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  2. Atgxtg

    Sword-canes

    But apparently not much more civilized.
  3. tedopon

    Sword-canes

    Sword Cane is an elegant weapon, from a more civilized age.
  4. svensson

    Detailed Maps of Sartar

    MOAR hand drawn colored pencil maps! Old Geeks Rule!
  5. svensson

    Detailed Maps of Sartar

    I just hope we have better cartography than in the RQG Core Rulebook. That stuff is very difficult to read, and every player I've showed it to agrees with me.
  6. Crel

    Warning: Egregious munchkinnery!

    I'd just like to note that IMHO this is entirely good form in a Munchkin thread. But, I do agree that most GMs would likely impose at least some species of penalty on Extension'd Humakti...
  7. So to summarize: Courtly Skills: Default to APP/2 Dancing, and Weapon Skills default to DEX/2 Some skills (Battle, Religion) default to (5). A character gets to pick 4 non-combat skills to add 5 to (instead of just raising to 10) The starting scores from Battle, Sword, Lance and Horsemanship covert into and extra 5 points or 1 "pick", each (depending on if you use K&L or not) Special Cultural skills (Spear Expertise, 2H Weapons, etc) that stat at 10 also are assumed to be worth 5 points or a pick. That looks simple and playable. PK Squires will start off slightly better than before in weapon skills (5 vs a 3) but it's not much of a difference, and that might not be a bads thing. Bringing in a 14 year old squire with a 18 DEX and focusing on weapon skills suddenly starts to look like a viable strategy, with both benefits and drawbacks.
  8. Yeah, as I said earlier it makes aging even worse than it is now, and hurts high attribute characters much more than it helps them, as the difference between 3 and 6 isn't as significant as the difference between 23 and 26 (or even between 13 and 16). Yes, but easier just to ignore it. I like the 15 extra points-or maybe 3 extra picks, pick normal chargen. Probably need to do the same with First Aid, too. So we could give each character a few more picks, but probably suggest the 10's in the relevant knight skills, or just bring back qualification. Yup, althpough I think these could be treated just like a few more "picks" in standard KAP5 chargen. I agree. From what I've seen players quite reasonably don't rely on a skill or try to use if if the value is below 10, as they will normally fail. They might roll some skills when they are "freebies" to get a skill check here and there (like Recognize) , but generally speaking a 2-3 skill is practically useless. For example, nobody dives into the ocean to try and swim in rough seas if they have Swimming 2. Not unless their boat is sinking or something.
  9. Today
  10. Yes it would deviate. The idea was to make APP and DEX more useful than they are currently, especially for female characters, as APP is thier highest attribute but has little merit in game. Greg had a rule where APP over 15 added to social skills, which most of us considered to be more of a deviation, but ultimately I think some sort of devation/chanfge is required to make APP work. Yup, but a 5 isn't much different than a 3. Neither is a skill I would want to rely on. A second thing about it is that by the RAW if a PK picks up a weapon that he has no training in, such as an axe, he has to chance of hurting someone else, barring modifiers. If that were the case then practically nobody would get killed by axes, lead pipes and knives today, as relatively few people are skilled in using them. For example, I've never trained with a spear, but I'd be willing to bet you money that if I fought someone else who had to training either, one of us would get hit. I don't think it would. It would be much simpler just to look at the Attribute/2 as the "floor" for such skills, and only as the floor. That way it would only need to be worried about if and when players improved thier DEX or APP, and only for those skills that hadn't been improved above Attribute/2. Yes. That's just it. As things stand now SIZ is the most important attribute, CON is the runner up, and STR puts in a good show. DEX is nearly useless to PKs -it's major uses for PKs is in Move rate, where it might be worth a difference of 1 point, maybe 2 if someone goes all in on DEX, and Knockdown where it is partially replaced by Horsemanship, and is still outclassed by SIZ (it's better to be bigger and not to have to make a DEX roll in the first place). DEX used to be somewhat more useful, with the double feint, but that's gone. APP is even less useful tthan DEX.. So the goal is to find ways to make DEX and APP more useful and worth improving. Just what ways, and how useful are the questions.
  11. Just to note quickly that it was solely for APP, never intended for DEX, and that I much prefer the default skill suggestion. Totally agreed; it would totally suck to lose a point each from your Sword 23, Lance 21 and Horsemanship 21 simply because your DEX dropped by one. Especially since you wouldn't be getting it back even if you increased your DEX up again. DEX & APP should only adjust the defaults. As soon as you use the points, they become immune to being lowered if the underlying stat drops. This also keeps down the bookkeeping, since... Easily done. Just have 'D/2' or simple 'D' on all DEX defaults and A/2 or A on all APP defaults. As soon as you use points or get experience raises, replace with a number. Done. Mind you, if the default value becomes higher than your raised value (unlikely, since this requires at least 3 DEX or APP raises after chargen), then I'd be fine letting the default value take over again: you are relying on your inborn abilities again, not so much what you learned. Let's make Sword, Lance & Horsemanship start with (DEX/2)+5. That way, DEX 10 guy starts with skills at 10, but DEX 15 guy starts with skills at 13, gaining some benefit from those DEX points, but allowing the average DEX guy still qualify for knighthood. Alternatively, those 15 points could be extra skill points, allowing DEX 15 guy to focus on other skills than combat skills. Speaking of, we could do the same with those non-combat skills at 10; instead make them default+5. And the one skill at 15 could be default+10, max 15, use the extra points for something else. This way, you don't 'waste' your default points. Assuming they didn't use the stat as a dump stat, yes. I see this a bit more as a feature, since when the skill is 2-3, it is so difficult to succeed that the players don't often even bother to try, unless I prompt them to roll. Also, they seldom increase those skills, since even spending a yearly training means that they are still below 10. Having the defaults around 5 means that they can pick up new skills a bit more easily, and hence are more tempted to do so, than focus just on a couple of skills.
  12. Cornelius

    Experiment- Endurance Points

    So in essence you make lighter armor more interesting and it reduces the need for heavier armor. what would then be the reason for a knight to actually wear heavy chainmail or even plate? In a normal KAP game I would not want this. It is after all the game where you have the knight in shining armor. Usually I would expect the reduction of armor be offset by some other gain than endurance in a combat.
  13. Jeff

    Detailed Maps of Sartar

    Here's a detail of the Nymie Vale and the Streamvale near Clearwine Fort, which is the stomping grounds for the default campaign location.
  14. Cornelius

    Underage Knights and Inherited Attributes

    I am not against higher default values. It was just to point out that it would deviate from the current system. It would also mean that every PK has a fair (around 25%) chance on succeeding in untrained skills. The bookkeeping. It would require that the charactersheet makes clear which part of the skill is from the STAT and which is from the training. Currently there are other systems that use this method as well and I do feel that it means much more bookkeeping. Skills do not change every session (at least not in mine), so you would probably only have to recalculate during a winterhase. And it would mean that you cannot make 'bad' choices as the point used in training are still there. I think we all agree that we do not want any of the STATS to be just a dumpstat, in order to get some good scores. We want them either to make a conscience choice to have high and others lower or have their Attributes roughly around 10-12. So I do not see a downside here.
  15. gochie

    Warning: Egregious munchkinnery!

    Like it or not, you're welcome to house rule it as "Arrow Trance", but RAW, it isn't. I definitely wouldn't blame any GMs if they chose to house rule it though.
  16. PhilHibbs

    Warning: Egregious munchkinnery!

    I know it's an "appeal to authority" but Jeff agrees. So it's really just an omission.
  17. g33k

    Warning: Egregious munchkinnery!

    I agree that a "trance" is implied by the names of those spells. But the explicit overrides the implicit, and when one spell explicitly describes a multiplicity of "trance" effects, and another spell does NOT... I find no other reading than that the trance-free spell is ... well ... Trance-free.
  18. PhilHibbs

    Warning: Egregious munchkinnery!

    Implicitly, pretty much the dictionary definition of implicit.
  19. g33k

    Warning: Egregious munchkinnery!

    Except it DOESN'T say so. Arrow Trance does say so, Sword & Axe "trances" do not. Under the RAW, there explicitly IS NO "trance" effect with the melee versions of the spell.
  20. jajagappa

    Warning: Egregious munchkinnery!

    Exactly how I'd apply it. And the lack of food/water/sleep while in the trance could well turn your happy-go-lucky Humakti into an undead sword-wielding monster which the other Humakti have to hunt down. ☠️
  21. PhilHibbs

    Temple Defenses

    There's no such thing - so far - in RQG for sorcery, only for spirit and rune.
  22. Max_Writer

    Role Playing Journals

    The Call of Cthulhu Down Darker Trails Catastrophe Engine Campaign continues. Two others go in search of Professor Brandon Stalloid and eventually find him south of the border. Can they stop the bandits and recover the Dragon Cannon? On April 14, 2019, the campaign continued with session two of the original scenario "Fire of the Orient" The role playing journal of the game session is here: https://www.yog-sothoth.com/blogs/entry/3428-fire-of-the-orient-session-two/ Additionally, a playlist of eight videos of the game session and a highlights video is here: https://www.youtube.com/playlist?list=PLonZ7fuFAFDrJlds4iev_RbcgwtlMWdE6 Players were: James Brown as Jack West (gunslinger) Samantha Underwood as Jane Bloomberg (bandit) Yorie Latimer as Professor Brandon Stalloid (scholar)
  23. Richard S.

    Temple Defenses

    Well do they even have to be cast by the Wyter? I don't know too well how sorcery works in RQG, but I think in previous editions at least you could make sorcerous enchantments to defend against intruders. "When a person passes X, check to see if they belong to Y. If not, cast Finger of Flame 10."
  24. Atgxtg

    Religious conversion

    Yeah, although with the Grail procession a conversion might not have been required. It's an item that has as much Pagan history to it as Christian. A lot of British Christian stuff in KAP is a mix of the two religions.
  25. Craiger

    Religious conversion

    I'm currently playing a pagan knight that has converted to Christianity. (He witnessed the procession of the Grail, and the healing powers the grail had.) All of his stats are still pagan stats, and I role play him as a new convert that is trying his best to understand his new religion. It has created a very interesting story arc. I really think it's all about how your player portrays him.
  26. svensson

    Layered Linen - Another Look

    Nevermind the Aztec /Central American equivalent of the ichcatlhuitpilli [EEK-ca-tl-hweet-pill-ee] or literally 'cotton shirt'. It was a sleeveless, quilted cotton chest and abdomen protector that was pretty much standard issue for Azeteca and Tlaxcalan armies. The way I handle this stuff is more classic RQ2... Soft Leather /Quilted cloth = 1 pt. Thick furs /Hides = 2 pts. Cuiboulli = 3 pts. Lightly augmented leather [bezanted jack or sewn rings] = 4 pts. Heavily augmented leather [scale or splint lames on leather] = 5 pts. Only soft leather /quilted can be worn under a heavier armor. The armor points and ENC stack in this configuration. Armor [especially leather based armors] requires maintenance. Expect to pay for repair and refurbishment on a regular basis [at minimum seasonally in Gloranthan terms if it is worn more than twice or three times a week]. And don't forget to wash your under-armor [gambeson /aketon /whatever] unless you want every creature within a square kilometer to know exactly where you are by scent alone. My basis for these beliefs is about 10 years of fighting heavy in the SCA wearing laced leather lamellar armor. On average, I wore the armor once a week and even waxed cuiboulli can and will soak up sweat. This is not a 'dainty' odor. Therefore, I developed an annual maintenance routine wherein I regularly washed my gambeson, annually saddle-soaped the interior of my armor, annually checked rivets and stitchings, and re-laced the whole cuirass about every other year. But let me note that while I was getting bashed about by several different species of clubs, my armor didn't face bladed weaponry like arrows, axes, spears, or swords [that is, real ones not SCA equivalents] that would cut laces, pierce leather or crush lames, etc. All that would have obviously cost more maintenance time and money.
  27. PhilHibbs

    Logician - seriously OP???

    I wouldn't allow ticks for anything rolled under a Logician bonus.
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