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soltakss

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Everything posted by soltakss

  1. We also played that a player could downgrade a result for exactly that situation. Rolling a critical with a long spear against 1 point armour could be assumed to be a special and do 1D10+12 instead.
  2. We just assume the location is hit again. Even if severed, something is left, so a severed arm might have lost a hand, the arm at the elbow or whatever.
  3. I don't have different rules for magical.non-magical things, so a Storm Bull berserking with Bladesharp and a Rune Lord with 140% skill should use exactly the same rules when determining specials/criticals and so on.
  4. In my Glorantha, the Oasis Folk use Rammed Earth for their buildings, so the Paps looks a bit like the above, but all the walls are built using compressed earth blocks. As for what is inside the Paps, I have all the Earth Deities of Prax and the Wastes present at the Paps. The vestibule has shrines to the majority, higgledy-piggledy rooms, stacked on top of each other, some merging with others. Priests and Initiates wander between them continually, so you see that all the earth deities are connected. Some shrines are outside, so that lay members can participate. Inside the Paps, there are rooms where the Initiates, Acolytes and Priestesses live. Mixed in with these are shrines to some of the earth deities. Deeper in are temples to other powerful earth deities, for example Ernalda and Earth Witch. Shrines to deities such as Ronance, the 48 Old Ones and so on are scattered around. Deeper within are the Dark Earths, with shrines and temples to Asrelia, Ty Kora Tek, Grandmother Earth and so on. The Paps doesn't make any distinction between Praxian or non-Praxian earth deities. So, there is a shrine to Hon-Eel inside the Paps, even though Hon-Eel isn't a Praxian goddess. In fact, any initiate or priestess can make a shrine in the Paps by bringing an earth idol and performing a ritual to show it is an earth or fertility deitiy. The shrine might be small and not have a permanent retinue, but once accepted it is difficult to remove. But, my Glorantha varies.
  5. The problem with SIZ charts is that they don't normally take different body shaped into consideration. Although the Mythras charts has different weight ranges, it has a single height range.That is fine if you assume that SIZ=Height and that weight depends on other factors. Dwarves have low height and high weight, so you could model this with height based on SIZ and weight using Heavy, but I am not sure how well this works. One of the old BRP games (Stormbringer or Ringworld maybe) had different values for body build, probably similar to the Mythras chart.
  6. That's probably because modern missile fire works like that. If you want a more heroic game, allow acrobatics to reduce the chance to hit, as you roll or jump between cover. Give a Special Effect for the Combat Style of "Fire while rolling" or something similar, allowing you to shoot while rolling/jumping, , thus getting the advantage or reducing the chance to hit and not reducing your own chance to hit. You could use temporary holograms to confuse the opponents by giving more targets to shoot at. Camouflage suits could blur your outline, making it harder to shoot you. As stated earlier, flash/stun/smoke grenades could be used to confuse the opponents or reduce their chance to hit. Shooting out the lights while using infra-red visors can give you an advantage in combat, as it reduces the opponent's chance to hit while not affecting yours.
  7. Many thanks, we have been waiting for this for a long while.
  8. In RQ2 we had a Critical Impale chance of 01 per 100. In our games, a special did special damage but armour protected, a critical did normal damage but ignored armour and a special critical did special damage ignoring armour.
  9. In RQ2, Storm Bull Berserker doubled your attack skill against Chaos foes, so someone with 60% attack and Bladesharp 4 could get 60x2+20=140% and so had 40% Anti-Parry. That is not unreasonable even for a low-level campaign.
  10. That is why we preferred Option 1, sometimes you just habve to go Berserk with a good Bladesharp, just to increase the Critical chance and to reduce your opponent's parry chance. I have seen many RQ2 combats where going berserk was a useful tactic. In RQ3, not so much, as it didn't have anti-parry, so someone with 100% parry could fend off a berserker, so we houseruled to bring back anti-parry.
  11. That is how we always played it in RQ2. Someone with a 200% skill has a Special of 40% and a Critical of 10%. I have seen this played 2 ways: The special/critical chance depends on the skill AND the extra skill counts against an opponent (We called it Anti-Parry), so someone with a skill of 160% has a Special of 32%, a Critical of 8% and opponents subtract 60% from Parries The extra part of the skill is subtracted from the skill before critical/special is worked out, so someone with a skill of 160% causes opponents to subtract 60% from Parries, leaving a skill of 100% with a Special of 20%, a Critical of 5%. I much prefer Optoin 1 and that is the way I always played it. However, it would be useful to get the rule clarified in the RQG rules.
  12. Interesting stuff, thanks. I am not really familiar with the myth, but it shows how different myths can be connected and many myths have echoes in others.
  13. RQ2 was a bit vague when referring to POW and Personal Power, RQ3 cleared it up by using POW and Magic Points. If you spent all your Personal Power in RQ2 then you died, but in RQ3 reducing Magic points to 0 sends you unconscious and reducing POW to 0 makes you undead. We played that attending a Holy Day gave you a chance of a POW gain roll, since it was a magical event.
  14. Do one or the other, but don't allow the option of both. The reason for this is that some people like the randomness of dice, mainly older gamers, whereas others like some certainty. I'd drop 6 and have an 18, so you don't have any really low values, but my preference is for no really low values. Unless you are a leader, lover or bard, your lowest stat will be CHA, as the others are more important generally. Nowadays, I am less likely to go for random characteristics, just because fixed values are easier to use and I can always train up/magically increase low values in the game.
  15. What? I agree with Call of Cthulhu? Oh, the shame ...
  16. Personally, I would have a Luck skill, or attribute, rather than POW. I know the idea of POW is your interaction with the powers of the world, which is similar to Luck, but I like the idea of a powerful but unlucky characters, which is not possible using POW for Luck.
  17. Revolution d100 has 15 core skills and uses Traits to expand on them. That is the way to go, in my opinion. When I play RQG or Mythras, I would convert the skills intoRD100-style Skills and Traits, as they are just so easy to use.
  18. Agreed on all points. My preferred version is RQ3.
  19. Mongoose have not abandoned Legend, as far as I know, they just seem to have other things to do instead and have done for a few years. I suppose I should ask them again whether they are continuing with Legend, but can I be bothered?
  20. Interesting, it says that paolo is the author and Alephtar games the publisher, but we haven't heard anything about it. Perhaps this is a new form of stealth advertising - Wait until someone sees it and spread the news by word of mouth or on forums.
  21. I saw Warding being used around a U-Bend once, there was a tunnel that sloped steeply down, then flattened slowly and then sloped steeply up again, with the Warding placed just above the flat bit, so you went through and out of the Warding to get down and through and out of the Warding again to get back up, so double the fun.
  22. Oh no, not again! I'd hate this thread to be another ten-pager on why longbows are/aren't the best medieval weapon ever. Nobody mention slings, either!
  23. Just noticed that this has successfully funded. Congratulations, Paolo, I know that a hardback is a bit of a gamble at the start, due to the cost, Revolution d100 deserves a hardback edition. My better half has forbidden me to buy more roleplaying books, so all my purchases are PDFs, otherwise I would have pledged.
  24. Merrie England:Robyn Hode - Still relevant in the 21st Century!
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