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Atgxtg last won the day on October 29

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About Atgxtg

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  1. Character Creation - Figuring Skill Caps

    Actually, there doesn't. That's a myth. All you need is some niche protection (So the players feel they contribute something), and a heavy bias in the PCs favor (since few campaigns can last of the PCs die off all the time). Yup. You only can really "balance" characters that have similar classes, skills gear, and most importantly, players. It doesn't work that way. In RQ/BRP/etc. you don't add that in "after the fact" The Base skill score is your starting chance to use a weapon or shield. If your skill gets raised above the base score of a weapon/shield, then you don't add in the difference if your score is higher than the base score of the weapon being used. So if somebody started with a buckler (say 5% base chance per your example) and later raised their shield skill to 40%, then it would be 40% with any shield, and wouldn't increase just because they picked up a target shield or a tower shield later on. The higher base chances for the bigger shield just mean they are easier to use, initially. In most cases this makes the differences in base percentages between different weapons under the same skill moot fairly quickly- usually before the 30% level. In fact, if a GM wanted to be technical, there is a rule in some versions/editions of the rules that actually reduce someone's skill if they switch to a different/unfamiliar weapon in combat. That can work. Just what options you have available to use depend a bit on which version of the game you are running (although it's not impossible to port over chargen stuff from one version of the game to another-it's mostly compatible. Personally I think the best ways to limit starting characters skills are: 1) Limit how many points they have to spend ('cuz if they only have 50 or 100 points they are less likely to use them all on ONE skill) 2) Set a cap such as "no skill above 75%" or some such. (Works like charm, if a bit artificial. Those with good modifiers just hit the cap quicker and have more free points to spend elsewhere) 3) Go with Nicks suggest of "max X%" to any one skill.(Also works, but can give the GM some surprises if somebody has some really good modifiers. I once has a Aldryami PC with really high INT, DEX and STR (well, good for an Elf), and would up with an ATTACK modifier over 20%. That might give you some headaches, especially if you set a fairly low skill add limit. 4) Just tell the players what sort of skill range you are looking for and ask them to build their characters to fit in that range (works great with most players,)
  2. Character Creation - Figuring Skill Caps

    Honestly, I wouldn't worry about skill caps. I can't really think of any time where a GM used one, at least during the start of a campaign. I might have seen someone do something when creating experienced characters to add to an existing campaign, but then it was along the lines of "no skill over 75%" or some such. Otherwise it really ins't an issue. RQ isn't like D&D where every character has to to be "balanced". BTW, What system are you converting from?
  3. Hitpoint-less combat

    Could be, but I'm not sure if it is necessary. Since the game mechanic uses a resistance roll, you kinda get that effect built in.
  4. New RQ Designer Notes - Part 4

    Exactly, by possessing/attaching itself to a body the Spirit becomes vulnerable to being separated from that body by the aptly named "Sever Spirit" and, as noted above, that is how Death is defined in Glorantha. At least that is how it logically seems to be how it work work, to me. At least I could see it working that way. Now the interesting thing would be just where a severed Spirit would go. For living characters we have all that cult affiliation stuff to rely on but where does a disease spirit go? Does it go back to the spirit plane, or could it hang around and try to "repossess" (sorry couldn't help the pun) the victim? Perhaps that is why they use Spirit Combat to reduce the Spirits MPs?
  5. Hitpoint-less combat

    Yeah, something like a resistance table roll would probably match up better with the rest of your system- and make Healing 1, 2, 4, 5, etc. useful.
  6. Hitpoint-less combat

    Well that's a big change from the normal rules. Not being able to heal other during combat greatly reduces the usefulness of healing magic.
  7. New RQ Designer Notes - Part 4

    JUst hope that your aim is good. Don't want to kill the wrong spirit.
  8. New RQ Designer Notes - Part 4

    Funny, I could see them using it to cure disease (killing the disease spirit) but not for healing (battle or otherwise), or assisting pregnancy (you mean childbirth, right?)
  9. Hitpoint-less combat

    If you are going to use a fixed amount of healing per injury level, I suggest that you tie the amount required based on the hit points of the character (maybe 25% of their total HPs). That way characters with a lot of hit points don't wind up with bargain healing. This would become a problem for characters than can control a large creature. Someone with a warhorse, pet bear or some such could easily afford to pump 3 points into healing whenever the creature got hurt to bring it back into the fight.
  10. Hitpoint-less combat

    it wasn't clear-at least to me. Maybe becuase in some RPGs they do something similar after a battle to see how banged up a character is after the battle. Often an injury that doesn't present much of a problem during a fight can become serious or even life threatening after the fight. Stuff like cracked ribs or minor cuts getting infected and going septic. Alos, how does first aid or magic work with this variant? Both in terms of during the fight and for healing up afterwards? Since we don't get or track damage points we don't know how many points of Heal to cast.
  11. Hitpoint-less combat

    It looks like all you have to do is roll a fumble. I don;t see anything specially in the "How Injured Are You?" section that says you have to be hit or fail a resilience check. It just says "at the end of the fight, make a CONx5 check". So, technically, a character could make his resilience checks or not even get hit and die from a fumbled CON roll. Unless I'm missing something somewhere in the text. Personally, I think the character should at least get hit. I could see something like an easy CON roll for those who got hit but make their checks, and possibly even a difficult CON roll for those who either did really badly on their resilience rolls or who got an "overkill" effect (i.e. damage beats resilience by 10+ for an "autofail").I'm not all that committed to the latter, but do think the "must be hit/damaged" thing should be spelled out.
  12. Hitpoint-less combat

    Yeah, I think the second approach better reflects how things would go normally. In most versions of the rules, Shouldn't that be 1d8+1+1d4? for a max of 13?, up to a 22 on an impale? But otherwise, I agree that the second method seems to match up more closely to what would happen in most versions/variants of BRP/RQ. A 22 point hit through armor would most likely drop just about anything. In RQ a dragon could fight on for a few more rounds with CONx1% rolls, but you don't really need that. BTW, You might want to fine tune the "how Injured are You?" section a bit to reflect how severe the resilience rolls a character had to make. It would seem kinda silly for someone who took only a minor hit (or, if I read the rules correctly, no damage at all) to drop dead. In addition to being a bit unrealistic, it is probably going to cause a lot of PCs to die prematurely, since most PCs with have a 2-3% chance of fumbling. Maybe something like a First Aid roll could bump the CON roll to easy or maybe just bump up the result a success level (maybe 2 for a special,)?
  13. Hitpoint-less combat

    Yes, that's why I think using a portion of hit points works. In RQ a hit that gets 30 points past armor is going to be a big problem for a dragon. The same in Strombringer and most other versions of BRP. Note that if you're worried about human scale opponents you could factor in some sort of fixed add, say 6 points to keep their resilience scores the same while reduce the resilience scores for larger things. You might also want to do away with the automatic results on the resistance tables, and go with the 5%/95% min/max rolls (or even 1%/99%). That way a character always has some chance of dropping a big creature, and a human always has some chance of soaking a hit from a big creature. Another option might be to alter specials so that they don't increase damage but instead reduce resilience. If an impale halved resilience then impales wouldn't be much different to people, but capable of dropping bigger monsters.
  14. Hitpoint-less combat

    Except BRP is a trimmed down version of RQ, and most versions of those game mechanics either use hit locations or a major wound mechanic. Without such a game mechanic it's pretty hard to drop even an average human with one hit. With most weapons the attacker will need to get a impale and/or do really well with his db. Of course two or three hits will drop just about anybody. But since your resistance tabel mechanic doesn't have any sort of cumulative effect you wind up with big critters just shrugging off injuries, with no effect.
  15. Hitpoint-less combat

    Yeah, but in BRP you usually don't have to whittle down a character's or creature's total hit points to take them out of the fight- normally you just have to disable a hit hit location such as the head, chest or abdomen. So using 33-40% of the value as the resistance would probably give you results closer to BRP/RQ. Since you are putting POW into the equation (which lowers the value), I think the .40% value would be about right. For example, going back to the RQ3 Dragon (CON 35 SIZ 70, POW 20), it would have 53 hit points in RQ, and a Resilience of 42. But if you used the 40% hit location value, you get resistance scores of 24 (by hit points) and 17 (with POW factored in), which would make dragons about as killable as they are in RQ. And, after you factor in the 24 point armor (!!!) things should work out fine, mechanically.