RuneScape Kingdoms: The Roleplaying Game Reviews

4.2 Rating 19 Reviews
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Content Wise this is a great buy, however mathematically it doesn't make any sense. The lowest possible skill roll you can make is triple 1's yet the lowest TN you can have is 2 making any roll like that, impossible. If that's intentional, how the hell is that fun for players? Secondly magic is entirely unviable economically, casting air strike twice costs the same as entire melee weapons. Casting fire wave Once! Costs the same as a godsword part. And none of the magic has any level requirement. Surprisingly other than that its a solid rule book, except common mistakes like saying "The DM never rolls" yet all the enemy's have attack patterns that the DM rolls for.. Did anyone proof read this?
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Posted 2 months ago
Was worried a bit on the first pdf, some questionable grammar and things worded a bit strange. However I have not noticed any in the full review! 5/5 I can't wait to start playing.
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Posted 2 months ago
Still have not received this week's after release date
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Posted 2 months ago
The product arrived with damaged corners. I submitted a customer support ticket 10 days ago, and have yet to receive a response.
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Posted 2 months ago
Author didn't leave any comments.
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Posted 2 months ago
I just played my first game with a team of 4. Lets start with some downsides. - the rules a not well written and the rules include some mistakes. But when paying attention you can figure it all out - the game can be exploited with loopholes making you very strong. Just don't abuse this - taking more time to go to the boss only influences story base at the end when you are done, nothing else - replayability unknown. Doing the same campaign might feel not different from before, but time will tell and tbh at this moment I don't mind doing the first campaign again Onto my thoughts, the game is easy to learn and it feels like roleplaying and runescapeish. It really feels like you are a clan and everyone is doing its own thing, helping each other and together slowly working towards that boss fight. Every time you have a decision to make if you are helping your group or do you want to finish that side quest for your own goods. Easily said, with all this we had a really good time together. Just ignore the exploit mechanisms, don't overthink everything and its great to play.
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Posted 2 months ago
It's really great and amazing. I play it together with my little brother and we have a lot of fun, because we are also avid OSRS players, so there's a lot of nostalgia factoring into the gameplay. Here's a picture of my croissants
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Posted 2 months ago
I'm disappointed to have to give this only 2 stars, but there are too many flaws for me to recommend this product to anyone else. First, the good things: I think the system is interesting and simple to explain: to determine success or failure, you roll 3d6, and try to get under a target number that is determined by one of the 3 core attributes plus your level in a relevant skill (out of 21 skills). As you level up, your attributes and skills can reach 8 and 10, respectively. It is possible to reach a point where success is guaranteed. Enemies don't roll to hit you, instead you roll to defend against them, and a success means that your armor prevents you from taking damage (depending on the values provided by your armor), plus the amount you succeed by reduces damage further. The physical book feels good, and I haven't found any spelling mistakes yet. I appreciate the lengthy starting section that serves as an introduction to the locations in the world. I'm sure many will be glad that they chose to go with OSRS's version of things, including Great Kourend (which it uses as the location of the Soul Altar) and Varlamore. Wrath runes exist. The armor types go from Bronze to Rune. There is no mention of Orikalkum, Necronium, Elder Rune, or Masterwork armors (although there is a picture of someone wearing Masterwork armor). And indeed, having that many tiers of armor may have been problematic for the balancing of the combat system. And now for the bad things: The book is replete with errors and half-finished mechanics. Bronze and Iron armor have the same values, as do Adamant and Rune. The lead designer has said in the Discord channel that he will publish Errata for these, but it hasn't happened yet. The armor system, which I think is one of the really compelling parts of what makes the system interesting, is just not described well enough, and many of the defence values don't make sense. A pair of Mithril boots is better than any tier of platelegs. Both use the Legs slot, and the boots are cheaper in materials and easier to craft than the platelegs. The platelegs do at least cost more gold to buy, if you're looking to waste your money on the strictly worse choice. Annoyingly, the slots that armor uses are only detailed in the table for crafting them, and not in the table that describes their defence values, so if you go looking to find the defence value so you can put it on your character sheet next to the item slot that armor will use (as you will do in character creation, since you're given some starting armor), you will be left looking around to no avail, unless you happen to check how you would craft that armor. A failure to properly describe the slots that items use also applies to weapons. There's nothing forcing you to use both arm slots for any two-handed weapon. There isn't anything I can find in the rules that prevents a player from dual-wielding a godsword in one hand and a longbow in the other, for example. But, once you find the table with the armor slots, you will learn that you can't wear gloves while holding a shield (both use the arm slot, and one arm slot is specifically for weapons). The crafting rules state that most items will need the Crafting skill, unless they're made with metal bars, in which case Smithing is used, or made with plant ingredients, in which case Herblore is used. Unfortunately, that encompasses almost every single item you can craft. There is nothing about crafting jewelry, or any other use for gold ore, besides perhaps selling it. Redwood logs are similarly listed as a resource you can acquire, but have no stated uses. There is no description of any kind of gear for a character who wants to use primarily Magic. They can just wear metal armor like everyone else. Even a staff is crafted with metal bars. The lack of any wizard robes is jarring, both from expectations that they would be included from the source material, and from the various illustrations showing wizards in robes. The crafting section's introduction is even over a background prominently featuring wizard robes for sale in a shop! Overall, I'm left with the feeling that, from a design perspective, this product is just not finished. The graphic design and actual physical production values are both pretty good, but unfortunately as a game system, there are too many things that just needed more work to be considered finished. I'm disappointed that I had to pay $40 + $20 shipping in order to find out that this product is not done. To anyone considering picking up this game, I recommend that you only do so if you are willing to put in a lot of work to finish this game yourself. Or maybe if they release a pdf version for only a few bucks.
2 Helpful Report
Posted 2 months ago