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DreadDomain

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Everything posted by DreadDomain

  1. So, what do I want to see? Hmmm… assuming that the Guide will focus on rules and not on fluff, here are a few ideas. 1) Rules for HeroQuesting. Now that I come to think of it, I kind of remember this was on the table already 2) Mass Combat rules would be fun. 3) Optional Combat rules. A section expanding on combat options including Disarm and Subduing from Rune Fixes but also other options adapted from previous editions like: Unintentional Knockback(RQ3 PB p.49 and p.56) Bracing against Knockback (RQ3 PB p.49) Close Attack (RQ3 PB p.57) Fight Defensively (BRP p.202) Options to use different effects on Specials and Criticals Impaling, Slashing or Crushing damage Disengage or Close Placed Blow Riposte Knockback Disarm or Break Weapon or Entangle weapon Subdue etc. 4) Expanded Sorcery perhaps. Of course, not all of that, and potentially none of that, will be in the RuneQuest Gamemaster’s Guide but hey, I guy can wish…
  2. What do you know about the RuneQuest Gamemaster’s Guide and what do you want to see? I am sure there must be more information somewhere, but I realized I do not know much about what will be in the RuneQuest Gamemaster’s Guide. What I know about it is what is hinted in RQG: Determining Characteristics p.53 - The Gamemaster’s Guide contains optional methods of characteristic generation, and the gamemaster is free to come up with their own methods or point values as desired. It is strongly recommended that all adventurers use the same method of determination. Ships, Vehicles and Chases p.153 and p.398 - The RuneQuest Gamemaster’s Guide contains additional information about chases, including expanded vehicular combat rules. The RuneQuest Gamemaster’s Guide provides more information about ships and other vehicles. Impressing Others p.241 - Similarly, the gamemaster may allow the adventurer to attempt to sway a non-player character’s reaction to the adventurer. Rules governing non-player character reactions are provided in the RuneQuest Gamemaster’s Guide. Illumination p.305 - Priests of the Seven Mothers may become initiates of the Red Goddess upon achieving Illumination (described in the RuneQuest Gamemaster’s Guide). Rune Metals p.281, p.327 and p.408 – Large or old established cults generally have enchanted iron or other enchanted Rune metal weapons and armor (see the RuneQuest Gamemaster’s Guide). Rune metals are described in greater detail in the RuneQuest The RuneQuest Gamemaster’s Guide contains additional information on equipment made of iron and other Rune metals. Gamemaster’s Guide. So we know the RQ GM Guide, will contain more details about optional character creation methods, vehicles, ships and more chases rules, more interaction social rules, and information about Rune Metals and Illumination Do we know anything else? Aside from that, what would you like to see in the RuneQuest Gamemaster’s Guide?
  3. @Jason Durall may I instead suggest the following: 1) Subduing and Disarm are not errata but clear additions to the rules. I would suggest that you incorporate them in the future Gamemaster Guide is a "Optional Combat Option" section (or something similar. 2) The rest of the text can be distilled down to the following errata and could be incorporated to the 3rd printing of the book Extension p.328 – add this sentence at the end of the paragraph "When a Rune spell’s duration is prolonged because of an Extension spell, the Rune points used for both the Extension and the underlying Rune spell cannot be replenished until the Extended spell expires." Stage 4 - The Ordeal p.355 – add the underlined words to the sentences “The Bad Man has a POW 35 and Spirit Combat 135%,”. “In each round, the winner and loser are determined. No magic points are lost from either side.” Expanded Charisma p.357 – add the underlined words to the sentence “… but does not affect the shaman’s natural CHA nor does it affect the spirit combat damage done by either the shaman or the fetch, which is based on their personal CHA+POW.” Spell Extension p.363 – add this sentence at the end of the paragraph "The shaman cannot forget a spell while it is being maintained with the Spell Extension ability." These are minor additons that shouldn't mess the layout and make things a lot cleaner.
  4. The way I explain RQG melee combat to myself is like this: RQ considers that character engaged in melee are attacking and defending for the whole Melee Round (unless they employ a different strategy like Disengaging). During the Melee Round, they will roll to see if their "attack" succeeds and that attack roll is the abstraction of a full round of stabs, slashes, trusts, pokes, feints, footwork and so on (however the player wants to describe it). If the roll is successful, the resulting damage can be described as the cause of one powerful swing or a rapid succession of stabs (again depending on how the player wants to describe it). An Attack is the abstraction of a full attack sequence conducted against one foe over the whole duration of the Melee Round and until they become very proficient in combat, they will only be able to offensively focus on one opponent during a Melee Round. Once they have become experts, they can offensively focus on more than one opponent by Splitting their Attacks. A Split Attacks is an abstraction of an adventurer dividing their attention between multiple enemies to perform multiple Attack sequences concurrently over the whole duration of the Melee Round. Strike Ranks are simply a measure, another abstraction, of how early a character will get a good striking opportunity and therefore potentially neutralize his opponent before they can get their own best striking opportunity. Depending on what you do in the MR (Move, Aimed Blows, Draw a Weapon, etc...) that opportunity will be delayed. In a sense, they are simply a mechanism to structure which player will roll the bones before the others. In short: 1) an Attack is the abstraction of an Attack Sequence conducted against one foe over the whole duration of the Melee Round. 1a) When your combat skill is good enough, you can lauch a second Attack Sequence in order to attack a different opponent by Splitting your Attack. 2) the Strike Rank is the abstraction of the opportunity to neutralize the opponent before he neutralises you. You have only one opportunity per weapon. 2a) If you fight with a weapon in each hands, you can create a second opportunity, one per weapon, against the same enemy as part of a the same Attack sequence. If you want to use one or both weapons against another opponent, you need to Split your Attack (as per 1a).
  5. I don't disagree and I also asked in the same thread if the errata and eventual third printing would be amended accordingly but my question was deleted and no answer was given.
  6. However, ii the Rules thread, Jason clarified: ------------- Posted April 8 Jason Durall said: Worth repeating ------------
  7. Hmm. Will it be incorporated into the GM Guide (not Pack)?
  8. That starting character have high skills? Personally, I think it is a feature but I also see your point. I suggest perhapscapping starting skills to suit or taste and/or giving less skill points to distribute.
  9. I agree the focus should be Glorantha. Fantasy Earth is all good but others have that well in hand and trying to compete on that front (Fantasy Earth) while you have a unique topic (Glorantha) to cover seems counter productive (unless of course FE does not somehow draw resources away from Glorantha). Also, one of the best element of RQG is how the Runes are baked in the setting and character creation. That would obviously play a different role (if at all) in a FE line.
  10. Sure but with a huge difference: the GM is in full control of what specific knowledge can be gained through research. A player might declare his character will spend a week,na month or a year researching about the myth that would be used for the next heroquesting like special weaknesses of the expected opposition but if the information is simply not available (GM's call), he won't learn anything.
  11. This is also exactly how I read the rules. Nice summary.
  12. Just to be clear, I liked RQ3ENC rules but this is not exclusive. I also like RQG approach. Come to think of it, is there any fatigue rules in RQG?
  13. Yup, it always made a lot of sense to us as well. Experience checks were not always only about making rolls but also just practice. Ride is good example of that but not the only one. I always liked games woth "training" rules (RQ, GURPS, Mythras...)
  14. I also liked RQ3 ENC rules. However, Fatigue rules are better in Mythras IMHO.
  15. Not a high priority for them. They are currently knee deep in negociation to acquire Disney.
  16. I am with you with the Fight Back option, it would have been great. However I haven't thought deeply about the implications. I would also have preferred the Resistance Table to dissapear but I just don't like CoC percentile attributes. Not that there is anything wrong with them but they just clash with my BRP paradigm. On top of it when attributes for critters get above 100, it is just ugly. All in all, compared to RQG, CoC combat is simple and streamlined. It has an elegance that RQG lacks. I have a feeling the focus for RQG was too much around making it as close to RQ2 as possible. It left RQG combat in an awkward space where it is crunchy but not quite simulationist, nor highly tactical and certainly not streamlined.
  17. Thanks Phil, I also just realised there was a Second Printing corrections for the Core book in the download section which seems (only made a few spot check) to correspond to the pdf currently available. So I guess my question is, if I order the book now, is it absolutely ertain I will get the second printing?
  18. Cool! Quick question, is the printed book based on the currently available PDF? An earlier version? A more recent version? Edit. I am asking specifically about the core book but would also be curious about the bestiary and gm screen.
  19. I am not fond of arrays at all and I personally love point buy characteristics when it is part of a point buy system. The method described above is exactly how we used it in RQ3 back in the days.
  20. Of course it does. My question is more about how it relates to the curent PDF found in the download section. 1) Will the available PDF be updated to align with the print file? 2) Is the available PDF already in line with the print file? 3) Is the available PDF more "up to date" than the print file (and thus won't be updated to reflect the print file)? 4) We do not know the answer to the question/lost track of all te changes (which is also a valid answer).
  21. I might have had an invisibility spell on me, let's try again. On 9/15/2018 at 8:01 PM, DreadDomain said: @MOB will the pdf be updated to reflect the print copy or does the print copy already reflects the current pdf available in the download section?
  22. At the time it was not a problem tthat we tried to solved because we didn't that as a problem. Remember, we were still using weapon SR as a reach mechanism so at long range a spear could me nimble and fast (low SR) but if closed within its optimal reach, it would become more difficult to maneuver. For us the abstraction was good enough. Your solution is a tad more abstract as it folds in reach (low melee SR tends to act first in MR) and nimbleness (high melee SR tends to attack more often in a MR). This might be more adequate for RQG since RQG does not have any closing mechanism.
  23. Not it's not complicated. You simply have to focus on what you (a generic "you" here) are trying to achieve. It is always tempting to throw the baby with the bath water ( why use MR? Why use statement of intents? Why...?) but it does not have to be so. You said it yourself, if you only want to attack multiple times in a round, just allow multiple attacks. There is nothing wrong with rebuilding from the ground up but sometimes a couple of simple houserules is enough for the job.
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