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Baron Wulfraed

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About Baron Wulfraed

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    Senior Member


  • RPG Biography
    Introduced to RQ2 in 81, subsequently added AD&D. Picked up Traveller. Upgraded through RQ3, AD&D 2nd, and at least three Traveller successors. Player only (my one time attempting to GM Traveller ended up turning into greedy merchants trying to set up profitable trade routes with no adventuring). Last active game was around 95.
    I still prefer RQ's details and lack of levels/classes.
    Found RQ:RiG about 2 years ago (and never knew there were other interim versions after AvalonHill). Trying to get a niece into it -- but found some lacks in the published books, hence my registering here)
  • Current games
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  • Location
    Kent County, MI
  • Blurb
    A grey-muzzle vargr

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  1. The dice were favorable for me when I trial-generated a green elf... STR 15, CON 14, SIZ 11, DEX 16... Practically a California Redwood amongst spruce trees 😲
  2. I'd probably have reversed magic and sorcery... "Wizard" getting sorcery as the typical fantasy system has them spending lots of time studying to learn spells, cults/priests getting magic (aka "miracle from the god").
  3. If you are talking Great Sword -- it is ideal for typical (10x10ft) dungeon corridor. The Great Sword "ready" position is basically held upright, pommel near one's belt line. From there, one can drop the point forward to attack, can rotate body left/right to parry, and either drop to knee for low parries, or do a clockwise/counterclockwise (as appropriate) rotation of the blade (eg: from point up/pommel at belt, to point down/pommel at chest) to do a low parry. The common Broadsword is actually at a disadvantage, since it is often swung starting from behind the back, around the side.
  4. While not listed as "cultural", the Bestiary write up gives "typical" (what I take to be the Quick&Dirty opponent stats) brown & green Aldryami a shortsword skill (along with short spear and small shield -- of course the prime weapon is the elf bow). Page 25 -- Creating an Elf Adventurer -- sets base skill with shortsword at 20%, and the Noble occupation gets a +20% on that. The warrior occupation seems focused on bow and short spear (likely as organized formation fighting -- start with bow, then shift to spear&shield).
  5. Until the canon rules appear, there is https://www.drivethrurpg.com/product/326489/Secrets-of-HeroQuesting
  6. The conversion guide recommends a 50% cut in the wealth of converted characters... Regarding treasure in published adventures it states (page 437 RQ:RiG) Decimation, not simple halving!.
  7. I was about to ask for confirmation of ... Bestiary page 10 (and page 31) The hit point breakdown for Centaurs seems rather high in the printed edition. ... but when I loaded the PDF to do a cut&paste I see the numbers look more reasonable (though there still seems to be a discrepancy on page 31, presuming both are based upon "average" centaurs Page 10: Page 31 I'm thinking both the PDF page 10 table, and a corrected page 31 table, are candidates for https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-glorantha-bestiary-p
  8. I would consider RQ:RiG starting characters to be rather over-powered -- Some of the ones I've generated have weapon stats in the 90-100% range (I've been generating a lot of characters including some not normally considered "adventurer", but don't currently have a gaming group; did get a niece interested and have bought her some of the books [the bundle RiG pack, and the reprint Classic/Apple Lane/Cults of ...]). The weakest character I generated is an Esrolian SCRIBE (STR 9, DEX 10). And she's about on par with the old Apple Lane opponents -- Dagger @ 45%, Self-Bow @ 45% (Her strength i
  9. Hmmm... Back in the early 80s I had a Multiplan spreadsheet using Traveller ship design rules (can't recall if original black books, or MegaTraveller). Someday I should see if the old TRS-80 model III/4 (chassis/power-supply of the III, but circuit board upgrade to the 4) will boot without snapping the heads off the floppies. Though with no serial port, I'd have to hand-copy the SYLK file (or photo-grab the screen pages) to get something that might import into Excel. Lots of table look-ups -- airframe type, tech level, weapons, etc. And I'm sure I missed a few modifiers in the rules.
  10. As I recall, they were picked to explore it after "oppressive empire" guards entering the ship failed to report back. Somehow they managed to avoid triggering ship's self-defense systems.
  11. The largest compatibility matter may be in character strength. The old Apple Lane was meant for freshly minted characters in RQ1/2 -- which tended to mean skill levels in the 25% range and an age of 16 unless you apply (as suggested in the scenario) the "Previous Experience" section of RQ2 (which is way in the back of the book -- my old group in the 80s never even realized that was an option, we started as 16 year olds with minimal armor and likely a small mace; RQ3, OTOH, put that into the character generation phase). RQ2 Previous Experience appears to assume a fixed additional 5 years of age
  12. Too expensive... I propose something more like a croupier's stick, used to move small merchandise and money back&forth across the merchant's counter
  13. Try the Silmarillion... The first part is basically the equivalent of biblical "Genesis"... And I think that's as far as I ever got with it.
  14. So for some time we get swords with really long blades but 1H hilts, which require Conan to swing; a series of short swords with 2H hilts (which provide space between the hands, or one hand on a dull ricasso with the other near the pommel) but coming up ineffective due to shortness of the blade. Then there is coming up with the technique to use a bastard sword. Need a bit of strength to use it 1H where its length may be a hindrance (whoops, just cut my neighbors head off swinging side-arm), yet using it 2H, the hilt is only long enough to fit a second hand, possibly with fingers wrapping
  15. As I recall from SCA lectures/demos (at gaming conventions in the 80s/90s), greatsword usage keeps the weapon on front of one -- unlike broadswords with their wide swings (possibly starting from behind the back). Parrying (more blocking I think, as one can't really deflect the attack) with a greatsword tended to involve twisting at the waist to put the near vertical sword into the path of the attack; low attacks being a tad harder to parry as one either dropped to the knee to get the blade closer to the ground OR one did a "quick" inversion of the blade (rather than hands near waist height wit
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