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DreadDomain

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Everything posted by DreadDomain

  1. Like others, I prefer hit locations when it comes to combat heavy, grittier style of games. Having said that, a system with hit locations does not necessarily track hp per location even if it tracks armor and damage effects per location. GURPS is a good example of that. For more heroic, flashier, pulpier combat, hit locations are not necessary or even not advised. Definitely no hit location in superheroic games. The location becomes a narrative flourish to support the result.
  2. Good point. I was surprised when Nick revealed it. I had never realised!!
  3. If it is deliberate (and it most probably is), it is indeed a simplification since this rule wouldn't be used by any pre-gen from the set. But if it's the case, like Phil says, why even include it? And even less often if the natural skill must be over 100%. In the case, the rule is applicable to a very small number (one or two) NPC in the starter set. So yes, cutting it would have been easier and more appropriate for the Starter. While the text on p.27 and the table are somewhat ambiguous, the table in itself is clear on when you roll normal damage, special damage or inflict maximum special damage. The SS table is simply different than the CRB/GM Pack for these two results. The table even kept the different wording for "special attack vs normal parry" ("same amount of damage" vs "any damage in excess"). I think it is supposed to mean the same thing but always wondered if in fact it is supposed to work differently.
  4. Self-contained? Wow, that's great! Any indication on the expected size of the book. How about production value? Should we expect something along the lines of Lyonesse (hardcover, black and white art with colour borders and maps)? Lastly, any chance you could share a character write-up and let speculations go wild?
  5. I agree, it feels like an omission since the table clearly references it. I agree that for clarity "and ignores armor" should be added. A clear simplification is the fumble table p.25 (makes sense). The real difference is on the Attack and Parry Results table. In the Gamemaster Reference booklet (appears to be the same in the Core book and on the GM screen itself), on a critical attack against a special or normal parry, the attacker inflicts maximum special damage. In the Starter Set on a critical attack against a special or normal parry, the attacker rolls special damage (aka, their critical is downgraded to a special). This does not feel like a simplification of the rules. I wonder if it was intended or if it's a mistake.
  6. Ohhhh man, shiny. Definitely on my list of JC books to buy. Oh and @Nick Brooke, really enjoyed your video about it on youtube. Well done.
  7. "Thrown Objects" was rewritten as "Thrown or Dropped Objects". It seems to have been expanded into something that do not quite work. The rules from RQG is simpler and work better so I am unclear why it was changed for the starter set. Skills over 100% Book p.60. Aside from the fact I am surprised to see this rule included in the Starter Set, the last paragraph about dividing the extra % against multiple competitors, is it in the core book?
  8. Edge also released an absolutely stunning Mask of Nyarlathotep (in Spanish for 6E). Darn, this book is beautiful. Having said that, while I would have loved the Keeper's book to be upgraded, I believe Chaosium has already improved on already high quality products. If you look at the first wave of products (Keeper's, Pulp, Dark Ages, etc) the quality in layout, art, production is very high but I can't help but noticed it has even gotten better with the latest releases (Berlin, Mansions, Children of Fear, Cults, etc.) I would posit that they have stepped up and continue to do so.
  9. Great review by the way @klecser! I pretty much agree with the content of the review. I few other aspects that could have been useful for new players: character creation is not included but there is an excellent summary of it in the RQ Wiki. Pretty much all you need to create characters is there, freely available. The rules are freely available in the RQ Wiki! The SoloQuest is also freely available on Chaosium's website! You should have shown the map and the character folios! They are also highlights of the set! But I believe you were right to focus on books 2 and 4. Ready made adventures and a sandbox. Cannot go wrong with that. The only critiscm I have about the Starter Set is about Book 1. They really could have done a better job at tightening the explanation or the rules. The book is ok and useful but is is merely a "meh" in my opinion. The rest of the starter set is great.
  10. I may have misunderstood, I thought you wanted to remove the "+1 DEX makes a big difference" effect and reduce the need to use token. In your table above, I suspect the vast majority of your player would end up in the 25-36 band (assuming you are using DEX+INT). Would it be just simpler to give everyone N action and Y free action and use "fetas" and special effects to vary it?
  11. An option could be that everyone has one attack and one parry per turn (or you prefer, like Loz says, two actions that can be attacks or parries). If you like the uncertainty or like to give an edge to higher skilled fighter, you could use two special effects only available on defensive rolls. Defensive maneuvering would allow for another defense against the same or another opponent. Create opening would allow for an immediate additional attack against the same opponent or another that is adjacent. Because they can only be used on defensive rolls, it avoids the potential infinite number of attacks. Because they are special effect, choosing an extra defense or an extra attack becomes a tactical choice. Will you choose one of them over another effect? I see that as a feature. Note that you could choose defensive maneuvering and just waste it because none of the other opponents attack you. It goes with playing defensive. Again I see that as a feature. Disclaimer: I have not playtested this!
  12. Perhaps this topic should be unpinned. It's a bit crowded at the top of the CoC page.
  13. Book 1 p.58 "Knockout or Stunning" should it just be Knockout? There is no Stunning option. "If the resistance roll succeeds, the target is stunned and unconscious," is there such a thing as being stunned and unconscious? "The target takes 1 point of damage to the head location from the attempt, but only 1 point of damage is actually dealt." The second part seems redundant with the first one.
  14. It occured to me that this is not an edge case. Boris (STR 16) grabs Bob (SIZ 13, 75kg) and throws him 1 meter at Barbara. He succeeds his DEXx5 roll. Barbara suffers 1d3+25d8 of damage... If the intent was "for every 3 SIZ add 1d8 to damage", she suffers 1d3+4d8 if the intent was "for every 3 STR in excess of SIZ add 1d8 damage", she suffers 1d3+1d8 Still a lot of damage...
  15. Also World United is a good source of traits (not necessarily powered by PP)... ... and you were also about to tell us the release date of Destined, right. Right?
  16. I always prefered the resource points based on POW to be called Power Points instead of Magic Points. Magic is very specific source/special effect but Power Points, as defined by BRP can be broader, encompassing willpowwer, inner power, the capacity to draw on outer power (such as magic if it is defined that way), the capacity to draw on superpower. Pulp talents in Call of Cthulhu could draw on PP instead of Luck (at a 1 to 5 or 1 to 10 ratio) . It would make more sense to me and represents the inner strength heroes are made of.
  17. Book 1, p4 Last sentence of the page: "The higher value of the characteristic, the better. These, in Attturn, influence and determine other aspects of the adventurer." Should be "in turn". Book 1, p61 under Thrown or Dropped Objects "An adventurer can effectively throw an object if it weighs less than their STR in kilograms (see Falling, page 57). The damage fis the same, with any necessary alteration depending on the size of the object dropped." This paragraph puzzled me as the paragraphs and bullet points just above explains clearly and succinctly how throwing object works. My first thought was that this sentence should be deleted to avoid confusion. However, because of the title of the section "Thrown and Dropped" and the reference to falling, maybe this is about dropping objects? If so: - "can effectively throw" should be "can drop" - "in kilograms" should be "in SIZ" as per the paragraph above "fis" should be "is" Book 1, p61 under Thrown or Dropped Objects "A large object hits 1D6 locations at once, doing the same damage to each, causing more total damage. If the object is flung downward, the half damage bonus is added. The weight of the object has little to do with the damage in this case." The first part is quite clear. The last sentence in bold is puzzling and counterintuitive. I am sure there is a reason for this sentence but I cannot see it. Intuitively, I expect a large, heavy object dropped on me will do more damage than a large, light object. Delete for clarity perhaps? Book 1, p61 under Thrown or Dropped Objects "For every 3 kilograms an object weighs (round down), add 1D8 to the damage it does." Is this suppose to be "for every 3 SIZ "? An additional 1d8 per 3 kilograms seems a bit excessing. Consider Cave Troll (STR 25) grabbing Adventurer (SIZ 13, 75kg) and throwinh him at her friend. Under this rule he could throw him 4 meters (impressive but not unbelievable or unbalancing) for a damage of whatever +25d8.
  18. Being able to edit "Name" to write your name and enable the check boxes would be essential I reckon. Would also need check boxes in the weapons section (under characteristics). That sheet is very nice
  19. I said somewhere else I thought RQ would work very well for Artesia. Glad to see Mark has delved in the possibility enough to be in a position to propose rules changes and expansions. I doubt Chaosium would be against it has they are big proponents of tweaking the rules to match the subject.
  20. Another benefit of critical hits can be found on page 405 under "Damage": At very long range, when only an Extreme success will hit the target, an impale only occurs with a critical hit (a roll of "01").
  21. To my knowledge, there are only Toxandria and an adventure from Kabouter Game and Slaves to Fate, an adventure from Earl of Fife.
  22. Book 1 Rules p.61 Two-Weapon Use. The section starts with the old statement: "Wielding a one-handed weapon in each hand allows for two attacks, two parries, or one attack and one parry" which somewhat clashes with the multiple parry rule. The revised sentence from the Well of Daliath had already resolved the issue "With two weapons, one in each hand you can attack with both (subject to strike ranks), and parry with both (though only 1 parry allowed per attack) and subsequent parries (in a combat round) are subject to the -20% cumulative penalty, regardless of which weapon is used to parry." The end of the section states "An adventurer with a skill above 100% may perform multiple attacks in a round, if there are adequate strike ranks to perform such actions (see "Skills Over 100%, page 60)". The referred section do not explain how multiple attacks are performed. Perhaps you wanted to refer to "Multiple Actions, page 59" where the second bullet point mentions to multiple attacks in a round, skill over 100% and two weapon use. p.59 Multiple Actions This might be intended as a simplification but note that reading the Multiple Actions section, second and third bullets lead to believe that with a skill over 100% and enough SR to perform two attacks, the first attack would be unmodified and the second attack would suffer a -20% modifier (instead of both attacks at half skills as per RQG).
  23. Book 1 Rules p12 Movement "Movement is flexible, measured in Move (MOV) units. Each point of MOV in combat represents three meters, running, or when outside." Is the last part in bold a fragment of a sentence to be deleted?
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