of those long ago events was a little blurry). There were a lot of things I liked about RQ, and later the whole BRP line, particularly Call of Cthulhu, and its percentile dice system was one of the easiest things ever for players to grok. Your skill at driving was 32%, cool, roll under 32 on the percentile dice and you’re golden. Now, what exactly it meant to fail that roll when it was something as mundane as driving was a matter of interpretation and sometimes heated debate, but the basic principle couldn’t be simpler.

But I was never quite happy with the way things like criticals and fumbles were worked into the roll, or in RuneQuest things like impaling with your pointy weapon. The basic rule, with many variations on the exact numbers, was always something like compute 5% of your skill, if you roll that or less you’ve scored a critical hit. For instance if your skill was 100, then 01-05 was a crit; if your skill was 50, then only 01-02 (or maybe 03 depending on rounding). An impale would be similarly 01-20 with skill 100, while proportionally less the lower your skill. Fumbles were the reverse, though explained rather confusingly as starting at 5% (96-00) for skills less than or equal to 20 and being reduced by 1% for every full 20% in your skill (97-00 for skill 40, 98-00 for skill 60, etc.) This meant that unless you were great at mental arithmetic, you had to write down your critical, impale, and fumble range for each and every skill on your character sheet, updating it whenever the skill improved. And if you reached the point with skills at 100+ where you could split your skill into two actions with any division you liked as long as both were at least 50, recalculating with what you chose at the moment (or sticking to a split that you precalculated). Bleh, and double-bleh.

So, I’ve come up with a dice-rolling method for RuneQuest, BRP, and really any other percentile system that I really quite like. As far as I know this is original, though my memory being what it is and with all the time people have spent fiddling with things like this some pieces of it may have been published elsewhere and I’ve just forgotten running across it. As far as I can tell glancing through my Chaosium books, though, none of them have used this, sticking to variations on what I’ve laid out above. I think RoleMaster had a special convention for 66, maybe for all doubles, but I’m hazy on the details. Here it is, though, for your entertainment, with a tip of the hat to the famed Perrin Conventions that started the whole RuneQuest thing, the Macy Conventions:

The basic idea is to read the percentile roll cleverly, to simulate (more or less) the odds that calculating it the old way would have given you, and incidentally incorporating the 1d20 Hit Location roll into the same roll through more shenanigans in how you read off the result. Moreover, we want the whole thing be so simple and easy to remember that you wouldn’t have to keep looking it up once you understood it. Basically all doubles are special, either a crit or or fumble based on whether the roll qualifies as a hit or miss.

Special Results

  • Critical Hit: Any doubles (11, 22, etc.) that would normally hit
  • Fumble: Any doubles that would normally miss
  • Special Effect (Impale/Slash/Crush): Any roll that would normally hit with a 0 in either digit
  • Always Hit: 05 or less
  • Always Miss: 96 or higher

Hit Locations

Read the ones digit of your roll:

  • If tens digit is even: Use ones digit as location (0 = 10)
  • If tens digit is odd: Add 10 to ones digit

For reference the following is the hit location table from RQ 2. I haven’t really given much thought yet to whether there’s a way to simplify it to reduce the need to look it up, but the one look-up doesn’t strike me as that burdensome compared to the original. And of course if anybody finds the process of checking the tens digit this way a pain, they can just roll a separate d20. You probably should roll the separate d20 when you crit anyway, so crits don’t cluster in a couple locations. But for Ernalda’s sake, roll it at the same time as you roll your damage!

Humanoid Hit Location Table

D20AreaDescription
01-04Right LegRight leg from hip joint to foot
05-08Left LegLeft leg from hip joint to foot
09-11AbdomenHip joint to just under the floating ribs
12ChestFloating ribs to neck and shoulders
13-15Right ArmEntire right arm
16-18Left ArmEntire left arm
19-20HeadNeck and head

Example: if you hit with a 27, that’s location 7, so left leg; if you hit with a 37 that would be 17, so left arm.

Examples

  • You have a skill of 39.
    • You roll 33! It’s a crit, and strikes the right arm (13)!
    • You roll a 55! It’s a fumble, roll on the fumble table.
    • You roll a 19! It’s a hit.
    • You roll a 20! It’s a hit to the abdomen (10), and the attack impales/crushes/slashes depending on your weapon!
    • You roll an 07! It’s a hit to the left leg (7), and again the attack impales/crushes/slashes.
    • You roll a 70! It’s a miss.
  • You have a skill of 65.
    • You roll a 34, it’s a hit to the right arm (14)!
    • You roll a 44, it’s a critical hit to the right leg (4)!
    • You roll a 66, it’s a fumble!
    • You roll a 100, it’s a fumble!
    • You roll a 01, it’s an impaling/slashing/crushing hit to the right leg!

Stuck Weapons

Addendum: I had forgotten that a successful impale left the weapon stuck in the target unless you rolled again immediately looking for double the chance of an impale, i.e. if you had 4% chance of impale, you had 8% chance of freeing the weapon that same turn. On subsequent turns you just had to roll an ordinary hit. So:

Freeing stuck weapon: roll again, looking for a hit with either 0s or 1s on either die.

Later turns it’s still just looking for an ordinary successful hit. Automatically successful after 5 turns trying, just as in the original rules.

A Look at the Odds

So, how close is this method to the original? The answer is pretty close. Crits are about twice as common, but ranging from 0% if your skill is <11 to 9% if your skill is 99+. For instance if your have skill 25 you have 2 chances in 100 of scoring a crit (11 and 22 instead of just on an 01); if you have skill 99 you have 9 chances in 100 (11, 22, 33, 44, 55, 66, 77, 88, 99), while a 91 score it would be only 8. Fumbles are the same but in reverse, just being more common at lower skills and less common at higher ones. Double sounds like a lot, but twice a small number is still pretty small, and at least some later editions of RQ switched to 10% of the skill anyway, to make the calculation easier and the combat more spicy.

Chance of impalement (or crushing/slashing if you use that option) is a bit closer to the original. Once you get past 10% skill, you have 9 chances to impale (01-09) + 1 chance for every 10% more skill. So at 50% skill that would be 14% (01-09, 10, 20, 30, 40, 50) instead of the original 10%, while at 100% it would be 18% instead of 20%. My experience is that differences that small are very hard for the players to even perceive, though your mileage may vary, and it’s not like the original was arrived at by any rigorous examination of the odds in real combat.

The always hit/always miss odds are straight from the original, while the hit locations are nearly identical: there are exactly 10 digits on the ones die, and exactly half of the the digits on the tens die represent adding 10 to get the upper half of the d20. The nearly part comes from the fact that since 00 is always a miss, you only get 4 out of 100 ways of rolling a 10 (20, 40, 60, 80). All the others are spot-on. There’s also the slightly odd fact that the always hit numbers are always going to be blows to the legs, but I’m not sure I’m that worried about it; if I were I could say that if you roll an automatic hit then you roll a d20 for hit location instead of just reading it off the dice. Is the one special case better or worse than people’s legs being slightly more vulnerable than the rest of them?

Characteristic Checks

Don’t multiply by 5 and roll under the stat, just roll a d20 directly against the stat. Unless you plan on using the crits and fumbles rules on the stat checks, it’s mathematically identical.

The Unicorn Tapestry: Gaming Summary, May 1, 2005

Last night was the fullest house I've ever seen at Josh's, and possibly the fullest on record. Every current member was present, and we even had a guest! You might imagine that most of the evening was lost in idle chatter with no role-playing at all, but you'd be WRONG. Even deprived of the dining-room table, seated on the far-too-comfy couches, there was role-playing, in-character banter, and even advancement of the plot. Hang on, kids, this one could get rough.

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The Enchantress of the Burning Wood: Gaming Summary, April 10, 2005

It's recappin' time! Last night, we caught up with the characters from NuNeng. How new are they? So new, they don't even have a decent name for their party or their campaign yet. How about “Swiftside Story” for the time being?

When we last left our intrepid party, they had agreed to carry a message to the Enchantress of the Burning Forest. (Or, rather, Thamon had agreed, and hired the others to come along.) The previous session ended on the cusp of an encounter, and as we pick up the trail, an encounter there was….

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Hostile Takeover: Gaming Summary, March 20, 2005

We had two new players join us: Liz and Sean. Welcome to the group, hope you survive the experience!

After another longish hiatus, we returned to the Borderlands. Upon their return to the city following the events at Hill College, Tamsin realized that she would have to have the werewolf damage to her employer's van repaired, preferably before her employer found out about it. After dropping Chucky, Fitz (who promptly remembered a previous engagement on the other side of the world and left without a forwarding address), and Obediah off at the theater, she consulted the rolodex at the detective agency and found the name of a body shop, the Fratoni Bros., annotated in Victoria Savage's neat handwriting “doesn't ask questions.” Deciding that this was just the ticket, she took the van there, dropped it off, and took the Fratoni's up on the offer of a cab ride back (chargable to the agency, natch). Her driver was the loquacious and colorful Vinny Fratoni [Sean], just back from a deuce up-river.

Meanwhile, art-student and reluctant seer Veronica Snooty-Mc-Snoot-Snoot (did we ever get a last name?) [Liz] was soaking up the ambience of Chinatown when she noticed two things: 1) Obediah, sweeping out in front of the Chinese Theater, whose aura told her that he was her Knight in Shining Armor. It didn't explain further, auras being tricksy that way. 2) the grungy theater itself, which was clearly being haunted…by the theater as it existed in the forties. She'd seen plenty of ghosts before, but never the ghost of a building. Bemused, she offered Obediah a twenty and a date to get something to eat. He led her inside and offered her popcorn and a swig of “butter.”

Upon their arrival outside the theater, Vinny's cab died completely and mysteriously. Tamsin led him into the theater to use the pay phone to call his cousins at the shop, and then dashed across the street to leave a note for Victoria Savage. Fortunately or unfortunately, Victoria was already back from her trip, but had a message for Tamsin: a tall, dark, handsome young man had left a letter for her, on nice heavy stationery with a big monogrammed M. Inside was a dinner invitation for that evening to Le Petite Chi-Chi, signed “Bobby.” After some brain-wracking, Tamsin managed to remember having met the mysterious Bobby M, adventurer and raconteur. She hurried back across the street to check in with Chucky and Obadiah and ask their opinion on the propriety (and perhaps safety) of meeting with him given the peculiar circumstances of their first encounter in the Borderlands.

There was some byplay in which Obediah attempted to buy Vinny's cab from him for the twenty that Veronica had given him, and was informed that would get him four lug-nuts worth of cab, which triggered in his befuddled brain the singular desire to own a cab and prompted a side-trip to a chop-shop down the street to buy a bumper.

In the theater, Veronica explored a bit, finding the ghostly regulars in the balcony watching the double-bill: Seven Deadly Venoms and Seven Brides For Seven Brothers (Two Two-Star Movies! That makes Four Stars!). Meanwhile, Vinny was explaining to his cousins that a) they fucked up his ride, and they needed to send out the tow-truck toot sweet and b) he was “parked” outside the very theater in which legend had it Little Joey Two-Shoes, the hitman's hitman, was last seen on this Earth. Veronica could have told him Little Joey was watching the women sobbin', but nobody asked. Unfortunately for Vinny, the wrecker was out on a call, and the Eurotrash Lawyer, M. Lucerne chose that moment to make his dramatic entrance.

Announcing that since they had tried the easy way and gotten nowhere, his Consortium was now going to do it the hard way, he gestured and all the doors slammed and the shades pulled themselves down. He then removed his swanky sunglasses and revealed his glowing red eyes. Combat ensued.

Fireballs were thrown, arts were martialed, .38 Saturday Night Specials were emptied unsuccessfully except to ruin a nice French suit and cause Lucerne to reveal his game-face: that of a 7' tall yellow and red, horned, leathery-winged demon. Chucky conveyed the notion to Victoria that it would be helpful for her to use her artistic talents to copy one of the plaques from underneath the counter onto a piece of paper, while he lured the creature upstairs. Tamsin ran around putting out the fires, while Obediah used his special talent with doors to open the emergency exits in the rear of the theater and let out the panicked ghosts. Vinny attempted to drag Veronica to safety, but received a short sharp shock to the family jewels for his troubles, and she went back to her calligraphy.

Chucky managed to lure Lucerne to in front of the Closet of the Vortex (don't ask) and Tamsin, exclaiming “You forgot about me, Huh?” slapped Veronica's finished work on Lucerne's back. Lucerne lunged, Chucky powered up the Paralysis Character while performing a sacrifice-throw, and Lucerne took a short trip and a long fall to nobody-knows-where.

While this was going on, Vinny recovered, and exited the building through the doors that Obediah had opened. There in the alley, he found a giant rat in a Zoot Suit, being noisily sick. Hurrying the other way, he came out into a typical evening in the Borderlands, i.e. Film Noir New York by night, circa 1940, casting by way of Midsummer Night's Fever Dream. Noting the presence of a mounted policeman (and on second take, that the mount and the policeman were one and the same: a centaur), he quickly pocketed his gat (cause John Law is John Law, no matter where you go), and made his way back to the alley and back into the theater. Once back inside, and finding himself able to exit by the front doors into normal New York, he went to the nearest liquor store and got himself some scotch, then returned to the theater to demand an explanation of the goings on. Tamsin rushed home to change for her date, while Chucky tried to explain the advantages of taking the blue pill, but Vinny was made of sterner stuff. Obediah went outside, popped the hood of Vinny's cab (another of O's skills), and discovered a gremlin chewing vigorously on the wiring. He chased it off with a broom, and the cab was once again operational.

Vinny ended up driving Tamsin to her date, now that his cab was back in service, and hanging around a bit off the meter in case she needed any help, but the date was largely uneventful. Bobby M. was just back from doing a favor to a friend, by preventing the moon from being consumed by nanites, and seemed genuinely interested in dating Tamsin for the usual boy-girl reasons, with no obvious ulterior motive. She did find out from the waitstaff that Bobby was, as claimed, a regular at Le Petite Chi-chi, and that his last name was Munchausen. She also found out, from Bobby, that Lucerne and his Consortium were famously bad news and legendarily not folks that you got the better of business deals with. Bobby drove her home, and kissed her good night.

Big Wolf On Campus: Gaming Summary, September 26, 2004

Alert the media — two Borderlands sessions in one month! Surely the End is Nigh!

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The Haunting of Hill College: Gaming Summary, September 12, 2004

Barbecues, weddings, and illness have kept us away from the Borderlands for some time, but no gamer can stay away forever! You may want to read the entry from July 19 before clicking the link below.

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Who needs a Thief?

In the continuing story of the 3 Palidinos (and thieHHHHcleric.. and the monk) we revisit the dungeon “Back to the Adobo!” Placido continues his plummeting ways, we discover how many kobolds can dance on the head of a spear, and why you should always search piles of rubble.

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Re-Enter the Paladinos: Gaming Summary, August 15, 2004

The Borderlands campaign didn't continue last night, because Wendy was off doing something. (Pennsic, was it? I don't quite recall…maybe if she'd ever mentioned it before, I'd remember.) So we played D&D. Specifically, we continued the Three Paladinos campaign from way back in May, except there was only one paladino this time: Placido (Paul), who was joined by Ogden the halfling thief…er, cleric (Doug), and Maelwyn the elvish monk (Brian, who created the character in defiance of the party's obvious need for a thief).

The party ventured back into the lower level of the dungeon the Paladinos had traversed before, and proved themselves against (in order) a zombie, an empty room, a pit trap, a goblin with a bow, a wolf, a succession of long, twisty corridors, and a dark mantle (bet you thought I wasn't listening when you told us about that last one, huh Josh?). The real danger, though, came from Brian's ineptitude at mapping, the party's ignorance regarding looms (and their uses in escaping from pits), and Doug's “Towlie” voice.

Meet Miss Hiss: Gaming Summary, July 18, 2004

Welcome back, true believers! It's been a long, long time since we've visited the Borderlands campaign, but that's what we did last night. If you want to read the last entry before proceeding, you'll need to go all the way back to May 24.

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The Sewers of Old New York: Gaming summary for 5/23/04

As I wrote the recap for this week's session, I realized that several names were tossed about, and I didn't manage to remember any of them clearly. At the time, I figured that getting people's names wrong was in character for Fitz, but it does make the recapping harder. If I got anything wrong, let me know, and I'll edit accordingly.

Editor's comments in bold

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