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About Anunnaki

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  • RPG Biography
    Roleplayer since 1975.
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    Savage Worlds, RuneQuest, D&D, Pathfinder, Earthdawn
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    Fan of tabletop RPGs.

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  1. Anunnaki

    GM Reference Booklet Printout Driving Me Crazy

    Hmmmm. OK, sorry, I got nothing (sadly). Only other thing I can think of (in the toolbox of the usual Mac fix-up stuff) is to try the "hold shift on startup and let system run a repair" diagnostics and/or grab a copy of Onyx and rebuild font caches, et al.
  2. Anunnaki

    GM Reference Booklet Printout Driving Me Crazy

    No problems on Mac here either (I have many iMacs, MacBooks, and MacBook Pros -- no issues on any of them, including Preview). That said, we are running nothing older than MacOS High Sierra and MacOS Mojave as operating systems. Which version of MacOS are you running @drablak? There were changes introduced to MacOS in previous versions that updated PDF behavior.
  3. Anunnaki

    RuneQuest Core Rules Questions

    Hiya RQG, p.54, in the Attribute lead text. "Movement is considered an attribute, but it is the same for every human (8 meters per melee round walking or 24 meters running) and does not need to be calculated." Also p.82 in the Movement section. The key rule for combat-related activities is Movement for Non-Engaged Characters, p.192. Hope this helps! Kind regards, James Edit: Thanks @jajagappa. Beat me to the post!
  4. Anunnaki

    Critical damage example.

    Hey, @Pentallion and @Atgxtg, can you please cut out the "we said, me said" and take it to PM so that this thread can get back on track. Thank you. @StephenMcG, I like your idea of giving players a choice when they critical. If facing a lightly-armored opponent, maximum damage might be better than ignore armor; and the other way round for heavily-armored opponents. But, of course, the same rule applies to NPCs.
  5. Anunnaki

    Strike rank conundrum.

    Gotcha. So essentially, "engaged" is a redetermination of the SRs of all engaged combatants, based on their actions to that point. So something like this? UNENGAGED ACTIONS PHASE Character A cast a spell (SR 3), then moves/prepares a weapon (+5 SR) and enters melee combat (becomes engaged). This ends the unengaged actions phase. ENGAGED ACTIONS PHASE Character B, having done nothing but wait patiently until now, acts on SR 2. Character A acts on SR 12 (3+5 from unengaged actions phase, +4 SR). Apologies for putting you wrong, @Tupper. Glad we are having these debates with more experienced players (thanks @RosenMcStern and @Psullie). And yes, I noticed the greater than half move thing as well, thanks @Psullie, but figured it didn't matter for the math. @Tupper, I think you are correct on the Prepared = Can Defend. Makes sense and easier math to boot. And more Maximum Game Fun-worthy.
  6. Anunnaki

    Strike Ranks: initiative order or action allowance?

    Hiya, The magic points for boosting Rune spells "do" change the number of Strike Ranks for casting the spell (RQ:G, p. 194); +1 for each magic point after the first. So pumping 20 magic points into your Heal Wound adds +19 SR to the casting. If you fail the Rune roll, you lose 1 MP (RQ:G, p. 314). For the question of "Can I move, then cast a Heal Wound on someone in the same round." It's less clear, for sure, as we have the following guide (RQ:G, p. 314): "Rune magic spells always take effect at strike rank 1." So, with that in mind: 1. If you have already cast a spell that round, you can't cast Heal Wound anyway. 2a. If you can cast Heal Wound, it goes off at SR 1 of the round "after" you have moved to the target, +1 SR per magic point after the first; or, 2b. (kind GM interpretation here) If you can cast Heal Wound, it goes off at +1 SR "after" you have moved to the target, +1 SR per magic point after the first. Personally, I would run with 2b as a GM on the basis that the SR 1 "implied" for casting a Rune spell is that it is potentially "very fast" and not bound by DEX or Rune points cost or even the initial magic point if the spell calls for it. This implication is based on the text on p. 194 where it compares the speed of Spirit magic and Sorcery versus Rune magic. Ultimately, might be one for the "needs clarification" list. RQ2 uses SR 1, but there is no magic point boosting to consider; RQ3 uses DEX SR +1 SR per magic point. Just for prior edition reference. Hope this helps! Kind regards, James
  7. Anunnaki

    Strike rank conundrum.

    Like preparing a spell (min DEX SR) or shooting a missile (DEX SR), technically you haven't prepared your weapon until 5+DEX SR (5 for preparing, but technically DEX is when you have it ready to "at least" defend). RQ:G rulebook, p. 193-194 notes that SIZ doesn't factor into determining missile or spell SRs. But DEX is always a factor for weapon/missile/spell (technically, weapon length could factor in as well, but I don't subscribe to that for "when" a weapon can be used to defend oneself). Apologies, didn't mean to muddy the waters. This wouldn't be a problem in your example if character A had a shield or an offhand weapon; both are able to be used to Parry. However, if character A was wielding a two-handed sword, then character B, by their declaration and action while A casts a spell, could have caught character off-guard without a weapon to defend herself (at least until SR 9, though she still can't attack until SR 12). Think of the +5 SR to prepare a weapon as what it takes to pull it out (or focus on a spell, or pull an arrow from a quiver), but DEX SR is the number of SRs needed to get it into at least a defensible position (or cast the spell, or nock the arrow and sight on the target). Others will no doubt chime in with examples, but hope this makes sense!
  8. Anunnaki

    Strike rank conundrum.

    Hiya, Declared intent comes into this as well. Unless character B has something better to do, or had declared some response to character A's action, then basically he's sitting tight and waiting for the fight to come to him. He could have declared something like this, for instance. "If character A casts a spell, I will close the distance between us and attack her, otherwise, I will wait for her to engage me." Then, seeing character A casting a spell, character B could move 15 meters (5 SRs) while character is casting his spell (3 SRs). At SR 5, character A is struggling to arm herself (she doesn't ready her weapon until SR 3+5+DEX SR (I am guessing character A has a DEX SR of 1, so let's say SR 9 in total is when she gets her sword out). Character A attacks at SR 7 -- well before character A has a sword ready (9) -- so unless character A has a shield or an offhand weapon or is good at Dodge, this could get interesting fast. Hope this helps! Kind regards, James
  9. Anunnaki

    Strike rank conundrum.

    Hiya, Unless character B does something while character A "casts a spell and closes the gap" then he reacts when character A engages in melee. In your example, character A casts a spell (3 SR), then moves 15 meters to engage character B (5 SR); that's 8 SRs total that character B is "holding" for. Once character A is engaged in melee, you can simply add 8 SRs to both characters' melee SRs., or just use the two melee SRs as given to determine who acts first. It's going to be character B on SR 10 (8+2) who attacks first, while character A, if she survives, attacks on 12 (8+4). Hope this helps! Kind regards, James
  10. Anunnaki

    Strike Ranks advanced questions

    This. Plus it's been clarified in the most recent RQG Rulebook PDF (p.254; bold accent mine): "To determine the strike rank at which a spell can be cast, total the adventurer’s DEX strike rank plus the magic points of the spell (minus the first), plus any boosting magic points. The sum equals the strike rank of the spell."
  11. Hiya, Personally I don't have an aversion to point buy, but I like to keep things simple and consistent for my players. I simply get the players to roll for their characteristics in order, but with an extra die for each roll (drop one of the player's choice, usually the lowest, but not always). So 4D6, drop one for most characteristics and 3D6, drop one, add 6 for SIZ/INT. Hope this helps!
  12. Anunnaki

    Greg Stafford Condolence Thread

    Sincerest condolences to Greg's family, friends, and colleagues. I don't have words. My gaming childhood was spent growing up with RuneQuest and Glorantha, with a later period spent embracing King Arthur Pendragon. Greg's influence was far-reaching and inestimable. He will be sorely missed, but his works remain in the Middle World for us to continue to enjoy. "Legends grow over time." Greg's time is not over yet.
  13. Adventure Book, pp. 39, 41, 43, 45, 47, 49, 51, 53, 55, 57: The page header at the top of these pages still says "Other Place of Interest" instead of "Other Places of Interest" (to match the chapter heading).
  14. INDEX Add entries for: Dragons 117 Dream Dragons 118 (there is an entry for True Dragons 117, but missing the two above)
  15. Anunnaki

    So many errors and contradictions

    As a new RQ:G GM, reiterating what PhilHibbs noted above: The game as published is fine (more than fine), IMO. The number of problems are few ... certainly WAY fewer than many other games I've had the pleasure of owning. Once books are firmly settled in people's hands and threads like the one Jason D opened up start to fill up with questions, and when those questions are answered, things will follow the natural course of new RPG releases: we play the game, we have questions, we ask, we discuss, they get resolved, errata and typos are found and squashed, PDFs are updated, and in time, we will probably see a new edition (at least updated print books). Personally (Aprewett, this might be of interest), I have had my own share of concern about taking on Glorantha and a new edition of RQ after having not run either for literally decades. But my take at time of writing is simple: embrace the beast and let's see how it all goes. This might mean some GM calls at the table where confusion arises over some parts of the rules, but ultimately my players are new to this set of rules as well and we are more than happy to let things slide in the name of fun, then debate later over a few drinks. I am prepared, as are my players, to give this a fair shot and invest time (valuable!) and money (also valuable!) into making a go of this in at least the short term. I hope longer. The big mistake that I think a new GM might/could make with this set of rules, especially if new to Glorantha and RQ, is to go beyond what the book presents out of the gate. Play it as RAW, restrain your desires to play ducks or elves or centaurs -- stick with the basics as presented and learn the game and world for a while before you branch out. This same advice applies to EVERY game, IMO. Keep it simple, initially. Get used to the rules as written. Find where gaps are and work through those. Then branch out into whatever form of weird your group is into in the name of fun. My 10 clacks. Hope this helps! Kind regards, James