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DreadDomain

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Everything posted by DreadDomain

  1. I concur. I am going through the pdfs now and they are crisp and clear. Well done!
  2. RuneQuest, Superworld, Stormbringer, BRP as a whole, his contribution to Champions... Very few, have influenced my gaming life as much as Steve Perrin did. I am saddened by his departure but when you think about the number of people still playing today games originally designed by him or strongly influenced by them, we know his legacy lives on and will live for a long time. Vale Steve, I would have loved to see your new take on Superworld.
  3. I hear you. I had quite a bit of joy having cracked open on my desk RQG, RQ3, RQ2, CoC, BGB, Magic World, Mythras, etc. just for the fun of this thread. The reality is while some of these games might have wildly different sub-systems, the chassis is so similar than I often forget where specific rules come from. Nowadays, I prefer to house rule with a light touch and my list above is a good example of that. When you look at the 7 items, one could argue that 1) and 5) are already implied into the core book (the length of a MR is an approximation, examples with skills divided by two can by found in the book here and there), 3) and 4) are really benign and are rules coming from... uh... RQG. Personally I find RQG better explained than RQ2 (generally, not specifically on that point) but your comment made me think about Movement, which I think is underexplained in RQG. I went and read it's description in RQ2 and thought it was much better explained and still concise. In this post Rick Meints mentions that it should/could be in their US warehouse by end September, and they should be available to distributors some time in late September.
  4. I am pretty much the same. There are still a few bits and pieces I prefer from RQ3, and they are too minor to bother with, but there are a lot more bits from RQG that I prefer over previous editions. Having said that, I love going back to RQ3 rules if only to read, to reference but also to pick an aspect here and there. You see, RQ3 is not my first RPG but it's the one that locked me into the hobby and it's also the one that locked me into Glorantha. Without it, I might not be here. To be honest, all the stuff discussed here as potential reprints, I have on my bookshelves. Still I would buy them again (and benefit from the the PDF as a bonus). Like I bought the RQ2 reprints even if I have the Gloranthan Classics. Anyway, I'll let it rest while Chaosium assesses what makes more sense.
  5. So true! I did pause a moment wondering if it was the right thing to reply in the munchkinnery thread. Thank you for being gentle with me!✌️
  6. I am quoting you Shiningbrow because you bring up the "Instant" factor but I am replying generally on the topic. Distraction is a fairly low powered spell with limited scope and applicability, as it should be for a 1 point spirit spell. The fact that it is Instant is the biggest give away. In a fight, after overcoming the target with a POW vs POW roll, you give them a quick nudge to attack you "by whatever means the target considers most effective and expedient". Now, because it is instant, if there is no effective and expedient way, the instant nudge won't be enough. The moment will have passed and the target will make their own decision. At best I would say the target loses 5 SR (or maybe skip a MR) while they are distracted and contemplate attacking the caster, realize they can't, and move on. It is most effective against foes that can attack you and that do not have a strong preconceived objectives. Distraction will nudge them towards you and after the instant nudge is gone, they have no real incentive to change target. Now this part "... it attacks the caster until the caster is unconscious or the spirit is defeated...", I would apply to spirit or mindless creatures not to beings capable of reasons.
  7. Thanks @Jeff (and @jajagappa for bringing this here). It's fascinating to read the history from a slightly different perspective.
  8. Thanks for the link! Maybe I remember something from even earlier? Maybe I was just confused? And you may be overstating my "contribution" to the thread good sir, (I made a comment to a piece of art on page 17 or something). In any case, this is good news so thanks for bringing me up to speed!
  9. No worries. I assume that by "I have the starter set... on order", you actually mean the Quickstart? Just to manage expectations, the QS is a 48 pages introductory booklet. It's not the Starter boxset. I'm with you, my most awaited release (for any games, not just RQ) is the Cults of Glorantha book(s) (or whatever the name will be)!
  10. Understood. Even if I still have them on by bookshelves, I would buy RQ3 GoG and Genertela again but I understand it might not make business sense for you to do so. Hopefully you will consider including the Genertelan Character Creation (page 22 to 34 of the Genertelan's Player's Book) and add it to Book 5: Glorantha Book of RuneQuest 3 (since RQ1 and RQ2 are already available, I assume you would also make the RQ3 ruleboook available so all can enjoy any of the 4 Chaosium RuneQuest editions). Pretty much agree. I would add LoT to Dorastor (it's actually Rick's idea, not mine) because it does have extra content compare to CoT but it might be a case of too much effort for little gain. Edited to ask: I thought the Chaos gods would not feature in Cults of Glorantha. Has that changed?
  11. In addition to what Oracle said, this thread tries to compile products in the work, mentionned or hinted by Chaosium. It's not official in any way but it gives a flavour of what might be coming.
  12. Let's add two more rules that I like: 6) From Call of Cthulhu with a hint of RuneQuest 3: On 0 HP characters go unconscious with no danger of dying unless they had a major wound previously. In RQ, it means that if no locations have sustained equal of more than double their local HP, on 0 (not 1 or 2), they go unconscious. If at least one location has reached that point, they are dying. At the end of the next MR and every one thereafter, they must succeed a CONx5 roll or die. If healed (magic), stabilized (first aid) or if rolling CONx1 and better, they are saved from death and do not need to roll thereafter. 7) From RuneQuest 3 or Mythras: Use the RQ3 Missile Hit Location table for missile and trusting attacks. Alternatively, if two tables is to difficult to manage by the players, use Mythras Hit Location (it feels better balanced for generic usage)
  13. No worries lordabdul. Based on your many interactions here, I knew you were not using the expression in a negative way. And I am with you. I enjoyed various style of combat in the past including Pendragon, Stormbringer, Harn, Call of Cthulhu, RQ3, RQ3 with house rules, RQG with some RQ3 (mainly what you mention right below), HERO, GURPS, Mythras...
  14. This is interesting. I suspect it doesn't require a lot of fiddling to make it work within the framework of RQG. Are you creating your characters are per RQG (cultures, occupations, skills, etc.)? I suspect you can with no issues at all. What about attributes that do impact combat specifically (HP, SR, Movement). I suspect that you need to use RQ3 Move but can use the rest no problem. Do you use weapon stats from RQ3 or RQG? By "no hit matrix", I suppose you are referring to the Attack and Parry Results table from RQG p.199 and p.201? It probably makes combat simpler. Without having tried it, to use RQ3 combat (plus what you like from RQG) with RQG, I suspect the only thing you need to adjust is the Move value. Am I close to the mark?
  15. @Rick MeintsNow that the Call of Cthulhu kickstarter is behind us (ok, not quite yet), is now the right time to talk about making RuneQuest 3 available again? Based on your post from last year, you were opened to a few good supplements and I thought I could suggest a few things. RuneQuest 3rd based on the Deluxe 1993 paperback - perhaps with the errata at the back incorporated in the text instead of added at the back. Sun County (probably no need to change much) Shadows on the Borderland (probably no need to change much) I think your suggestion of making Dorastor and Lords of Terror as a single "campaign book" is fantastic (well if, I understood "combo reprint" correctly) Troubled Waters from River of Cradles is quite extensive. Perhaps adding it to Strangers in Prax would make the most sense? Thematically it fits and it would make a better sized book. If you take that route, may I suggest you use the cover from River of Cradles? It would be a shame to waste such a fantastic cover. I'd also like to see Gods of Glorantha and Genertela become available again, forming, with the rulebook, the backbone of RQ3. Having said that, I understand your point that most of the content of these two box sets is/will be available in the Guide to Glorantha and the upcoming Gods of Glorantha. If you decide against making them available again I'd like to see the Genertelan Character Creation (page 22 to 34 of the Genertelan's Player's Book) and add it to Book 5: Glorantha Book of RuneQuest 3. If space is needed, the Ernalda cult could be removed from that section. Thank you for considering my suggestions.
  16. The strike rank system as used in RQG is just an initiative system. The actions you take, the weapon you yield, the moves you make, the spells you cast are all factored in to tell you when you strike/act in the round. That is why the statement of intent is important in RQG. It is the moment you decide what you do and compute the effect to the action order. But it's an initiative system that is more involved than most and one could only use only DEX ranks and INT ranks to determine who acts when and be done with it. What some see as a "slippery slope to action economy", others would describe as the "benefit of tactical combat". Isn't great that we can choose? I think it is.
  17. Yes, in RQ3 on a special, impale weapons will do impale damage and slashing and crushing weapon will do automatic knockback. In that regard, I prefer RQG specials but I like adding the automatic knockback to crushing (but not slashing). It is the effect of disengaging your opponent but also potentially making him fall or slam into solid objects.
  18. That's another good one. Knockback is 1 meter per 5 points in excess of SIZ which meant you didn't have to pay attention to the rule unless a) a truck load of damage was dealt, or b) there was an intentional attempt to inflict knockback.
  19. Ok, just realised I had double posted so let's add another one that I like: 5) From Call of Cthulhu and the Big Golden Book: Hard/Difficult tests for skills (this is difficult, you need to roll under half of your skill to fully succeed).
  20. I forgot another one: 4) From RuneQuest: Aventures dans Glorantha (not sure if it is also in other translations), the adjusted starting skills for a small number of occupations.
  21. I am 100% confident many people would have preferred this rule from Mythras, that rule from RQ3 and another from CoC 7e. These games, and others in the BRP family, are all great games and are stronger than RQG in one area or another, or at the very least will appeal more to individual preferences. However, RQG has successfully tightly integrated the rules and the setting, and makes it an overall stronger Glorantha rpg, so adding from previous editions might be tricky. A) Still here are a few rules that I like and actually taking very little to no effort to implement: 1) From King Arthur Pendragon and Call of Cthulhu: Melee rounds last an elastic amount of time ranging from an instant to 10s of seconds depending on what makes sense in the narrative. 2) From RuneQuest 3: Special Melee Tactics that are missing from RQG (more specifically Close Combat), Special Knockback for special success on Crushing attack (but not slashing) and quick experience system to replace the RQG's additional experience sidebar. 3) From RuneQuest Quickstart: If both parties roll the same level of success in an opposed roll and a tie does not make sense, whoever rolls highest win. There is still a chance for a tie if both contestant roll the same number. In that case, the contest could be given to the highest skill/characteristic or be rerolled. B) Two things I prefer from other games but require more fiddling: 1) From the Big Golden Book: How the strike ranks flow in a melee round without the constraint of only one attack per MR. With this, you can remove extra rules like two-weapon combat and splitting attacks. 2) From Mythras: A more granular progression of damage modifier... but not quite. STR+SIZ 25-28 = +1d2; 29-32 = +1d4; 33-36 = +1d6; 37-40 = +1d8. C) Other stuff that I like: Call of Cthulhu introduced several good innovations but I mostly like them for CoC and some of them I feel would have changed RQ too much. I quite like Pushed Rolls and could totally use them in RQ. Movement. Movement in RQG is not well explained and its relation with Strike Ranks is a bit bizarre. It's only by reading CoC that I finally understood what a movement unit really meant and why a horse only has 12 while a human has 8 (in short, each unit is roughly 1.5 faster than the previous one). I like how the relation between CON, DEX and SIZ can modify Move by +/- 1. However, this is fairly useless unless the chase rules are adapted accordingly (either by stealing CoC chase rules or by increasing the modifier % for each Move increment in the RQG) There are quite few things I prefer in Runequest 3. However, reintroducing them in RQG is quite involved so short of simply using RQ3 and bolting the few extras of RQG, it's too much effort. I prefer how skill category modifiers are calculated in RQ3, it avoids breakpoints at 13, 17 and 21, but the method used by RQG has the benefit of creating modifiers in increment of 5 which is easier to calculate on the fly. I also prefer the Movement rules but because they also change the value of the attribute (MOV 3 meters instead of MOV 8 units), I figure it is easier to stay aligned to RQG but with the benefit of CoC's explanation. In addition, I prefer how HP are calculated but again, it's a preference and how RQG does it also work.
  22. Fixed INT was simply used to represent animal intelligence. In the creature book, dogs would not have a die roll for their characteristics, it would have an Fixed INT of 5. Mythras uses Instict (INS) for animals but has a similar concept in which the "+N" value of the Instinct characteristic is pretty much what RQ3 called Fixed INT. If a type of animal has an Instinct of 2d6+5 (in Mythras), its instinct will vary from 7 to 17 but its intelligence will always be 5. Having a Fixed INT means you cannot learn any knowledge skill.
  23. A popular way to resolve this for contests where a tie doesn't make sense, is to use the rule as written in the Quickstart. In a nutshell, if both parties roll the same level of success, whoever rolls highest win. There is still a chance for a tie if both contestant roll the same number. In that case, the contest could be given to the highest skill/characteristic or be rerolled.
  24. Maybe it was brought up somewhere but we now know more about Rivers of London https://www.chaosium.com/blogrivers-of-london-rpg-update-playtesting-the-rules/. It's based on the CoC 7e flavour of BRP. There are common and expert skills. It doesn't use SIZ nor CHA (I am perplexed why no CHA). Character Creation is very quick. The ruleset is a simplification on CoC 7e.
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