rabindranath72
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Posts posted by rabindranath72
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The exact language:
The semantics are odd - there doesn't appear to ever be any reason not to declare a parry before the attack roll is made, as there's no drawback if the parry proves not to be needed.
Indeed, that's the other issue.
Evade seems to have a similar problem.
Anybody knows whether things were clarified in Legend and/or RuneQuest 6?
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That looks very interesting! Could someone outline the following:
1) How does the book modify/expand the sorcery rules in the core rulebook?
2) Does it add more spells?
3) Are demons addressed in some way?
4) tied to the above: could the sorcery and monsters be used for an Hyborian Age game? What I am looking for, is something similar in feel to the sorcery rules implemented in the d20 Conan game.
Thanks,
Antonio
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Everything about the poniard is correct. Its a stylised parrying dagger used, typically, by the nobility and is a cultural weapon. Its price and statistics are deliberate.
Thanks for the info Loz! Are there any other such instances? It would be useful to know, so I can offer weapons according to a character background and profession.
Cheers,
Antonio
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As the topic says. They cost a lot, and they look inferior to both daggers and dirks. I am tempted to increase the damage to 1d6 at least, or drastically reduce the price. Given the description, I'd go for the first option. Is the price wrong or the stats?
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Hello,
I am new to MRQ II/Legend. So I am reading the combat chapter, and I am somewhat puzzled at the statement that it's possible to declare a parry in advance (p.84, list of activities) when it's actually possible to declare a parry anyway in a reactive situation (p.85) with the additional advantage of saving the CA by not completing the parry. Am I missing something?
Thanks,
Antonio
[MRQ II/Legend] Declaring a parry in advance
in Legend
Posted
Thanks for the info! I'd like to run my first session with as few hiccups as possible. Fingers crossed!