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soltakss

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Posts posted by soltakss

  1. 2 hours ago, EpicureanDM said:

    I read posts here and other places about how experienced RQ players and GMs conducted combat. I get the sense that there's some strategy or common wisdom around casting spirit or Rune magic before fights, combining ranged attackers with skirmishers to put pressure on, releasing allied spirits against your enemies during battle, and more. These tactics are mentioned in passing, but rarely in the kind of detail that could be useful to a new/returning RQG GM. 

    One problem you might face is that most people's experience of RQ combat is from previous versions.

    Nobody has long campaigns with a lot of combat for RQG, as RQG has not been out long enough to have generated that.

    2 hours ago, EpicureanDM said:

    Can anyone point me to examples or guides that pull the veil back on advanced RQ combat tactics? I'm less interested in general advice ("Some opponents will send allied spirits into combat to harry PCs.") in favor of specific details illustrating real experience at the table ("Don't use allied spirits against the PCs unless one of them has stats or skills at X or X%. Spirits of [this strength] are a good match for PCs of [this strength].") I'm looking for the war stories that you'd tell when reminiscing about a memorable fight, but ones that illustrate a clever use of the rules to overcome your opponents. Most of my players come from D&D backgrounds, so specific examples that differentiate RQG combat from D&D that include tips and tactics would be especially helpful.

    A lot of what you will get is general advice, I am afraid.

    For me, in RQ2, we only used shields in some combat. We preferred to go into combat with two swords, as the APs were higher and it gave us the opportunity to choose to attack twice if we knew that an opponent could not attack or was indisposed. Although Soltak Stormspear used a Spear and Shield as his main attack combination, he also used two Bastard Swords in a lot of combats, especially when Berserk.

    Using weapons with low Strike Ranks can give you an edge. In RQ2, Impaling Weapons were king, as they did more damage and attacked faster.

    Attacking with Fanaticism gave you a higher attack chance, which gave you a better AntiParry if you had a high skill, so reduced the opponent's parry chance, Berserker was better, for Storm Bulls against Chaos.

    We used Multispell Dispel Magics to strip opponent's spells down to nothing, or down to their undies, as we called it.

    We used spell barrages, timed to go off on the same Strike rank, to blast through Shield spells.

    Use weapons appropriate to the PC. For example, in RQ2, Crushing weapons did Maximum Damage Bonus plus normal Damage Bonus on a special, so a duck with a mace might not do any extra damage if it did not have a damage bonus. Ducks used swords or spears, trolls used maces and mauls.

    Attack your friend's opponent rather than your own. That way, you get to parry your opponent's attack but your friend's opponent has to parry two attacks, which is harder. An opponent with not a very good attack chance could be sent Fanatical, as that reduces parry chance but doesn't really improve attack by that much. If you are fairly sure you can survive the attack, it is a good way of finishing the combat quicker.

    2 hours ago, EpicureanDM said:

    Most of my players come from D&D backgrounds, so specific examples that differentiate RQG combat from D&D that include tips and tactics would be especially helpful.

    Missile weapons can be devastating in RQ, where they aren't in D&D. Use archers and crossbowmen to turn an opponent into a pin cushion. We used to use Multimissiles against heavily armoured opponents, as we were "going for the critical", the more arrows you fire the better chance of scoring a critical and ignoring armour.

    Riding beasts in RQ are far better than in D&D. A trained warhorse can attack and has a big damage bonus, so can bite or kick an opponent at the same time as you attack the opponent. Lances are good, as they have a very low Strike rank, so you could use a lance and your warhorse can bite or kick in the same round.

    It is normally better to attack a riding beast than the rider, in RQ, as people don't give their riding beast as good armour or spells as they do themselves. Chopping a horse might make the opponent fall and take damage, or lose attacks.

    43 minutes ago, EpicureanDM said:

    What is a fair number of ranged attackers should I throw at a PC with 100% Broadsword? Three archers? The PC can't use their Broadsword skill to parry arrows, so now I need to worry about Dodge instead. If none of the PCs have invested in Dodge (and given how Dodge can be all-or-nothing), what sorts of encounters and opponents should I be throwing at my party?

    What is the PC's armour? Does the PC have the Shimmer spell? How skilled are the archers? What is the PC's Dodge attack? Does the PC have a shield that can be used to cover hit locations?

    All these questions come into play when talking about particular tactics, which is why I said that most answers will be general.

    My assumption is that an organised party of PCs will normally defeat a similar party of NPCs and will often defeat a stronger party. If you want to be sneaky, don't rely on numbers, instead use tactics. Have NPCs with missile weapons, have NPCs using Multispell and spell barrages against the PCs, Multipselled Disruption spells were devastating, as I recall. Have the NPCs gang up on PCs, making them choose who to parry.

    48 minutes ago, EpicureanDM said:

    What are the best strategies for PCs to get the upper hand on archers? What spells? Is it better to use all your SR to charge the archers and engage in melee? Does RQG's combat system encourage or reward that tactic?

    Use Shimmer, as it makes you harder to hit. Run in jinky runs, as that halves the chance to hit. Cover hit locations with shields, as the missiles hit the shield first. Rely on your Natural Defence, i.e. hope they hit non-vital hit locations and don't kill you. Charging archers in combat is always a good idea, unless they are very skilled or are using magic. Teleporting behind them is also a good tactic. Using a Darkwall or Lightwall between them and you is a good tactic, if you want to charge them. 

     

     

    • Like 3
  2. It is definitely an interesting place. 

    As to how Gark the Calm worshippers would react to it, I suppose it really depends on how you see the cult of Gark the Calm. I see it as a bunch of mystics who have learned how to transcend death so they can continue in their mysticism even after death. They could see the Draugar Stone as something that gives a shortcut so missing the point of Gark's Mystical Path, so something that is to be pitied rather than hated. 

    • Like 1
  3. 4 hours ago, Darius West said:

    I have been reading HQ: Men of the Sea, and the RQ Companion (which are the 2 best Dormal sources I am aware of) and there is nothing to suggest that this is how it works.  For a start, Dormal didn't create the ritual, that was done by Hunlarni the Wise who had been monitoring the Closing closely and noted that like a tide that it ebbed and flowed.  The Opening Ritual generally suggests that a ship would set out just when the low tide is at its lowest and beginning to turn. There was no discussion of making a treaty with the sea deities in the relevant sections of the document, quite the reverse, this was a sorcerous trick for circumventing the threat of the Closing (a "hacking" style work-around to beat the system).  Hunlarni's work only employed a magical boat and the opening ritual.

    Have a look at Strangers in Prax. There is a location where the Monsters of the Closing could go to in safety, outside the bargains that Dormal made with the Agents of the Closing. From memory, the Spotted Shark goes there and the PCs can try and kill it, as they are not Dormali.

  4. I always thought that Cyberpunk reflects the alienation of certain sectors of society - The very poor, the misfits, the people who cannot hold down a proper job or don't want to and those who The Man has hurt in the past. Cyber Enhancement can be seen as a way to get rich quick, which never really works, or a way to further emphasise the alienation.

    • Like 1
  5. Anything.

    That is not supposed to be a trite answer, but a cunning Player should be able to narrate a way for a Power Rune to augment anything.

    The Runes chapter says "A Power or Form Rune may be used by an adventurer to augment any skill used in accordance with that Rune". 

    So, Truth/Knowledge could be used to augment a Lore, Death could augment a combat skill, Fertility could augment First Aid, Movement could increase your Movement rate and so on.

    My games are very flexible with this kind of thing, probably more flexible than most, so if a Player can justify it, I probably allow it.

    • Like 1
    • Thanks 1
  6. 22 hours ago, seneschal said:

    Gee, I just asked.  I really don’t know.  🥺

    Sorry, I just had a flashback.

    In my Glorantha, riders may well have stirrups, I don't really care. They can do all the things that people using stirrups can do, which is what is important to me.

    They also have saddles, otherwise it would hurt to ride on horses. Whether those saddles are like Bronze Age, iron Age, Medieval or Western Cowboy saddles doesn't really matter to me.

    • Like 1
  7. On 2/19/2019 at 7:43 PM, Darius West said:

    Sheesh, this is not even close to the worst attempt at an enchantment exploit I have heard.

    We had a Wailing Void spell enchanted into an arrow, with a trigger condition that it is cast when the arrow impales into someone. Broo shoots you with an arrow and you get consumed by a Wailing Void. 

    • Like 2
  8. On 2/18/2019 at 3:14 PM, PhilHibbs said:

    Another data point is the Aldrya cult, where the natural progression is by leaving one subcult and joining another.

    The natural progression for Voria/Ernalda/Asrelia is to leave one cult and join the next, as you go from Child to Mother to Grandmother. They can be seen as all subcults of one larger cult.

  9. On 2/19/2019 at 10:30 PM, M Helsdon said:

    There's unlikely to be much of a market for a 360 page book about warfare in central Glorantha.

    Everyone who saw the book at Dragonmeet wanted a copy. I only buy PDFs nowadays and I wanted a copy of the book itself, but might have to settle for the PDF.

    You have done the hard work, you can either let it go and not publish, produce a free PDF or publish it as a PDF and maybe a print version. 

    I haven't a clue how much money Chaosium wants up front for a supplement such as this, so it might be a gamble producing it as a print book, but if you did a Kickstarter then I am sure it would get funded.

    In case you missed it, if you did a Kickstarter then I am sure it would get funded.

    • Like 4
    • Haha 1
  10. On 2/19/2019 at 10:30 PM, M Helsdon said:

    whilst I'm very far from equaling any professional artists, I am slowly getting better at drawing, and some of the older sketches are looking naff

    I haven't seen sketches of that quality from many professional artists. 

    You are selling yourself short again.

    • Like 5
  11. On 2/18/2019 at 3:44 PM, Sir_Godspeed said:

    Well, there is some issue on whether Pamalt truly is the equivalent of Genert, or whether that is a God Learner interpretation made in the name of apparent symmetry and systematization.

    Is there?

    I understood that Pamaltela was largely unaffected by the Chaos that covers Genertela because Pamalt survived and Genert died. Pamalt is a Greater God, like Orlanth and the like.

  12. On 2/14/2019 at 1:08 PM, Akhôrahil said:

    The reason Earth is primarily associated with goddesses these days is because Genert went and got himself killed.

    And he had a lot of wives, daughters and granddaughters, who only had one husband/father/grandfather.

  13. On 2/19/2019 at 6:13 PM, Darius West said:

    Except that the God Learners were able to brute force defeat the Closing, just not perpetually.

    Sure. Nobody is saying that Dormal's Way is the only Way.

    Some God Learners crossed the oceans using brute force. The Pharaoh swam across the sea. Indlas Somer rode the waves on his board.

    What Dormal did was to make it repeatable and easier, basically by bargaining with all the Terrors that police the Closing and gaining their agreement to a Get out of Jail Free Card.

     

    On 2/19/2019 at 6:13 PM, Darius West said:

    The Cradle certainly crossed a lot of sea without any ill effect too. 

    Maybe, maybe not. 

    On 2/19/2019 at 6:13 PM, Darius West said:

    I don't think going down Magasta's whirlpool qualifies as a catastrophe somehow; more like one in a long line of steps on the baby giant's education.  Or was the whole Cradle adventure ultimately in vain and they just let the baby die?  If not, where's the catastrophe?

    For most, being sucked down into Magasta's Whirlpool is a catastrophe, but for a Giant Baby it isn't really a problem. 

    Sometimes, a curse isn't a curse and sometimes it is. If you want to get sucked down Magasta's Pool then crossing the Oceans without the Open Seas spell might work. However, you might also hit the Endless Seas, the Warring Waterspouts, Kraken, Wolf Pirates or the many other Agents of the Closing. It's a bit of a lottery.

    Personally, I think the Giants get around the Closing by putting a Doom on the Cradle that it is going to get sucked into Magasta's Pool and so none of the other Agents of the Closing bother it.

  14. On 2/20/2019 at 1:40 AM, seneschal said:

    Do Gloranthans have strirrups?

    No, for the love of God no! Please let's not have another thirty page discussion over whether Gloranthans have stirrups, saddles or whatnot.

    • Haha 3
  15. 18 hours ago, Richard S. said:

    Geez. All you guys must have like history and linguistics phds or something because I've got zero idea as to what y'all are talking about now.

    Debating the merits of which historical names for social classes in a made-up world. Some people just like to sound clever.

    • Haha 1
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