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Baron Wulfraed

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  1. That's half the fun of RQ2... And my Gamemaster used the system I've adopted for characteristic rolls -- Best 3 out of 4 D6 (RQ2 didn't use 2D6+6 for SIZ and INT, one of my characters was only around 5 feet tall, swinging a 4.5 foot bastard sword one handed [low SIZ, 18 STR and whatever DEX was needed]) Fumbles (and other combats) I remember from the mid-80s: Sprain ankle (I seem to recall), helmet twisted around, lose three rounds to get it straight. So I sat their for three rounds resetting my helmet while a troll-kin is taking free swings at me... AND MISSING EACH TIME. I got the helmet straight, picked up my weapon -- and troll-kin surrendered in shame. Hit nearest friend, do max damage (this was the above shrimp with the bastard sword, and we'd had time to increase skills and armor by then). Based on discussion of who was standing where, the "nearest friend" was just behind me on my off-side -- which means I had to have swung round-house, gotten dragged by missing the opponent and twisted around for the sword to hit said friend. As I recall, between armor and chest HPs, my hit left him with one HP in the chest. Basically held together by his spine. Not quite a fumble, and with more advanced characters than beginners -- I had an elf using a rapier from the back of a trained horse (wimpy elf -- he had to take strength training to use a bow, since one had to have bow skill before being allowed to grow an elf-bow as I recall). Had a fight with another mounted opponent. Our horses were doing more damage to each other than we were -- in fact, both horses were killed in the same melee round [had some jokes about that as my /stallion/ was taking a bite out of the other's hindquarters, which came down from a rear&plunge on my horse's head/neck]. Both of us managed to roll clear of the falling animals and got to our feet. Opponent took a look around before combat resumed, and realize he was the only one left from his side, my party was standing around watching... Another surrender. And one great mistake... Our mounted party, at the time not realizing how effective a double row of set pikes could be, charged the pikes. Lost at least half the horses. We tended to run two characters so if one was killed we still had a role in the session. Out of my two, one lost horse, but recovered on foot [think it was the same bastard sword shrimp]. Foot character started up between the two lines of pikemen, basically taking one swing at each in passing. Remaining mounted character was about two strike ranks behind, zig-zagging the horse across the lines, taking swings at the opponent the shrimp had just moved on from -- so opponents had choice of defending against shrimp with big sword, or defending against mounted character with damage bonus; at that short range, pikes weren't of any use. ADDENDUM: out first characters basically were allowed to wander from town, and our first fights were with the keeper of a "troll-bridge" -- after the keeper had been replaced a few times we concluded it was cheaper to just pay the few coppers to cross [by that time we had enough to afford it]. Roving bands of troll-kin were the most common enemy until we'd gotten to a middle level and made initiate status, and started encountering broos [my GM's bad punning: they were led by a chief named "Mila Waukee"] The highest any of us reached was just up to priesthood (RQ2 cults had both RuneLord and RunePriest for Humakt] -- and I had to buy my way into the priesthood (donations to cult earned x% to the chance of acceptance -- so donate enough to bring success to 95%, no need for more as 96-00 is still failure)
  2. "Draconic Eurmal" escaped Glorantha and ended up in Equestria, under the name "Discord" 馃馃惒
  3. RQ2 (and the "Classic" reprint) generates characters that are basically 15 year old (kids by modern standards) likely using a tree branch as a mace/club wearing the equivalent of a heavy carpet for armor <G>. I don't recall my group ever using the "additional experience" rules. RQ3 made "additional experience" standard, based upon "parents occupation" and a 1D6 (or was it 1D4) roll to determine age and corollary occupation increases -- one roll per skill per year). Starting characters in RQ2 need to run at least a game year as lay member before even attempting to become cult initiate. RQ:RiG assumes a flat age of 21 by end of character generation, so occupation and cult skills are single numbers representing accumulated skills over the years. So... RQ2 beginners tend have skills in the 25-40% range. RQ3 tended to have skills in the 35-50% range. RQ:RiG tends to be 75% or greater (as my first generated character reveals -- 115% Broadsword).
  4. So, if unmolested, a character with a battle axe (1D8+2 => 6.5 pts average damage) only requires 5 hits to breach the wall... If they have the common +1D4 damage bonus, it only takes four hits to breach. I'd suggest it is time to take up residence in some caves as the cave mouth is more defensible than multiple potential breaches spread across a long wall.
  5. I'm not that crude... The other two ducks I practiced on are Hua'rd and Drake Anatidae. My dog pack also has a Lycaon Pictus, and Kai O'tei (the latter being an entertainer -- stretching Issaries "communication" skills; Eurmal might have been more appropriate but I couldn't play to the restrictions).
  6. Just some more musing on that data set. It is commonly accepted that, for a normal distribution, 95% of the data falls within +/- 2 standard deviations of the mean. That means each tail holds 2.5%. So... 78.6 + 2x7.5 => 93.6 -- pretty close to that 92 point cut-off in the rules for adding 3 pts. Any character with such a sum is already in the upper 2.5% of the population (and anyone with stats <63.6 is in the bottom 2.5%) The sidebar suggests rerolling if characteristics average 12 or less -- but 7x12 is still only 84 So 95 points total (BEFORE RUNE modification)... Basically everyone is "Batman" (I'm not going to load up R and check books on how to extract probabilities matching values) -- probably in the top 2% if not higher. Think I'll stick with my modified rolls (which is what my GM used in the mid 80s). They allow enough variation in characters to make some interesting to play (the occasional wimp vs the beach bully -- if anyone remembers those advertisements), while averaging just below the 92 point range (ie; an average below "Batman"). Sure, there is a potential for a "Hulk" (to cross comic franchises) to pop up. Like my "Varg Fenrirson" light cavalry at 114 (with Rune modifiers) vs "Dhi Ngo" scribe at 90 (with Rune assist) [or "Phydeaux" philosopher/sorcerer also at 90].
  7. BamBam was adopted -- he's really a Neanderthal living among "normal" people. 馃檮
  8. No, as I didn't generate characteristic sets -- only raw 3D6 (and modified 3D6), and same for 2D6+6. The first 36 (I'm sure no one wants to see all 10000) rolls are: The headers use "r" for straight roll, "b" for "best n out of n+1". Of course, only INT and SIZ use the 2d6p6, everything else is the 3d6 -- and as the skewed plots point out, it is INT and SIZ that gets the most benefit from the "b" version. One could take five rows of the 3D6 and two rows of 2d6p6 from the above, and repeat a few times going down the list. For the shortness of the list, randomly selecting ("with replacement") a row for each characteristic would allow better results to be determined (mean and standard deviation for each pair of sets). Okay, you got me curious. Using the data set I'd generated for the first comparison, I just scratched up a Python program to load that set, then select rows randomly to fill five 3D6 and two 2D6+6 slots (for both straight and modified -- using the same row for each type), summed the "characteristics" and generated a few statistics on them. I generated 10000 such sets of characteristics Straight Rolls - Mean: 78.6146 Standard Deviation: 7.463379733318169 Max: 103 Min: 49 Modified Rolls - Mean: 90.1627 Standard Deviation: 7.1495412652862145 Max: 114 Min: 64 I've run it a few times now, so picking different sets of rows, but the results are coming up fairly consistently -- upper 70 for straight, and around 90 for modified. Histograms attached. The results do feel a bit low, almost as if the die was 0..5, not 1..6 -- but... def rollnd6(n): return [random.randint(1, 6) for x in range(n)] For comparison, two more runs (no histograms). Straight Rolls - Mean: 78.4442 Standard Deviation: 7.4754581536826725 Max: 107 Min: 51 Modified Rolls - Mean: 89.9858 Standard Deviation: 7.144501574656908 Max: 115 Min: 63 Straight Rolls - Mean: 78.4146 Standard Deviation: 7.437152544071984 Max: 109 Min: 50 Modified Rolls - Mean: 90.003 Standard Deviation: 7.171536383049963 Max: 118 Min: 61 Note that those results for "straight" rolls are mathematically valid. The average for a D6 is 3.5, 3D6 => 10.5, 5x 3D6 => 52.5; 2D6+6 => 13; 2x 2D6+6 => 26; 26 + 52.5 => 78.5. If one is rolling fair dice per the rules on page 53 of the book, practically everyone is going to be adding 3pts (which only brings the average to 81.5 -- still much below the "92 points or less" clause). Even using the Modified rolls, 50% of the characters will qualify for the 3pt addition! .1
  9. Page 73 (emphasis is from the book): Assumption is likely that one has sacrificed POW as an initiate during the "prior experience" period.
  10. Spent the morning generating 10,000 random rolls of 3D6, best 3 of 4D6, 2D6+6, and best 2 of 3D6 + 6. No, I wasn't sitting at a table with dice and a log sheet <G> Python program that randomly generated the N+1 rolls, summed the first N for the nD6 case, THEN sorted the four and selected the last N (ascending sort) for the n of n+1 cases. Wrote them to CSV file, and pulled in R statistics package (I could likely have generated the data using R, but I'm not that familiar with its programming language). At the simplest view, the means for the best n from n+1 only went up about 1.5 points (3D6: 10.5 => B3of4: 12.2) (standard deviations actually tightened up). However, histograms do show some skew, so that mean may not be the best representation. The skew is most visible in the best 2 of 3D6 + 6 case, not as visible in the best 3 of 4D6 samples) For the best 2 of 3, there is about a 15% chance of getting an 18, vs 33% for a 15. The straight 2D6+6 shows about 5% for 18, and 35% for a 13. For the best 3 of 4, about a 6% chance for an 18, 14% for 14; straight 3D6 shows 1.5% for 18, and 13% for 12. (for some reason -- these plots are a pain; either the min 3 is not plotted, or the max 18 isn't). Boxplot attached (I hope). Left two are the 3D6 variants, right two are the 2D6+6. The thick bar is the median (not mean), and the boxes span the 25-75% quartiles. Shows the spread tightened up for both "best of", and also shows how skewed the 2D6+6 became -- the median is at what was the 75% level of the straight roll mode.
  11. Wow... Generous... Yes, I do use the Best n from n+1... But no rerolls. The dice were very favorable when I generated Varg Fenrirson (yes, another stupid name; I have a whole pack of canid named characters I've generated for practice -- Would never attempt that name in a Norse setting [Wolf, son of the Fenris Wolf?!]). He's the one that managed a +25 manipulation/weapon modifier.
  12. I'm sure the +20 manipulation/weapon modifier will be put to good use...
  13. One fault (in my mind) of RQ:RiG unifying attack and parry as just a single weapon %age. RQ2's separate %age values would make defensive-only usage obvious...
  14. <snort> One of the (too many) characters I generated for practice has Hate (Lunar Empire) at 90%. Mother was eaten by the Crimson Bat... I joked to my relatives that this character would use "My name is Akn'Ard*, the Crimson Bat ate my mother, prepare ..." on encountering a representative of the Lunar Empire. * yes, my names are atrocious -- pronounce that one as "A(h) Canard"... He's a duck
  15. Hopefully not what French "mal" represents 馃槑 (Mal de mere, malaria, malfeasance) OTOH -- it might apply for Eurmal, Malia, and a few others...
  16. And with a +1 per excess point applied to characteristics, the kid is going to be an unmanageable terror 馃槇
  17. Strangely -- it took until nightmare time for me to recall the /other/ equation that may matter. Energy = mass * velocity^2 In nameless units, a spear of mass 1 accelerated up to velocity 2 would have energy 4. A spear of mass 2 accelerated only up to velocity 1 has a measly energy of 2. That would seem to put the balance back on the side of the short spear...
  18. How would CA consider the Gloranthan equivalent of Venus Flytraps, Sundew, and Pitcher Plants?
  19. The assumption is big spear vs small spear -- with the same user! The small spear should be "faster" and more maneuverable in comparison to the big spear; resulting in similar forces to use, and on impact. The small spear may do less damage as the lower inertia means it will also /slow/ down faster once impact has occurred.
  20. Problem is... the more massive the spear, the more it takes to accelerate it in the first place. Refactor the equation as: A = F / M How much of an effect that has on the user is an exercise I'm not quite ready to do calculations for... In simple terms, doubling the mass of the spear will result in half the acceleration presuming the user has the same force behind it. The (double) mass will probably have more inertia, and hence be less maneuverable -- again assuming the user has a constant force between two different spears.
  21. Never had a problem -- at least for the Journal entries; haven't checked to see if there is more on the site.
  22. Is there a cult of Schrodinger?
  23. But consider your "order of need" against "If I heal you, I'll be so spent I won't be able to heal anyone else" I suspect if I were to play a CA healer I'd triage as "Class 1: here's a bandage, wrap that scratch yourself; Class 2: significant damages, but not overly draining on my abilities, I can heal a group with no trouble; Class 3: significant damages/death, would be the only patient I can handle for days, if I can finish the mass of Class 2, I'll come back and see what can still be done"
  24. Sounds a bit more like Coyote... with "tricks" often back-firing on him...
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