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Sean_RDP

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Everything posted by Sean_RDP

  1. Getting so close. A lot of this week has been putting together the various magic spells, weirds, and rites. After that there is not much left to do, so could be as early as end of next week.
  2. Yes, it is hard to find and I let mine get sold in a divorce. One of the things I want to get my hands on again.
  3. A survive the elements Weird spell. A see in the dark Weird Spell Explanation of spell terms
  4. Master - Apprenticeship relationship.
  5. Summoning of things and creatures and demons and such...
  6. Right now the internal playtest of Skaerune', which I will expand on once the QS guide is out. On the horizon, an online Magic World game set in a fantasy - historical Mercia around the time of the death of Aethelbald, the short reign of Beornred, and the rise of Offa. Also some play testing of the MW setting I am working on (The City That Thieves) is also in the near future. So really just play tests and online gaming.
  7. Rules for Companies... specifically player created groups or bands that can petition a deity, angel, demon, or immortal as a patron/matron bestowing some kind of benefit to the group. This is just a thought after the Guilds discussion going on and maybe something introduced late on.
  8. Oh yeah I get that. Same true for a 40 something dad and Tech Writer, but working on these projects, both for sale and for fun are keeping me young and my mind sharp.
  9. I like the new look. This may be a silly question but are you still looking for new content?
  10. In Skaerune', different parries get different critical effects (criticals only). Riposte is for the one handed weapon, nothing in the off hand.
  11. Okay so I uploaded the character sheet today for folks to look at. Its not pretty lol but it works. I am hoping to get on a roll and finish the QS guide this week. fingers crossed!
  12. Version 1.0.0

    53 downloads

    Here is the character sheet as it will appear with the QS Guide.
  13. Sometimes rules do allow strange situations to take place. The problem with design is that we often try to cover every contingency. In doing so it make for overly complex and loophole ridden rules. Gaming is not improv, as GMs we do not have to say yes (unless you are specifically playing an Improv RPG, which is a different story). In any case I try and apply some logic to it. "Were there armies of two handed sword throwing Vikings or Mercians or Hittites? No? Then no, you cannot build your character around the concept. Have a Swedish fish and start over."
  14. Looks pretty good. My only thought might be that some of the Rune choices are decided by your culture and cult if you have one right off? Or is that taken into consideration when the player chooses?
  15. I have not read my BGB in a while, but missile fire cannot be parried, yes? So that is one way to change things up. Ancient soldiers often threw a javelin or ax before charging in with swords. Of course there are bowmen and slingers as well. Additionally, is every opponent equal to the heroes? Or were you referring mostly to the characters being unhitable except when they are mobbed? Multiple opponents, even low level ones, would seem one solution. As for equal opponents, don't you want those battles to feel epic? They may go on for a while as each side parries blow after blow. One thing that helps are weapon breaking and damage rules. So if weapons are damaged on parrying, that could help. So there are solutions to issue. I think it depends on what turns your players on. I love a good defensive fight because to me it makes it more skilled and exciting. Others love offense.
  16. I also do not think this is an entirely fair analogy either. In many d20 games (though of course not all) Prestige classes exist that require the character to travel a certain developmental path to join and narrow the character's path as he or she advances in the class. In 1st ed AD&D, several classes (Monk and Druid) had guidelines regarding advancement within their class. Basic D&D limited advance for demi-humans. These are not exact analogies either, but there is a history of attempts to marry advancement to culture or profession. And RQ cults are heavily integrated into the societies that the characters exist within. It makes sense within the context of the game and the world and as others have pointed out, there is no one right way to play RQ, just like there is no one way to play (A)D&D in any incarnation.
  17. Yes people love organized plau opportunities. Two or three hours a week of CoC (or RQ) would find a great many people signing up to do it I think.
  18. A star or my grouch face next to the skill. Two stars or Two grouch faces. Very informal and yes that has come up as a question. Wider testing will definitely see whether it is or is not a pain for most folks. I can say that so far it has give players a "oh damn" or "Oh yeah!" moment or two on subsequent skill checks, which has created some fun and drama.
  19. More feedback is always good, but is there anything that needs it critically? If not then I say delay it and add the new bits.
  20. The idea is to have an effect that can translate to a broad range of skill types and have effects that are meaningful to the success. So a critical or fumble is about confidence and learning. There are EXP checks and IMP rolls, though not tied directly to Crit/Fumble. (At this time...) Often crit success or crit fail can be vague depending on the situation. The GM often makes a judgement call or the Crit/Fumble does not make or break a given situation. And I do not want to rob the GM of his or her agency; those extra situation benefits can still be layered in depending on the GMs judgment. So a critical in these non combat situations give a character confidence and fumbles have them question their confidence. That is the thinking anyway. Whether it works in the game the way it works in my head remains to be seen, If it does not work as well as I want, I will change it. And the feedback is most appreciated.
  21. Special Attacks like KO, Called Shot, etc..
  22. So everyone loves criticals and fumbles, I can appreciate this. I wanted to make changes that fit my own philosophy not just make changes for the sake of change. So here is how it looks right now. Skill Use 01-10 is always a success. 01-05 is always a critical success. There is no "special" success. 91-100 is always a failure. 96 - 100 is always a fumble. Critical Success on a non Combat Skill 04-05 - Next Use of this skill has an Easy modifier 02 - 03 - Next use of this skill has a Simple modifier 01 - Next use is Simple and you gain 2% to the skill Fumble on a Non Combat Skill 96-97 Next use of this skill has a Difficult modifier 98-99 Next use of this skill has a Hard Modifier 00 - Next skill use is Hard and Everything You Know is a Lie! Lose 1d3% on this skill For Combat, there are charts to roll on... Critical Success (Attack) Roll d100 01 - 25: Armor is Halved 26 - 50 Armor is Ignored 51 - 75 Add 1d8 to Damage Roll, Armor is halved 76 - 98 Roll damage on second body part, Armor is halved 99 - 100 Armor Ignored, Nicked an artery - target begins to Bleed 1HP per round Fumble (Attack) 01 - 25 Next Attack is Difficult 26 - 50 Weapon Dropped 51 - 75 Target's Next Attack on you is Easy 76 - 98 Damage Self. Roll Hit location and weapon damage, armor is halved 99 - 100 Impaled on Enemy. Target rolls weapon damage and hit location, armor ignored. There is more, but this is a fine taste of it.
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