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trystero

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Posts posted by trystero

  1. 3 hours ago, filkertom said:

    P. 8 — flying:  a creature will fall its SIZ in meters each round if conscious? If unconscious... it will fall faster, as determined by the GM? Um... really? Does the physics bear that out? 

    I assume the conscious creature can orient itself to maximise air resistance, as skydivers do, while unconscious ones just fall as a lump. I'm not sure how much faster the unconscious ones should fall, but this does actually make some sense to me.

  2. 8 hours ago, 7Tigers said:

    I would say that there is no real need to resign as, as David Scott reminded us, all the files are available in an unique dropbox folder, url being given each time.
    So, if you ever received one email, you should have access to everything.

    You do have access to all the preview files posted, but there's information in the e-mail messages themselves (like the Bestiary release date that Furry Fella was asking about) that isn't included in any preview file.

  3. Interesting to see that the hit-location die is oversized, and that Q-Workshop, like me, had trouble fitting "Abdomen" onto a face at a readable size. 🙂

    The D12 has "SR" printed on each face: are we expecting to see effects that occur on a random SR?

    • Like 2
  4. 56 minutes ago, simonh said:

    [When using DEX instead of SR to order actions] reloading a missile weapon isn’t a thing by itself. You fire missile weapons on your dex rank and that’s it regardless of drawn arrows and such.

    For comparison, Call of Cthulhu also uses DEX order for actions in combat, and (in editions up through 6th) cycles down through DEX orders once for aimed/ready firearms, and then again for all weapons. (In 7th edition, there's only one DEX-order countdown per round; aimed/ready firearm attacks occur at DEX+50, which would be DEX+10 with the RQ/Elric! characteristic scale.)

    I don't remember whether Elric! had anything like this for aimed/ready missile weapons.

  5. 19 minutes ago, Yelm's Light said:

    Muscle memory is an entirely different matter, though, especially with most people having a dominant (read 'main') side.

    Agreed. Anyone who's ever tried writing with the "wrong" hand knows how little of their skill carries over.

  6. I don't see the rules in the core book; my guess is that they'll be included in the Yelmalio entry in the Gods of Glorantha supplement, and that they'll be fundamentally similar to the equivalent rules from RQ2 or RQ3's Sun County sourcebook.

  7. 1 hour ago, creativehum said:

    In this case a tie means the hidden character may still yet be discovered, and the character searching has no yet noticed anything out of place but still might.

    To me, this means the hidden character wins the contest, because they're still hidden and the guard hasn't spotted anything. The contest is between one character attempting to preserve the existing fictional situation and one attempting to change it: if the situation doesn't change, the first contestant has effectively won and the second has effectively lost.

    Let me posit a slightly different fictional situation from yours: imagine a adventurer breaking into a palace to steal treasure, and trying to hide from a guard who's patrolling the palace. In the contest of Hide vs. Spot, the thief's goal is to remain unseen, while the guard's goal is to spot hidden intruders. As you interpret the both-succeed tie case above, the thief achieves their goal (remaining undiscovered), while the guard fails to achieve theirs (doesn't see anything). Worse, since the guard is going to move off and continue their patrol if they don't notice anything, they won't get another opportunity to roll; this means the tie is effectively a complete loss for them.

    I think that if I had to interpret this situation per the rules as now written, I'd say that the guard catches a glimpse of something out of the corner of their eye and is alerted, but doesn't find the hidden thief's exact location. So the hidden adventurer is still hidden, but the guard is no longer unaware. That feels more like a tie to me; the situation changes, but only partly, and neither side achieves their goal completely but neither fails outright, either.

    We have three contest mechanisms in RQ:G that I can think of:

    1. Combat rolls (e.g., attack vs. parry, attack vs. Dodge): No ties possible; either the attacker hits or they don't (though damage rolled or blocked may vary by degree of success).
    2. Resistance Table rolls (e.g., POW vs. POW): No ties possible; either the attacker overcomes the defender or they don't.
    3. Opposed rolls (e.g., Hide vs. Spot): Ties possible; a given opposed roll may or may not resolve a contest (and is unlikely to, for low skill chances).

    Only opposed rolls offer the possibility of a stalemate. And sometimes this is appropriate; in a foot race, or a debate, you may get another chance to sway the situation in your favour, and it's fun to have the chance to risk an augment or otherwise change the circumstances in your favour. I'm not saying that ties are always unsatisfactory. But I'm concerned about their frequency: I don't want "stalemate factor" to be this game's equivalent of first-edition WFRP's "whiff factor".

    So I'd definitely prefer to have some mechanism for breaking ties at times when I want to resolve a contest in a single roll, and will likely house-rule that the winner is the contestant with the higher dice roll (or the higher base chance, if a second level of tie-breaking is necessary).

  8. 1 hour ago, Jason Durall said:

    If you get the same type of result (standard success, special success, etc.) you tie or are stalemated in some fashion.

    How do you envision a tie/stalemate playing out in the case of, say, Spot vs. Hide?

  9. 32 minutes ago, styopa said:

    If they're customizing the dice anyway, I'd suggest that instead of a decorative border, for the d20, the base of each triangle could list the hit location for humanoid.  That would be cool and pretty useful.

    I've been considering making custom Q-Workshop hit-location dice, and in my design efforts so far have found that it's quite difficult to get the word ABDOMEN to appear legibly on the tiny 11.5mm triangular face of a D20. I may yet have to back down to simple H / C / A / RA / LA / RL / LL notation. 🙂

  10. 12 hours ago, Jason Durall said:

    …I'm suggesting a second "expansion" pack with multiple d6s in it, perhaps a deluxe "all in one" set that has everything in both boxes plus a couple of extra d6s.

    One of my local game stores (Pandemonium Books & Games in Central Square, Cambridge MA) sells sets they call "Pandy Dice", which have 4D4, 6D6, 4D8, 3D10 (one of them a "tens" die), 1D12, and 2D20 in a small tin. These are great for D&D-type games, and I've bought several sets for use as "guest dice" (for when my players leave their own dice at home).

    Obviously this loadout wouldn't be quite right for RQ:G, but I'd love to see a practical set like this rather than the usual one-die-of-each-size set.

    What do folks think is the minimal reasonable set of dice needed at the table?

    D4: So far I can't see anything in the rulebook that uses more than 2D4 (either 2D4+2 for the light or repeating crossbow or a 1D4 weapon with a +1D4 damage bonus).

    D6: Whoah. Wyter and spirit POW values range up through 10D6. I suspect most players would get by just fine with 4D6 (or even 3D6) at the table, though 5D6 would be better.

    D8: I don't see anything that needs more than 2D8.

    D10: We need a "tens" die and a "ones" die, at least, and there are a few places (cold exposure, bison attacks!) that call for more. I'd suggest 3D10, with one of them being a "tens" die.

    D20: Just one needed, I'd think.

    In every case, I'm assuming that we're okay asking folks to roll their damage dice twice (so we don't need 4D8 just to account for greatsword slash results), but I'm prepared to be convinced otherwise.

    • Like 1
  11. 9 hours ago, 7Tigers said:

    Strange: no bold on my PC with Acrobat Reader.

    …and it's gone now when I open the new PDF on my laptop PC. I'll re-check from my desktop (whence I wrote my previous post) when I get home. Weird, but I'd be glad to be wrong on this point.

  12. p. 7, A Classic Reanimated section, paragraph 2, last sentence: Change "loving captured" to "lovingly captured".

    p. 7, A Classic Reanimated section, paragraph 3, second sentence: Change "Not only has the original text been revised and edited, primary research has been undertaken to bring new insights into the various locales and historical period" to "The original text has been revised and edited, and primary research has been undertaken to bring new insights into the various locales and historical period." ("Not only" implies a "but also" balancing clause which is not present.)

    p. 22, Spelling Conventions sidebar, first sentence: Change "is written is U.S. English" to "is written in U.S. English".

    • Like 1
  13. On 6/30/2018 at 3:38 AM, Furry Fella said:

    Each to there own. I looked at both difficulty and bonus and penalty dice and shied away in horror - the complexities (bonus and penalty dice) or absolute arbitrariness (difficulty dice) make judging balance and outcome either impossible or blatant.

    I'm unsure what these "difficulty dice" you mention are; there's no such term in 7th-edition Call of Cthulhu.

    For myself, I find the bonus and penalty dice to be less complex than applying modifiers; roll two (or more) tens dice and use the most advantageous result (for bonus dice) or the least advantageous one (for penalty dice). Much faster than figuring your modified score in my experience, but to each their own.

  14. There's a newer version of the PDF on Chaosium.com than the one I got for my initial purchase: it's 90.6 MB in size, where my original PDF is 74.4 MB, and I can see some corrections made to the Attack & Parry Results table on p. 199.

    Unfortunately, there's also a new error: on p. 5, in the What Is RuneQuest? section, the second sentence of the first paragraph is boldfaced for no reason that I can see. Time for a second tribal-edit thread?

  15. 4 hours ago, Atgxtg said:

    I'm going to see how much custom dice cost these days. I think they could put little sword and bow symbols and RQ3 fans would have D20s with melee and missle hit locations. 

    https://www.awesomedice.com/blog/545/custom-dice-manufacturing/ - basically it seems Chessex and Q-Workshop are the options available. I know Modiphius went with Q-Workshop for the custom hit-location D20s for their Robert E. Howard's Conan RPG; that game uses a different hit-location distribution from RQG, however, so those D20s aren't RQG-compatible.

  16. Personally, I suspect I will end up using Call of Cthulhu 7th edition's bonus and penalty dice, which provide meaningful advantage or disadvantage on a roll without having to add or subtract percentiles, instead of the listed modifiers. I was really hoping RQG would go the CoC 7e route on this point.

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