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soltakss

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Posts posted by soltakss

  1. On 12/21/2017 at 7:56 AM, g33k said:

    Yeah.  The folks over on theRQClassic KS page are .... getting pretty testy !

     

    Are they? I am happy with the PDFs that I have received and am happy to wait for the rest. However, I don't buy hard copies any more, just PDFs for me, so I am not waiting for anything else.

    • Like 1
  2. On 12/21/2017 at 9:29 AM, Iskallor said:

    Who continues fighting after losing a limb? 

    Berserkers, The Black Knight (as mentioned above), Arachnids, Insectoids, people with Healing, people who absolutely just have to defeat the foe. There are lots of reasons to fight without a limb. Lose a hand? Sitck the stump into your foe's eyes to blind him. Lost a foot? Attack from the ground. 

    • Like 1
  3. I have often wondered what a d100 mega dungeon might look like? More dangerous I think so it would need to be carefully constructed or everyone would be down to one arm by the end of the first level lol. 

    We had a dungeon in our RQ2 campaign called "The Acid Pits", run by one of our group GMs. Scenarios involved goint to the Acid Pits, climbing a cliff, getting riddled by an Illuminated Griffin Guardian, entering the Acid Pits, making it through three or four rooms, then retiring in disarry, with the treasure always "just around the corner, if you had carried on ...". Still, we persevered and kept going back again and agin, clearing it of Chaos room by room. When the GM showed up a list of 1,000 computer-generated Demons for the Acid Pits, we resolved never to go back.

     

    7 hours ago, Sean_RDP said:

    Quality would be key,  a focus on interesting short  (or long) adventures could be run in a night or two. And a variety.

    RQ is good at short, sharp hits, go in, do something and get out again. Camping in a megadungeon and replenishing magic points is fine, using your divine magic and not being able to repray it means you have to eventually leave, unless you have a portable shrine or artifact.

     

     

    • Like 1
  4. On 12/18/2017 at 10:26 AM, MOB said:

    Yes - one day the AH RQ3 stuff (or certain parts of it) will get a reprise. But we've got RQG to get out, and still have some PDFs to go for the RQ Classic KS...

    That sounds good. I can understand that RQ Classic promises need to be honoured before embarking on something similar for RQ3.

  5. You can easily use Renaissance without magic. 

    However, your PCs might not survive long without healing magic, unless you find a way around that.

    I haven't GMed the Thirty Years War, but I would pick a particular time/place/event that interests you and work out a plot around that. Don't be afraid of combat, but be careful regarding hit points. I'd give PCs more hit points than normal, just to aid survivability without magic, or slow down dying following serious wounds, allowing First Aid to work in time.

    Factions could include religion, but not as broad as Protestant/Catholic, each of the different sects would suit factions, as would Guilds, military units and so on. People need a sense of belonging and factions provide that nicely.

    • Like 1
  6. I don't normally log on in the week ...

    Yes, I would be interested in d100 adventures, especially as low-cost PDFs. I have bought the Classic Fantasy modules from Mythras and they are the right kind of length and price.

    One of the problems you might face is which d100 rules set you want to write for. OGL games include Legend, Revolution, Renaissance and OpenQuest. Mythras isn't OGL but are quite open regarding adventures, I think. Alternatively, you could just target generic d100 rules and not base on any particular system, however that might cause problems with copyright/licencing/whatever.

    • Like 1
  7. 2 hours ago, Harrek said:

    That's bad news and also what I expected. I still doubt that she's immune to politics or that there's no politics around the MRE. It's not about if she will continue in her position, but what she can achieve with that position. That is of course my own opinion.

    I think that the Most Reverend Elder is not elected by other High Preiestesses, but is appointed by Eiritha hersrelf, that's what David means by no politics. Once she has been elected, of course, she is drawn into the politics of Praxians.

  8. 54 minutes ago, styopa said:

    I can only picture the emotional rollercoaster of the player who rolled a 10s dice of 0....and then was disappointed that they rolled a 1 because a special would have been a better hit against that 1-point armor target.

    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.

  9. 2 hours ago, Mankcam said:

    Yeah that's fine as that's the Beserk gift from worshiping the Storm Bull, it's meant to be magical so no restrictions should apply to that.

    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.

    • Like 3
  10. 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.

    • Like 1
  11. 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.

    • Like 1
  12. On 12/15/2017 at 7:00 PM, Opiyel said:

    So for awhile, I've been running an M-Space campaign, using the modern and laser firearms in the RQ Firearms document. I was curious on how to make ranged combat a bit more interesting in the game, since a lot of it ends up being people crouching around in one area without really moving much. Thanks for any help.

    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.

    • Like 2
  13. 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.

  14. 1 hour ago, Mankcam said:

    Yeah I see your point, I don't tend to have campaigns long enough for attack skills to go that high. I would probably impose some restriction of how much the opponent's skill could be reduced to, perhaps they cannot be reduced below their Special Success chance, or something like that. I think having the option to choose between multiple attacks and reducing the opponent's roll seems to work well for me. If RQG forces you just to make only multiple attacks then that will be okay. Not a big issue, as it is often  the better option of the two anyway. But I'll just keep playing how I have for the past few years anyway.

    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.

  15. On 12/16/2017 at 5:16 AM, Pentallion said:

    I know this:  all my players have unanimously said they hate the rule to reduce the skills.  If it also reduces the chance to crit and special that's a deal breaker.

    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.

  16. On 12/13/2017 at 8:04 AM, Mechashef said:

    Can the chance for a critical be higher than 5% and for a special be greater than 20%?

    On Page 2 of the QS under the section on Abilities over 100%, the second dot point states:

    This seems a definite yes.  But ...

    That is how we always played it in RQ2. Someone with a 200% skill has a Special of 40% and a Critical of 10%.

    Does this mean that for skills such as attack, the character's modified skill can never exceed 100% because the component over 100% is subtracted from their own skill bringing it back to 100%, and thus the chance for a critical or special can never be greater than for 100%?

    I have seen this played 2 ways:

    1. 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
    2. 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.

  17. 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.

  18. 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.

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