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RosenMcStern last won the day on October 20 2016

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About RosenMcStern

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    Senior Member
  • Birthday 08/25/1964

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  • Location
    Somewhere in the EU


  • RPG Biography
    BRP, RQ, HQ, what else?
  • Current games
    BRP, RQ, HQ, what else?
  • Location
    Somewhere in the EU
  • Blurb
    Now roll for 1d6 SAN loss for seeing my actual picture....
  1. This is absolutely intentional: automated calculation only occurs when the target fields are empty. No matter how long we have tested the JavaScript, I am not going to release a sheet that could potentially override a skill score after it has been increased through background or experience. If you want to have the sheet recalculate a skill base, empty the field first, and then click on the checkmark to trigger a refresh.
  2. As promised, the first in a series of game aids: The editable character sheet (PDF) We provide no guarantee about the correctness of autocalculations (I suck at coding JavaScript).
  3. Quick replies: This and other ideas might find their way in the Companion. Agreed. Abstract Combat and Detailed Combat are probably the best definitions. However, major name changes might create incompatibilities with the first print run, and might need to wait for a second edition, which will not happen soon. We can, however, start introducing official synonyms for things and promote a gradual transition towards the new names. I will open a specific thread for name changes. Errors will be corrected of course. Apart from what is already in the errata sheet, there are many other typos which we have already spotted. The PDF will be updated, expect it to be re-downloadable within Summer. Probably some days after the release of the PDF for the French version of Catthulhu. Good catch. We had thought of it and did not implement it because of time and technical constraints. I am a bit unsure. This might incentivize hybridation between Basic and Advanced Combat, which I do not recommend. Re: adding a new level of success, it can be done, and I bet Mankcam will be in favour of it, too But it would be too messy to make it an official alternate rule. Whoever wants to use it is invited to print out Simon's table and use it in play.
  4. Thank you for the feedback! I could not hope for a better 1000th post in the sub-forum. You will see that the system can handle even large amounts or opponents, or very tough monsters who can take huge punishments and require you to take their Life Points down to full negative, equally well.
  5. This, and an editable PDF character sheet, are among the next freebie releases. However, I have two soon-to-be-announced projects which are delaying the production of freebies at the moment, so they might take some more weeks to materialise.
  6. Perhaps they are the descendants of the Kingdom of Fanes?
  7. No, you are not correct. It works exactly like in RQ2. You add your movement SR, You do not count your DEX SR again.
  8. No. And this question kept us occupied for one summer, before starting to actually play the game, so I can understand why you are asking it The key factor is that, with melee, the strike rank of the attacks does not represent "time spent to do an action" but a true "initiative" score. It is just a "who goes first", not a "how long it takes" affair, because a melee attack takes the entirety of the melee round, or, if you want to be precise, it takes all the Strike Ranks from the one you attack on to the end of the round. Strike Ranks for movement, readying etc., thus, are modifiers to the overall initiative numbers, and not the representation of an independent action, as all actions done in the MR are cobbled together in the overall value for the Attack SR. Saying that Cormac can attack on his DEX SR plus three for readying the weapon is correct, as the game system should handle also the possibility that a quick assailant undercuts the time it takes for a target to draw his weapon, but this introducion of a milestone event during the mielee round does not mean that you should handle two different chains of events, each of which should start with the application of the DEX SR modifier. All this, in melee. Now, the part that often confuses newbies is that indeed, when you fire missiles or cast spells Strike Rank actually represents "how long it takes" and you can and should handle more than one chain of events, some of which need the re-application of DEX.
  9. It is indeed a neat idea. However, the word "narrative", albeit entirely appropriate, is loaded with a lot of toxic meanings for those who think the Old School is the Only True Way, so I am a bit reluctant to make it official. Perhaps we might add a side note that says "You can call it Narrative Combat", too, so that people can use the term on official forums without causing confusion. Nothing bigger than a short sidebar can be included in this list. Either it works by changing or adding a couple of sentences, or it must wait until we wish to make a new edition. Like weapons In any case, duplicate overcome spells are a waste even in Advanced Combat. Having both Demoralize and Confusion is not convenient because they occupy two slots for essentially the same purpose: keeping your opponent out of the fight until someone can kick his *** in physical combat. The rules already incentivize having a single attack spell. This would require pages and pages of careful explanation in Chapter 3, which has already been accused of being "verbose and baroque". I am in favour of giving narrative (oops, I wrote the N-word) control to players, but when a rule does so it must explain very well what the player can impose on the environment. Think of all that revolves around the concept of creating "Scene Aspects" in Fate, which are essentially what you are suggesting here. Actually, the fact that you can describe the outcome of an exchange is already enough to implement this at "fictional positioning" level (sorry for the technicality). The opposition should react consistently with what you described, out of mere common sense. For instance, one should describe the next roll for effect as an attempt to shake off the spell instead of an attack when hit with a Dominate power, which would trigger a Willpower versus Spell roll instead of a combat roll. The rules already specify that you cannot describe an intermediate success as the equivalent of winning the conflict, so this kind of action is already covered with sufficient detail. Mmmh. perhaps we could add this explanation to the "How do I do X" section.
  10. This example is really badly worded. Its potential to create confusion is huge. I remember it made us really puzzled when we first read the rules thirty years ago (Summer 1987, it is exactly 30 years, ick). However, it is not wrong, just badly exposed. Here is why. Who said that Cormac's DEX has already been trained? That episode might occur in the future. Here both the guards and Cormac use the "Attack on the Run"/"Opportunity Attack" variant that are among the most complicated rules of RQ3. Essentially, the rule here is that when you move and attack, or attack someone who is moving, SIZ SR does not count. Thus, Cormac can attack at his DEX (4) plus Weapon (2) plus 3 SR delay for grabbing the hatchet. His SIZ is not relevant. Similarly, the guards attack at their DEX (4) plus Weapon (2) plus 2 SR delay for moving six metres. Here there is in fact a slight imprecision because they should slow down to 2 m/SR to attack on the move. Anyway, this scene is definitely not a good example of how to explain the SR system to a newbie.
  11. Just a little bit of maths to clarify what I mean by "being in constant danger of losing a nurtured character". Let us take the example of Rurik Runespear and the infamous trollkin. Let us say Rurik is 100% in parry and the trollkin is 40% in attack (after modifications). The chance of the trollkin doing a solid 14-point hit against Rurik ignoring armour are the composite chance of the trollking criticalling and Rurik failing the parry, or 0,02 x 0,05, that is 0.001, or one chance in 1000. This means that Rurik might die at any moment, but it is not exactly a likely event. Let us go with Derik the Dodger instead. With a 100% dodge and a 40% attack, the chances are the composite probability of Derik non-criticalling (0.95) by the trollkin's chance of criticalling (0.02), or 0.95 x 0.02, that is 0,019. More or less one chance in 50. This means that Derik will survive an average of 50 trollkin attacks before someone kills him, barring the option of the ubiquitous Chalana Arroy healer in range of Heal Body.
  12. After a first round of inverstigations about the feasibility of a hardcover - which seems to be the most popular option - we are still stuck with an undesirable price tag, unless we decrease the quality of the binding, with the consequent risk of the volume falling apart if you use it at the table. Question: assuming we launch a crowdfunding to update the production line to hardcover without over-taxing customers, would some of the current users of the system support it or would anyone cry scandal because we re-crowdfund a few days after delivering the last reward of the original cf? The CF would be strictly a "give us the money, get your hardback in a month or so, printing and shipping time" affair. No fancy stuff that requires more production time, as we are already at work on Red Moon Rising.
  13. And yet, my personal experience in 15+ years of playing the same edition of RQ was exactly the opposite: using the rules as written was extremely detrimental to enjoyment, and Dodge was a viable option only when we introduced that houserule. As many other groups did: including your own group The problem is that the all-or-nothing rule for Dodge means that a dodge with 100% chance against a critical has only two possible outcomes: either no effect, or insta-kill, as damage will be doubled and armour does not count. This means that your character will survive an average of 20 hits before dying - or permanently losing a limb - if he relies on dodge. I can unserstand your fear of making life too easy for munchkin players, but I do not consider this as something that gets in the way of having fun at the table: the GM can still introduce more dangerous opponents. Dodge as a downgrade becomes totally unbeatable only if the sole chance for monsters to hurt the PC is a critical, which the downgrade effect makes nigh impossible. But if this is the case, it means that the PCs totally outmatch the enemies in terms of armour and magic, and it is time for the GM to provide more dangerous opponents or cast more magic in battle. On the other hand, I cannot see how this may be fun for players, to be in constant danger of losing a well-rounded, long-term character that they spent time nurturing not because of a tactical mistake or a heroic choice, but because of the GM rolling 01 or 02 on behalf of Joe Trollkin with a spear. To me, this is a showstopper, as I consider player enjoyment and attachment to their characters to be more important than any desire to balance the challenge that the GM may have.
  14. This one is a small gem. "Kidnapping in al-Halisa" was originally designed by just rolling on the Cities encounter table and adapting the result to the context.
  15. Yes, it does. It has Life Points, which replace Magic Points when casting magic. The only difference is that they are used only in advanced combat, not when you want to cast long-duration, ritual spells. In that case magic works with extended conflicts, like Archivist suggested. It also has a Sorcery skill. It is the Concentration skill, which regulates all things paranormal. Most supernatural feats depend on it, usually rating at one tenth of the Concentration skill.