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Sean_RDP

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Everything posted by Sean_RDP

  1. Right, page 195 - Disengaging has 3 options. I get what they are and mostly how they work, but there is some clarification that could help. Retreat, seems self explanatory. You fight defensively the whole round and are then disengaged or unengaged. It seems clear that if you are There is the Knockback. Still makes sense in terms of why you are unengaged and then you can run away. Which after reading answers part of my question for me: you move after the Knockback, which always happens on Rank 12. So before we get to Flee, let me talk about why I see this as problematic. You decide you want to disengage and either fight defensively before retreating OR use the Knockback maneuver. It is SR 12. On SR 1 (or 2 or 3 or your DEX SR) you move your 8 units. The person attacking you does the same. Boom. You are both engaged again. Nothing gained. Now I know the NPC or PC does not have to chase you, but 50/50 the odds are they will and should. It just makes sense to pursue a retreating enemy. I assume that the idea of Disengaging is to be free to move, to retreat or at least maneuver around some. To engage with someone is also a bit unclear. If you are next to a guy with your hands in your pocket and he has a knife, are you engaged? Logically you are but that is never really explicitly stated. It would get really complicated though if engaging in combat were always consensual. So here is how I see the combat breakdown. Are you surprised? Yes or No Are you next to another person with a weapon or ill intent? If NO you may Shoot some missiles Cast a Spell Move up to your Max racial movement Sit back and indecisively not do anything because of analysis paralysis. (You know who you are) If YES, you are Engaged, you may Attack and Defend Defend and cast spells Try something dumb (see above) Disengage or Run Away You Retreat - Defend Only, No Longer Engaged on Rank 12 or Rank 6 if mounted Knockback and if you succeed, you are now not engaged on Rank 12 Flee. Enemy gets free attack on you that you cannot defend against but you can move How far can you move if you flee? Is the Free attack that character's only attack OR is it an extra attack on top of their Attack and Defend option? Can the person trying to stay engaged make 2 attacks on the same or different targets? What happens with a skill over 100%? Can they split their Free attack? I think it might be much simpler this way Disengage. The character may only defend and on SR 12 they move back so there is at least one (or two) units between them and all combatants if possible. If this is not possible, a character cannot disengage. Success means the person is considered outside of melee combat at the beginning of the next round. IF one of the opponents wishes to dispute the Disengage, they make an attack roll versus the disengaging character, who may dodge or parry. IF the attack is successful, no damage is done but the disengaging character cannot move and is still considered engaged. Each additional opponent engaged with the disengaging character imposes a 10% penalty on their defense roll. Flee. The character chooses to just run away. Each adjacent engaged enemy who has the attack option chosen may choose to make an immediate attack on the fleeing character. The fleeing character cannot defend against this attack. This "free" attack uses up the characters attack option for the round. But that is just me. I am okay with the rules as written, there are just some clarifications that would help make them a bit more clear.
  2. Pg. 195. The Flee option says the disengaging character is subject to an attack they cannot defend against. Specifically their opponent "can make" an attack that the disengaging / fleeing character cannot defend against. Is this a free attack OR is this that opponent's normal attack that the disengaging character is not able to defend against? If the opponent has a bow, are they not actually engaged in combat? Can the opponent take a bow shot or no? What SR does someone flee on? I am assume SR 1 or is it their DEX SR? Example. Orlanth Bob is losing to a Lunar soldier. O-Bob flees on SR 1 and moves I assume his 8 movement (O-Bob is a human). If the Lunar takes a free attack on SR 1 (or 2 or 3) and say, maims O-Bob's left leg, Bob is obviously not going to flee. Does the Lunar then get their normal attack on say SR 7 or have they used up their attack with the earlier attack? Because if the Lunar had to wait until their normal SR, O-Bob would be long gone and the undefended attack superfluous. Knockback. What SR does someone run away on? SR 12, the end of the round or the SR they made the knockback attack? If the latter, then do they move their full movement OR do they measure the SR they will be moving and if so, would that not add to their SR total? I m assuming they get to disengage this round. Can I knockback one person and flee another if I am engaged with multiple opponents? Apologies if this has been answered elsewhere. I did not put it in the corrections thread because it was more of a clarification, but I can if that would be better.
  3. What rule is unnecessary? Splitting attacks? Reducing the % to hit? I am not sure from context which one(s) you were talking about
  4. So my first RQ player was a Lunar. Leto was a salt of the Sartar farmer (I think...) who had been initiated at an early age. It was college and our GM was fantastic. It left a mark on how I perceive Glorantha, especially the Lunar pov. I am not the world's greatest scholar on Glorantha or even the Lunar way, but this campaign will give me the reason and opportunity to learn as much as I can and maybe teach new players as well. And I definitely want to stream it because I think folks like seeing something different. A few initial thoughts Will use RQG Take place in the (little c) chaos of the aftermath of the Temple being eaten Seven players/characters (obviously) Probably soldiers or part of the same unit. Will start the game In medias res I think. Not a 2 or 3 shot. Looking for something epic So if anyone has thoughts or wants to follow along, or wants to play, let me know. SMH
  5. I would not think they would need to be the same faction. And there are several brands of Protestantism around at that time. So that might make it even more nuanced than simply "Pope/No Pope". Of course not all the players may want to go that deeply into 17th c. Christian diaspora. How are they going to be recruited? As much as being conscripted or pressed into service would be historically accurate, only do that if the players are keen to try that kind of rp. But if they are, it could be fun. I am eager to see how this turns out. Keep us updated!
  6. I can see where it may not seem clear. They way I read it, it all sounds like a single hit to me, because the locations can take more hits than they have HP. As opposed to cumulative damage for those locations. Hrmm. I thought it was cut and dry until just right now.
  7. So I was brainstorming some SF concepts and keyword and this phrase just popped into my head... "I am a meat popsicle."
  8. That does look interesting. Are your players old hands at RQ? Experienced role players or entirely new?
  9. I think HQ handles space opera very well. It could also easily model something like The Expanse, which has more nuance than say Dark Matters or Killjoy (which I like btw). It could do Farscape. Who do we contact if we have ideas to discuss?
  10. I think it handled Jedi / Sith / and the Force in general pretty well in the one I ran. Wish I still had my notes on that campaign
  11. For a conversion in that direction I would likely use the 5e chassis as opposed to the 3/3.5e chassis. And I would look backwards to the ole B/X edition and have the Melnibonéans be a Racial Class (like dwarves, elves, and halflings were at one point). That way you can have sub classes of Melnibonéans so there is a variety. If you wanted to bring in any of the other "races" you just do the same thing. Humans would have three classes: Warrior, Thief, and Sorcerer. Again you layer in sub classes to provide variety. Backgrounds from 5e become cultures with random tables to fill in the details instead of vague role playing concepts. A few other points. 5e has lower AC and Saves; there is not the arms race of the 3/3.5 (I have not played 13th Age so not sure if its a problem there or not) Inspiration can finally be used as a reward system with some bite. Inspiration can come from Law, Balance, or Chaos and using it pushes your character in a certain direction. Making Alignment / Allegiance a sliding scale as opposed to a fixed set of points. Build sorcerers on the 5e Warlock. It actually works pretty well, turning their Invocations into all sorts of nasty abilities. Those are just a few thoughts. But only having to construct 4 classes (Warrior, Thief, Sorcerer, Melnibonéan) with 4 to 5 sub classes each is not that bad a deal at all.
  12. Looks like a lot of fun. What major enemies have they made?
  13. With the aid of other material, I suspect so yes. It should not be too hard. Others' opinions may vary on that, but I think so. <---totally not an expert though lol
  14. Agreed. A discussion for another thread
  15. Yes there is more than enough material to make Lunar PCs. I am already working on running a Lunar game, even thinking about streaming it. No one really gets shorted. Yes the number of homelands and cults etc who are not Lunar far outnumber the one, Lunar Tarsh. However, since this is all focusing on Dragon Pass and Pavis etc, no one gets more than the others in their specific material. If that makes sense. As someone who enjoys playing a Lunar character, so very often in the midst of non-Lunars, I am pretty happy with what is included.
  16. All the cults have access to Rune magic and there are rules for how to become a Rune Lord / Priest etc for the Seven Mothers as well as a listing of allied cults. In the sorcery section there is a specific bit on Lunar Sorcery, so if you REALLY feel compelled to cast the Lunars as bad guys, which they are not, you should be able to.
  17. My collection got ravaged in an end of marriage ritual a few years back, so I am on the other side of that; looking to rebuild my collections.
  18. As I understand it, just the PDF goes on sale. Physical copies come out around Gen Con and if you get it through Chaosium, you get a coupon for money off the hardback. Do I have that right? And there is more than enough room in my virtual (and actual) library for Mythras and RQG.
  19. So I did a thing. Ep1 is not specifically d100 but I do tell people to try a variety of games. This is very raw, but I am proud of it. I will eventually also talk about the d100 games I am working on too. https://zer0meansyourdead.podbean.com/
  20. Right. I think that could be dicey in an interesting way. Someone selling "relics" of the Red Goddess might likely find themselves under the ire of friend and foe alike. Though I suspect most people think of it in these terms.
  21. I do not know if it is clear if ALL the parts of the previous goddess were included in remaking the Red Moon or if only some of it was. Or if parts from several moon gods were used in the process. So I guess there could be parts laying around somewhere? Im personally not sure how the Blue Moon relates, if at all, to the whole affair.
  22. This was a lot of fun, but importantly it showed off RQ (and d100 in general) as a viable stream game. Thanks and good job to all involved.
  23. I can definitely see your point. The reason to roll / not roll in a given game is because there are consequences for failure. I am not entirely convinced by that logic in this particular case, but that's more me thinking out loud. Thanks for the input.
  24. The artwork is outstanding. Can't say enough about that. I think the rules will work, but I have some thoughts. Runes will require some buy in on the part of new players and old players; Runes will be affecting choices and personality. I like how that will create conflict and consequence. However, that means a player will need to be mindful of the consequences of role playing a certain way and the suggestion that their character does not have free will all the time. Inspiration. Why is a character with a 90% in a Rune rolling to be inspired? I realize that is the example, but at 90% there is no question the character IS inspired by that Rune. At 60%/40% okay, a roll might be required but over 75% would suggest a strong affinity. I realize this won't be changing but its food for thought. Is 20% bonus enough to warrant the bother (opportunity cost) of an extra roll? Do players get excited about being inspired? OR is it just a mechanic to them? I suppose there is also the possibility of an experience roll involved for success to. I would like to see how this plays out on the Stream, hopefully it comes up. This sections suggests a higher degree of negotiation with the GM than in your typical d100 game. At least to me. I think that is a nice touch, does this reflect the rest of the rules as well, assuming I am not reading too much into it?
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