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Raleel

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Everything posted by Raleel

  1. I think I would allow it to work well against multiple opponents if it was magically enhanced. After all, at that point it is inflicting real damage and not as much of a psychological threat. Consider the Urumi sword - you definitely don't want to step into the arc of one flying around. http://www.atlasobscura.com/articles/indias-deadly-flexible-whip-sword-takes-years-to-master for reference. The videos are quite interesting, and the notion of it providing a "defensive field" probably comes closest to the whip's use (not just a single crack) however, I can see if you are wearing heavy enough armor, you might just walk in. Something like this probably does a bit more damage than a whip - let's say 1d6, and I'm going to guess without a strength bonus being possible. If you are wearing armor that protects 6 or more points, you will not be concerned with defending yourself and just walk inside the reach of the weapon.
  2. In Mythras, it has a very long reach, which beats everything except for big polearms like pikes. In Mythras, if either is within melee striking distance, you use melee rules. the whip can't be used to parry (offensive trait), but it has the ability to entangle, stun location, go around shields (flexible trait), and it can pin weapons without a critical (entrapping, but oddly it can't use the Defensive part of Entrapping, since that requires a parry). Entangling can make a limb useless and the whip user can make trip attempts against the entangled. I imagine entangling a neck might count as a choke actually. Keeping them at reach, I would say would require extra training (a style trait in Mythras) and might be an opposed roll of the weapon skill vs the willpower of the target. Willpower failure means he's afraid to close the gap. also, note, inside of Medium reach, the whip user also has strong disadvantage for attacking, as his weapon can be blocked by an empty hand. Technically, it won't do less damage, but in my game, I think I'd make the whip user roll twice and take the lesser, or subtract 1. You might take that into account when figuring out difference in Runequest rules I might allow a whip user to take an action and turn his whip into a garrote by grabbing both ends.
  3. how does the preview compare to what you have as a backer?
  4. middle schoolers are definitely demonic. you just have a lot more strength and size I wager.
  5. yea, if the animism section makes sense to you it RQ6, then it works.
  6. Animism is probably the big change. the rules haven't changed so much as have been largely rewritten to be clearer. If you don't use it, those won't affect you. The miniature and grid rules in the back are gone, and have been moved to Classic Fantasy. There are a few extra special effects in Mythras over the base RQ6. There are some minor text edits here and there. Not huge differences though. formatting and font have changed to allow for a smaller paper footprint. I don't think there is a document. the TDM boards had some specific stuff called out in one thread at one point, but this is what I remember. Honestly, I've used both and have not noticed an appreciable difference.
  7. for a convenience store clerk, I would use servant as a base, and put in commerce for bureaucracy or politics. For a student, I would use scholar. If you look at Mythras Imperative, you can see that it´s pretty easy to swap some skills in and out. Consider a Scientist and a Scholar only have a couple of professional skills different.
  8. Not that I'm aware of. I do know that the size chart in the front is for humanoids and the one in the back is a little different. I think it refers to the fact that quadapeds are built a bit different. Such a chart would be handy stuff
  9. indeed, this is what I was thinking of. A very cinematic move.
  10. I don't think it's called out in the rules. I've done soemething like this though with kobolds, and with unarmed commoners. probably the most straight forward way is to just make the rolls... child grabs an arm or a leg. I might rule they can only take legs since they are presumably smaller. At that point they could attempt to trip to bring the adult down. I would allow an addition child. Per leg to assist in the take down, augmenting the trip attempt with their own brawn or unarmed skill. The smart adult would use outmaneuver to avoid the children in the first place, limit it to one or two. If you want something simpler, treat the mass of children as a single entity, with brawn or other skills as whatever their base is +20% of skill per additional child. No reason the adult can't make an attempt to break free of all of them... sort of an outmaneuver but for escaping. If several children get to roll one of them could easily get a crit and hang on.
  11. this is the part that concerns me the most about running a game like this. I have an aerospace engineer in my group (though he hasn't done any in 20 years), and I don't follow this genre. There would either be many nits picked, or there would be a incongruity and inconsistency that would make it not fun for him. On the other hand I have players who would tun out the second you said "aligning the main thrusters along the spine"
  12. Essentially, maybe Fading Suns or The Expanse. Non-FTL travel and communications. Part of it is that I'm looking for some specific implementation recommendations. tips and tricks and the like. it's not really my genre, but I'm considering branching out a bit. also, slightly related, thinking about the warhammer 40k/mythras/pendragon mashup we were discussing on the other board.
  13. SpaceX's is very sexy. I like it a bunch. Any recommendations for using M-Space as a non-space opera game?
  14. came out earlier this year. https://www.chaosium.com/blog/rqgnew-runequest-edition-to-be-known-as-runequest-roleplaying-in-glorantha/ https://www.chaosium.com/roleplaying-game-submissions/ has the info on Mythic Fantasy Earth.
  15. Yea. It was fun. Cool special effects. Not high cinema though!
  16. I played RQ2 waaaaay back, but didn't pick up any version of BRP/D100/RQ until a couple years ago with RQ6. I'm not a giant fan of the new logo at all, and I gotta agree with the Mongoose comments - looks very much like that. It feels like it is actually lacking identity, and could easily be confused with a Mongoose product. As for it not being bronze age, I agree, though apparently RQ does not Glorantha now, and they are unlikely to make a special runequest logo for each one (Mythic Iceland, Glorantha, etc). I also prefer the quickstart logo - definitely feels like runequest, I'm quite certain of what I'm getting there. Indeed, it feels like you could take that logo and translate it to other worlds pretty easily by messing with the runes - gloranthan runes, icelandic runes, even icons and other cyber-symbols for futuristic things.
  17. Sign me up for Mythic Persia. Also Mythic Three Kingdoms.
  18. thanks! I have the 1e book. I scrimped and saved when i was a teen for that. then never played it
  19. yes, and feel. art, etc. Something that would allow my players and myself to get the gist of it and communicate about the world in the same place, have the same expectations, etc. I've found that setting buy in is pretty important for my group, so I like to get that and thanks or the list of adventures! The Enemy Within probably will be more than enough for my crew
  20. If one was to put together a warhammer fantasy game, but use a different system like the aforementioned Mythras, what materials would you recommend for setting education? I have a copy of 1e in surprisingly good condition and would like some other things to read up on. Any recommended campaigns? I know there are a couple, but forget their names.
  21. One again spear and shield prove to be very strong. No penalties, impale, thrown, set, best defense, best damage in class, all reaches covered. THIS IS SPARTA!
  22. Some of us were driving to Montana on vacation!
  23. He actually did a nice job of explaining a Large weapon versus a Huge weapon there, at least for human size. You can draw it from a hip sheathe and you can hold it at roughly your diaphragm and it won't hit the ground. As far as "a sword is a sword" I might even do that at the table if I hadn't looked it up previously and asked the same question myself
  24. I'm going to go with yes on those. Lets take the minotaur, with an Enormous sized (two handed) axe, and size 22. His axe does 2d8+2+1d6, and he has a 1d6 damage mod. that says to me that both dice stepped up one level. Ogre is size 25. he uses a two handed club which does 2d8+str mod. 2h clubs at H size do 2d6, which also indicates a 1 step per die shift. so, i'm thinking 1 step per die per step up, just like size and reach. I'd also step up the ENC by 1 just for ease, though 2 is not irrational. longsword->2h sword is 2, but battle axe->great axe is 1. club->great club is 2. short spear->long spear is the same
  25. I'm not sure how this is different Personally I have little problem with this, particularly if combat is not a focus. The combat style section even suggests a style that includes all melee and ranged weapons for a certain style of campaign. Also note, depending on how you want to go about it, most weapons he is using could well be similar to other weapons he is proficient with, and thus not subject to any penalty.
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