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soltakss last won the day on April 1

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About soltakss

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    RQ Fogey
  • Birthday 01/11/1964

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  • RPG Biography
    Started playing RuneQuest in 1982.
    Articles in Tales of the Reaching Moon, Tradetalk and The Birchbark Chronicles fanzines.
    Merrie England:Age of Eleanor for MRQ1
    Merrie England: Age of Chivalry for BRP
    Merrie England: Robyn Hode for Renaissance
    Land of Ice and Stone for Legend
  • Current games
    RQ in Third Age Pavis and Prax
  • Location
    Birmingham, UK
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    Computer Programmer

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  1. Loz proved right, as usual ...
  2. I liked Treasure factors for that exact same reason. It was a good way of determining how powerful a party of NPCs was.
  3. I don't know, the rules aren't out yet
  4. My Great Troll with his Troll Maul LOVES you! 2D8+3D6 becomes 16+36=52 damage on a Crush! Yeehah!
  5. RQ2 and RQ3 handle this differently. In each case, Bladesharp 4 adds 20% to the skill and +4 to every blow. In RQ2, Berseker multiplies base skill by 1.5, with Bladesharp added on top. So, someone with Pole Axe 190% would add 95% to the skill, due to Berzerker, then add +20% for Bladesharp, taking the skill to 305%. In RQ2 against Chaos, Berserker doubles the attack chance, with Bladesharp added on top. So, someone with Pole Axe 140% would add 14% to the skill, due to Berzerker, then add +20% for Bladesharp, taking the skill to 300%. In RQ3, Berserker just doubles the attack chance, with Bladesharp added on top. So, someone with Pole Axe 140% would add 14% to the skill, due to Berzerker, then add +20% for Bladesharp, taking the skill to 300%. In RQ2, SIZ 18 gives SR1, DEX 21 gives SR 0 and a Pole Axe gives SR 1, for a total SR of 1+0+1=2. Attacks are at SR 2,4,6,8,10,12, so this allows 6 attacks at 50% against 6 different targets, but I allow multiple strikes at the same target to reflect the more skilled fighter. In RQ3, SIZ 18 gives SR 1, DEX 21 gives SR 1 and a Pole Axe gives SR 1, for a total SR of 3. Attacks are at 3,6,9, so the attacker can only have 3 attacks at 100% each, not 6 attacks at 50%. Note that the difference in attacks is always 3, regardless of the base SR, so a Great Troll with a Troll Maul and DEX 21 has a SR of 1+0+1=2, so attacks at 2,5,8. One of our RQ3 PCs had a Maul of Swiftness that reduced the base SR by 1, so he attacked at SR1, so could get attacks at 1,4,7,10. Every attack under both systems should get +4 added to the damage due to the Bladesharp.
  6. In my experience, it is experience. A party of well-trained PCs who work together can always defeat a party of roughly equal numbers and skill. A party of chickens-with-heads-cut-off PCs will always lose against a roughly equal party. A party of well-trained PCs who work together can usually defeat a party of fewer numbers but higher skill. A party of well-trained PCs who work together can usually defeat a party of higher equal numbers but lower skill. A party of well-trained PCs who work together can sometimes defeat a party of higher numbers and skill. A party of well-trained PCs who work together can often defeat a single opponent, no matter the skill. If the opposing party has higher numbers, they might be tricky, unless the PCs work well together. If the opposing party has a Brute and some normal opponents, it might be tricky, unless you take down the Brute. If the opposing party uses missile weapons then they are likely to cut you down where you stand. If the opposing party is well-trained then it will be harder to beat. If the opposing party is a rabble then it will be easier to beat. But, a well-trained party with some magic and proven tactics proves very hard to beat, especially if PCs have access to Hero/Luck/Fate Points. It depends on the Magic. In old-school RQ, Bladesharp 1 didn't make a lot of difference, Bladesharp 4 made a bit of difference against a normal foe and Bladesharp 8 cut through plate armour. Similarly, a good whack of Protection made normal foes struggle to do a lot of damage, except on a critical. Divine magic was even better, Shield 4 in RQ2 gave a lot of benefits, especially stacked with Protection 4, in RQ3 the limits were off so defensive magic could give very high armour points. However, for RQ3, offensive magic was limitless so your foe could have Crush 20 Bludgeon 10. Berserker was good in RQ2, especially when stacked with Shield and Protection, we used to wander into combat with 12 points of magical armour, plus 10 points of iron/leather giving 22 points of armour, so we didn't need to parry. We also played that Storm Bull Berserker gave Protectoin as a side effect rather than Countermagic for Zorak Zorani, so that increased armour to 24. Given an Allied Spirit with a healing matrix, a Berserk Rune Lord would be very hard to beat in hand to hand combat.
  7. Sometimes it needs repeating - RQ came first, then BRP was derived from RQ, then they mixed and intertwined in many ways.
  8. With physical skills, you could gain experience, then train, then gain experience until you reached 75%, then it was all experience. Non physical skills could use trainig up to 90%, which was useful.
  9. Exactly, tailor your skill list to the setting ...
  10. There are several levels of HeroQuesting, which is important to remember. God Quest - This is where a powerful HeroQuestor goes onto the God Plane, or into God Time, and marks out a myth or action that makes him/her a deity. What they have done is to alter GiodTime in such a way as to make themselves part of GodTime. The Red Goddess did this, for example. Other Place HeroQuests - Go to a magical or mythical place that is outside the mundane world, do something there and come back. This allows people to go to Hell, the Underworld, The Sky, the Moon, Orlanth's Cloud Palace, Brithos, Vithela, Luathela and so on. Such a trip is dangerous and maghically powerful, so only the strongest heroes attempt it. Other Side HeroQuests - Go to the God Time and take part in, or experience, one of the myths of your deity, gaining rewards for successfully completing the HeroQuest. Making minor changes to the HeroQuest can make you a Hero, especially if those changes bring back a new power for your cult. Magic Road HeroQuests - Where you use a HeroQuest to quickly travel along a well-defined road with predictable opponents. Practice Run HeroQuests - This is where you overlay a HeroQuest onto the normal world and gain some benefits from doing the HeroQuest. In my opinion, many people carry out Practice Run HeroQuests, many do the Other Side HeroQuests in cult Holy Day Rituals, some do Magic Roads, very few do Other Place HeroQuests and very, very few do God Quests. In Practice Run heroQuests you can use a HeroQuest to achieve a mundane end, or to help you to do it. So, you could use Waha Frees the Herd Beasts to rescue herd beasts captured by an enemy tribe, you could use Orlanth and Ernalda to steal away a bride from a Yelmalian clan, you could use Summons of Evil to summon a long-standing chaotic foe to a place where you can more easily defeat him and so on. I would assume that mpst PCs start off with Practice Run HeroQuests, perhaps moving on to Magic Road or Other Side HeroQuests, with Other Place HeroQuests only coming in for more powerful PCs in a long-standing campaign. Few PCs will do God-Quests as it effectively puts the PC permanently in God Time and effectively takes the PC from play.
  11. Funnily enough, I think this is probably the best thing to have come out of Mongoose's RQ, except perhaps Hero Points. It is a lot easier to work with than any of the previous ways of working out starting skills and makes the calculation easier when casting characteristic-enhancing spells very easy - just add the improved characteristics to the skill to get the increase, easy.
  12. An email was sent to the first playtest group that was obviously meant for private consumption. It was, shall we say, interesting. While I didn't agree with a lot of the first playtest ideas, the direction they went in the closed second playtest was even worse.
  13. We never really had a problem with this in RQ2, although it became a slight issue in RQ3. RQ2 had the conecpt of Anti-Parry, where an attack skill over 100% reduced the parry chance by the balance, this meant that high attacks were useful and meant that spells such as Fanaticism or Berserker had a benefit. In single combat between two skill masters, you could get the attack/parry/attack/parry etc combat, but in normal combat we normally ganged up on NPCs, meaning they soon ran out of parries.
  14. I would think that it would be something similar to: Storm Bull (17, Berserker, Face Chaos, Spirit of Law, Earthpower) Casting Earthpower would use the Storm Bull Pool as Eiritha gives Earthpower to Storm Bull. A Storm Bull worshipper who also worships Waha might have: Storm Bull (17, Berserker, Face Chaos, Summon Spirit of Law, Earthpower) Waha (4, Speak to Beasts, Cremate Dead) He could cast the Summon Spirit of Law using either the Storm Bull or Waha Pools, even though the spell is against the Storm Bull Pool. Of course, until the rules come out, this is pure speculation.
  15. I would houserule this, almost certainly. Pantheonic pools make a lot of sense, so a worshipper of Orlanth should be able to use the Orlanth Pool to cast Thunder Brothers spells and a worshipper of Eiritha should be able to use her Eiritha Pool to cast spells from the Procectoresses.