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Atgxtg

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Everything posted by Atgxtg

  1. Yup, and if I had a say (I don't) I'd replace that odd decoration they use under the numbers with a more typical row of runes between lines like they do on the RQG cover. Then I would seem more RQ ish.
  2. Which is certainly an improvement and probably good enough. You could set up another layer like on ties highest skill rating wins to reduce the chance to less than 1%. You might want to wait and see what Chaosium decides to do about it, first. I doubt they will leave it with a 30-60% chance of ties. So wait-unless you are already running a game, in which case you'll probably have to do something about it, at least for the short term.
  3. Yeah, plus diving wasn't necessarily a year round activity. Yeah, although stopping in the middle of a 7 mile trip is odd. But then, so is Lovecraftian fiction.
  4. Yeah, that could work. One approach that I'm considering, mostly for BRP but possibly using PEndragon (thanks to you people), is to adapt a rule from Flashing Blades. In that (very BRPish) RPG, weapons usually did about 2 point on a hit (varied by weapon and attack type), but did an extra d6 if the roll was under half skill. In BRP I could see adding in the 1/2 skill success level from CoC7, and then have weapons do minimum damage on a marginal success and normal damage on a half or less success. That, combined with the minimal armor common to the genre would greatly reduce the lethality of the game. Adding in in a modest pool of hero points would take that a step further.
  5. You could just have him get a flat tire or have it rain and wash the road out (flooding), or something. Even if he got to town later in the day, or on a weekend, whatever the character was headed to might be closed down. There are possibilities. Weather being chief among them, especially in 1925. Back then, before satellites and all that, it would be easy to get caught in a storm by surprise, and the area in question is near the coast. Does it say what time of year the adventure it?
  6. Massachusetts is 183 miles long and 113 miles wide. While it is possible that a car in 1925 might require a stop en route, especially in bad weather or the winter, it's highly unlikely for a 5 mile trip. Not unless they left late in the middle of a blizzard or something. Looking at a real map Salem to Ipswich is about 15 miles, so Arkham to KIngsport might be 7-8 miles, but still not long enough to require a stop over. Maybe they left too late for the shops to be open and decided to stop at a motel that they knew and liked rather than risk staying at one they they didn't know, especially if they expect Mythos activity at the destination. I can assure you that in 2018 we regularly make 5 mile trips (and back) in Massachusetts without the need to stop at a motel.
  7. You got company. I thought it was some sort of Befuddle spell with multiple targets and Extension. Or some sort of Nysalor riddle.
  8. Yes, and the fact that Pendragon has no other form of defense-the parry is assumed in the normal combat roll. And it's not just fantasy. A few years back someone here ( I think) was posting about adapting Pendragon for a Swashbucking RPG, and the sticking point was that, as written, the PCs would die too fast. You would have to add something to soak some of the damage. It's not an insurmountable problem, but it is something that would need to be addressed in some way. Yeah, you could take the bits for passions, traits, extended families and character backgrounds and port them over to RQ2 and...oops it's been done. Pendragon is a good RPG with simple, solid game mechanics that does an exceptionally good job of what it was designed to do, play knights. It could be adapted to other genres but not without some issues, but that is true of all RPGs.
  9. It's a mixed bag. It still probably the best King Arthur film ever made, but, considering most of the other Arthurian films, that's not saying much. Yeah, the details aren;t well known, despite the fact that nerdy geekiness is now "in". ..and it will be just as successful or more at the box office.It's one of the drawbacks to "star power".
  10. That's that helps quite a bit.
  11. You might just want to swipe the weapons table from SB5. It has the right weapon classes and the prices seem better (Quarterstaff 50bz, Falchion 230bz, Greatsword 750bz, Cestus 200bz, Trident 100bz, Lance 175bz).
  12. Oh sure. I don't have a problem with it. I was just curious, and wondered if there was some sort of reason for it-like the way db is kept separate.
  13. Just curious, why is it CON 2d6+1D6+2 and not CON 3D6+2?
  14. Ow! I didn't even get the first one until after I a cup of coffee. Then it was ow ow!. I'm taking punitive damage.
  15. It was easy to get a head by going to war. Sorry.
  16. Here are stats for the Tiger-sized Siamese cats that Corwin encounter in Guns of Avalon, and that I hope to use in them in the campaign. I used the RQ3 Tiger stats for a baseline, and wrote them up using the rules for Demons in SB 5. They cost 66 MPs to summon. STR 6D8 (27) CON 3D8 (13-14) SIZ 5D8 (22-23) INT 2D8 (9) POW 3D8 (13-14) DEX 4D8 (18) Hit Point (26) Move 9 Armor (Fur) 1D3 Bite 50% 1D10+2D8 Claw 50% 1D8+2D8 Snout 65-70% (CONx5) Leap 2 Skills: Dodge 40%, Jump 50%, Hide 80%, Sneak 80%
  17. I have Bushido. Fond of it too. The battle system from Bushido worked very well for an old Celtic AD&D campaign I ran.
  18. It might be the complexities in determining the odds as opposed to any mechanical difficulties. Mechanically, bonus/penalty dice are simple, but from a "how does it affect my character" standpoint they are more complex that a fixed modifier.. Bonus/Penalty dice do not affect all characters equally, being more significant for the success chances the lower your skill score is. They also have a big effect on the special and critical chances. I'm not advocation one method over the other here.
  19. Yeah, I get where you're coming from, but I think RQ as written, especially RQ2 just abstracts all that. I, for one, wouldn't mind some sort of reach rules, and have even adapted the ones from Usagi Yojimbo to a BRP variant (it makes for a much more mobile, less static, fight), but as far as the RAW goes, it's just abstract. BTW< I was looking at RQ2 and spotted the optional rule of just using DEX for SR after the first round. That might be helpful if you wanted to modify things for miniatures.
  20. Harsh yes, probably a bit unfair, but I got a laugh out of my friend back when it happened. She probably is smarter than he is though. She figured out a couple of things and pulled off a clever idea or two that surprised me. For example, I made up a simplified RPG for her where she got to play Asoka Tano from the Clone Wars. It was a quest type of adventure where she had to open various containers to find something, and it was possible to find R2-D2 and have him tag along and help with things. In one game R2 opened up a contain that was trapped with a ECM grenade and got fried. She loved R2 and was horrified that he got zapped, so from that point on she would use the Force to open up containers with telekinesis so that R2 would never get hit by an ECM trap again, ever. That was her idea, at age 6.
  21. In RQG? Or in any version of RQ?
  22. By Bob Albrecht and Greg Stafford, according to the cover over at Amazon. And it sells for a much more reasonable price of $9.45: https://www.amazon.com/Adventurers-Handbook-Guide-Playing-Games/dp/083590167X
  23. It depends on which BRP softback, but possibly a couple of hundred pages, maybe just some errata, or nothing. Back in the early days of RQ, Greg Stafford and Lynn Willis wrote a 16 page introductory RPG, called Basic Role Playing. Culled from the RuneQuest rules, it was very basic and explained characteristics, skills and success levels. The book was given away with some early boxed sets of the time, such as RuneQuest 2, and Call of Cthulhu. It was also expanded upon in the Worlds of Wonder boxed set into three slightly more detailed RPGs. That's the first BRP. Then, about 15-20 years ago, Chaosium took the RQ3 rules, cut out all the setting specific stuff, and re-released them as the Basic Roleplaying monograph. While the game mechanics used were still the same, the monograph was a lot bigger and more detailed than the original BRP booklet. That's the second BRP. Then, about tens years ago or so (wow, really that long?), Jason Durall authored a book that collected various sections and rules used in the various Chaoiums games over the years, and put them together in one book. That;s the Big Gold Book, the BRP that you probably have, and which has had various supplements and expansions. That's the third BRP. So depending on which version you are comparing, the differences could be minor or quite significant.
  24. What if it's (and this is just a theory, I'm no more clear about this than anyone else), both.That is, you can make two parries, one with weapon/shield held in each hand, but the second one gets -20%, but if you do that you don't get any attacks. I think that doesn't conflict with the rules as written or with Jason's statement. I don't know if that is what was intended though. Again, I'm just tossing out a theory that might fit the criteria. I'm not making any claims on how the rule works, or if it's better or worse than any other method.
  25. Is there any sort of positioning paradigm in RQ2? As far as I can tell, it's mostly down to ranges for missile weapon/spell and melee distance. No sort of positioning beyond that. Two people fighting with spears could be standing 15 feet apart, lunging in for attacks and backpedaling afterwards.Or they could be only a couple of feet apart. RQ2 doesn't specify. It's just "in melee".
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