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DreadDomain

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Everything posted by DreadDomain

  1. It's the case in RQ3 but is it also the case in RQG? Or are you talking about an opponent disengaging by fleeing?
  2. RQG has not reintroduced this rule yet. Hopefully it will in a future supplement. This is not quite how RQ3 RAW worked. If two combattants were fighting at "engagement range" (the longer weapon fighter keeps the short weapon fighter at a distance), normal SR would apply. Short weapon fighter (SWF) can attack at his normal SR, which is most likely after the longer weapon fighter (LWF) can attack. SWF could attempt to close by moving closer (taking an extra SR before he acts). LWF could keep SWF at bay by maneuvering out (also taking an extra SR before he acts). If LWF would not or could not move away, combattants would start the next SR at closed range. Once closed, SWF would always act before LWF (which we interpreted as "the SR before the LWF acts). While closed, LWF could only choose to attack or parry or dodge.
  3. You are probably not alone but personally I looove these maps. I find them beautiful and inspiring. Granted the one in Pegasus Plateau is a bit difficult to read. The printed map (with the GM screen) is much easier.
  4. Like many things, it's impossible to please everyone but l will echo the same opinion. There was a thread a few years ago with some in progress logo and there was a few good one in there (my favourite wasn't selected) but I'm still happy with one of these two.
  5. Yes, for sure. Yes, I have it and I like it. I think I read somewhere he was thinking about a new edition or a new system. RQ (remove the runes, add the arcana) would be a good fit for it, methink.
  6. Beautiful! Two thoughts (ok, let's call them fantasies) immediately came to my mind. An Armies of Dragon Pass cover by Smylie... and an Artesia RPG powered by RQ... Gotta calm down now...
  7. Neither did I (I was quite young). I funneled all my money on it. Never regrettred it. Would do it again (although today, I would not put all my money on it, that would upset my wife and my financial adviser too much).
  8. Strangely the passage you quoted was attributed to me but it was actually from Lord Abdul's. He is the one making frames!
  9. Man, I always loved the RQ3 cover. I still remember when I first saw the deluxe box set in a store in the 80's. It jumped right into my hands.
  10. Understandable. There is no way for me to tell what is easily done or what is hard. I was only stating what I would buy as a customer without having the ability to judge viability or practicality of said desire.
  11. Duh! How could I miss the obvious? If there were only three things from RQ3, I'd take the rulebook, Gods of Glorantha and Genertela.
  12. I much prefer Apple Lane and Snake Pipe Hollow from RQ3 but ok. That's fair. No question there. I would love Gods of Glorantha and Genertela. I fail to see why there is no point to make GoG available but Cults of Prax is. I would take Trollpak, Haunted Ruins and Into the Troll Realm. That's fair. That would be nice! I'd rather have River of Cradles as a whole.
  13. Quite a few good tidbits: Archetypes, backgrounds, personality, passions, reputation, contacts, streamlined skills and combat, ships and crew roles. Clearly, roleplaying mechanics will be showcased. Being BRP, there are quite a few possible variants. Will we see a shorter list of personality traits? Are they lifted straight from BGB? From Pendragon? How long will the skill list be? How is it streamlined (skills dropped, skills combined)? What they be modified by characteristics (skill modifiers)? Will contacts work like they do in RQG (as loyalty passions)? Will reputation work like in RQG? How will combat be streamlined? Will it use hit locations? SR or DEX rank? Anyway, so far, it looks very promising.
  14. That's fantastic news! I may not be the target market here as I believe I already have everything even if only collected as part of the Glorantha Classics. Still, I am quite happy to have the option. Would love to see RQ3 stuff as well (even if only in PDF but POD would rock).
  15. I also like these covers and would I liked seeing them on some of the POD... ... but that is quite an understandable reason for not happening unfortunately...
  16. Agreed. There are so many movies with good fights in them but I am not sure why this one specifically stuck with me. Do you have an "iconic" fight (for lack of a better term) that you like modelling with rpg rules?
  17. Funnily enough, when I look at a game (RuneQuest, Magic World, KAP, GURPS), I think about how the combat system can model that fight...
  18. Hardly surprising. Many innovations of RQG are directly inspired by Pendragon and adapted to it to make more sense for RuneQuest. The seasonal rythm instead of yearly, personality traits integrated into runes (which leads to character emulating their gods true nature), etc. Passions are pretty much the same (except on a d100) but, I believe, the experience roll for 4 additionnal occupational or cult skills does not come from KAP. Or does it? Anyway, colour me happy for how KAP influenced RQG.
  19. Mythras works along these lines with each types of magic (theism, sorcery, mysticism, animism) governed by two skills, one that manages the strength of you spells and the other your ability to cast it. Rune magic in RQG also works like this. Each spell is associated in one or more runes and your ability to cast it, if you know the spell, is tied with your connection (represented as a %) to the best of those runes.
  20. I was only mentionning it because for rune magic and spirit magic, you do not learn a new skill at a lower base value than your under spells. If you Air rune is at 85%, any new air rune spell you learn will start at 85%. In a sense, experience works a bit better in RQG (you don't have to chase skill checks) and the problem evoked in the OP only happens in Sorcery.
  21. Yes, more of less. Like standard BRP, RQG has experience, research and training which is usually tallied every seasons. The difference is that in addition to you checked skill boxes, you can choose 4 additionnal occupational or cult skills and roll experience for them. Also, spirit magic and rune magic are not skill-based. Each spirit spell are cast ar POWx5% and for rune spells you must roll against the appropriate rune. Sorcery however is skill-based and new spells starts at your Magic modifier + 1d6. Sorcery is a more "academic" approach to magic so it makes sense.
  22. Out of the main options, the only ones I dislike are "characteristics do not influence skills" and "combat skills in the 200% and above" aside from that, I very much liked Elric!. That being said, I prefer: Hit locations over Major wounds table Strike ranks over DEX ranks Fatigue rules over no fatigue rules Fixed armour over rolled armour Rules for disarming, closing, disengaging, aiming, knockback, charging, etc over generic attacks. So for most of those (the last one depends on specific editions), I prefer RQ over Stormbringer/Elric/Magic World. But I still like them anyway.
  23. Cool, let's agree to disagree on all accounts then. A very reasonable position. To be clear, even if I praised the tightness of the package, Elric! Is not my preferred iteration of BRP (you already named a few reasons to which I subscribe). My favoured would be a RQ3/RQG hybrid... but it only exists in my head...
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