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Pentallion

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Posts posted by Pentallion

  1. This rule has nothing to do with "parameters"  it sucks because 1: it destroys tension and 2: it destroys maximum game fun.

    The high levels we attained by the end of a 70 year campaign are beside the point.  These are fundamentals being broken by this rule.

    Theres no tension nor game fun due to this rule.

    Let high %'s stand.  The higher specials and crits win out and theres multiple attacks to be had.  

    This rule is uneccessary.

    • Like 1
  2. 7 minutes ago, Jeff said:

    400% skills? Really? 

    I've seen 900% elf archers after casting arrow trance.

    400% easily Jeff.

    Hell, we STARTED a campaign about dwarves in a submarine who were all hundreds of years old and had 400% skills to start with trying to get Toras hammer to Mostals forge.

    Of course, the tin dwarfs onlu ability was to make cans but we loved that guy and he somehow survived.

    Gotta have cans.

  3. To be blunt this rule is the worst way to handle skills over 100% and my group tried it in RQ6 we tried it whith RQ2G (winging RQG).   The players absolutely despise this rule and reject it comppletely.

    This is right up there with luck points. II've already been told they want nothing to do with this idea.

    Too many heroquest players tweaking a game they never played at high levels.  None of them ever reached over 400% skills.  They think their idea works.  It's awful.

    Tension is sacrificed.

    Worst.  Rule.  Ever.

  4. On 6/2/2018 at 11:20 AM, styopa said:

    I don't think so?

    Here's the relevant bits of the spell, important parts highlighted: it's temporal, it's not just an effect but has a DURATION.  5min unbuffed.  And while otherwise  I'd agree with you, the PER ROUND makes it clear that's...every round.

    Steal Breath
    2 Points
    Ranged, Active, Temporal

    This spell allows the caster to convert 3 cubic meters of air into 1D6 magic points per round. Every 2 levels of strength added to the spell add another 3 cubic meters of air to be
    converted into 1D6 more magic points. 

    I would send that to the devs as a typo.  I'd say the correction needed is the per round be removed from the description.  I don't think that is what they intended.  Once you remove the magical breathability from that 3cm of air, it is gone, hence the need for extra points to affect extra area.  The duration was only meant to detail for how long until the air there was breathable again.

    If the devs get back that yes, indeed, you get 1d6 magic points per round for the duration, then I'd suggest hooking up vacuums to their vents and draining the Chaosium offices out of air supply until they relent.  ;)

  5. I would sorely miss the CONx1 be heroic rule if that's the case.  We had an epic battle where one stood against many and in the end vanquished them all, only to have a giant slarge make a con roll, stand back up and whack the hero, then drop to the ground and die afterwards.  When the rest of the party arrived, they found their friend dead, surrounded by 20 dead slarges.  of course they ressed her and she had an epic tale to tell.  In other battles, it has come down to people making CONx1 rolls on both sides of the battle to keep being heroic and save the day.  Those were all epic battles that would have never happened without one of the best rules in RQ3.

    So I hope the devs reconsider what a great rule that was.

    • Like 2
  6. A house rule we used for quite some time is that initiates can get up to 2pts of a spell.  If you had half the requirements for rune lord or priest, you could get up to 4 pts of a spell (and access to spells like Fireblade) and only rune lords and rune priests could get 6 pt spells.

    • Like 1
  7. We've missed several weeks the past few months, but this week we gamed twice in one week.  They began by investigating a nest of alien vermin, looking for more Casimirium.  Turns out that battles in which the PCs get 8 critical hits - EIGHT!!! - are rather one sided and end quickly.  Who knew?  Having wiped out the alien Skrikx nest they then noticed in the distance an imperial ship crash site.  They returned the next day to explore it.  They found more Casimirium and learned another Torch Drive ship called the Torchbearer was already shielded and has been coming and going from the Junkyard, plundering it for alien artifacts.

    Then, on the way back they got caught in the open during a meteor storm.  They found cover but when a large meteor struck several miles away, the resultant explosions left two of them pinned down by debris and leaking oxygen.  There was a great deal of panic as the would be rescuers lacked the Brawn to dig their comrades out as their air escaped.  This was one of the tenser moments in the entire campaign as it looked like Aaron Jackson and Commander Stern weren't going to make it.  But they finally managed to free them and seal their suits, then shared their remaining oxygen tanks between themselves to just make it back to the Darklight by the skin of their teeth. 

    The human inhabitants of this place lost their primary power plant in the meteor shower and now they can't survive much longer.  Definitely not long enough for the PCs to take some of them off world and then return for the others.  So the stress to guarantee a space on the Darklight is getting greater.

    They've completed about 80% of the shielding they need to install to get off the Junkyard.  But they've only got enough life support to last them a week.  Meanwhile, the humans they found who are helping them have planted a bomb on board the ship just to ensure the crew doesn't suddenly leave without them.  No one is even willing to think about how they'll survive the week long journey home should they be able to make the jump.

    Meanwhile, the silicon based life form that created this place have become aware of the PCs efforts to collect their sacred Casimirium and are preparing to launch a raid to take it back.  The PCs are about to meet the masters of this twisted metal hellhole.

  8. So tonight was a ton of fun.  This is my own adventure, something I hope might find it's way into print one day.  The Darklight finds itself on an orb made entirely of wrecked starships.  There is no underlying planet.  Only starships.   Something is draining their energy.  But the Darklight uses a Torch Drive so if they can get enough material called Casimirium out of the wrecked starships, they could theoretically get off this "Junkyard".  They've got 4 weeks of life support left, however.

    They aren't alone either.  There are strange aliens and a group of humans who live in a place called The Can.

    The PCs met up with one alien race and the humans.  Together these groups hope to find enough Casimirium.  One problem, too many passenger wannabes, not enough space on board the Darklight,.  

    They just explored an aliens starship and unknowingly brought something back to their ship with them.  A NanoIntelligence that if it gets to populated space could spell the end of humanity.  It attacked them as a glittering cloud of dust, but they captured it.  Right now, the mad Dr. Stein is gleefully testing it in his lab.  It's gotten bigger thanks to him.  He's pondering if he should let a human come in contact with it.

    • Like 2
  9. That's great jajagappa but define what is meant by "same level of success" and "better result".  It doesn't say who rolled the highest, which to most RQ players is unintuitive and confuses players.  It says level of success which infers simple success, special success and critical success.  So if we both normal succeed, it is a tie, no winner and loser.

  10. Quote

    A tie (where both participants succeed but achieve the same quality of result)

    In spirit combat page 368 the rules for opposed rolls are worded differently.  What is "quality of result?"  Page 144 says:

    Quote

     A tie (where both participants achieve the same type of success but roll the same number)

    The example doesn't cover what happens when both succeed but don't roll the same number.  So both have the same quality of result (success)?  but what if they don't have the same number rolled?  I know from owning Mythras what happens in that game, but RQG seems to take that knowledge for granted and doesn't expressly explain how opposed rolls are won or lost.  Page 368 infers if both succeed it's a tie.  Page 144 makes it seem more ambiguous.

    Also needing clarification in spirit combat is if both succeed do both take damage?  The only example given is for crits.  Do both only take damage in ties when both crit?

    Ties are not explained very well and I'm purposefully ignoring what RQ 6 rules were because one shouldn't have to know RQ 6 rules when reading these.

  11. I originally started this thread on the forum for The Design Mechanism.  However, I won't agree to Tapatalk's (lack of) privacy policy.  so I will be continuing that thread over here.  To get up to speed for those who don't mind their policies and analytic intrusions, here is the original thread:  https://www.tapatalk.com/groups/designmechanism/viewtopic.php?p=26351&utm_medium=email#p26351

    So now on to our latest adventures.

    When we left off, the PCs had finally caught up to the Ginnea and were about to catch their stowaway and bring her home to her father.  When they jumped into the Sagan system, however, the Mercifuge found itself in the middle of the wreckage of a recent space battle.  Two Aslan escorts wiped out.  Two other ships signalling Mayday.  The Ginnea was there.  She was dead in space.  Reefer Jeeders was captaining the "Merc" as they had begun calling her and he established comms with the surviving two ships Ravager and Catgutter..  It turned out they were pirates in Peytr Vallis' gang.  These were the guys that hated all Aslan and exclusively raided Aslan ships.  These guys recognized Jeeders and his crew from their earlier visit with the Pirate Lord Vallis.  The PCs had taken a liking to Peytr being as they hated Aslan almost as much as he did.  So when they heard that an Aslan Slaver from the Glorious Empire had raided the system and taken everyone aboard the Ginnea, that Peytr's gang had taken out the slavers escorts and that the slaver had only just jumped out of the system, they decided to quickly refuel and pursue.

    There was only one problem.  Their flagship, the Darklight, never jumped into the system.  As more and more time passed, it became apparent that the Darklight had probably misjumped.  the crew had to work under the assumption that their leader, Captain Highfall and his entire crew were lost forever.

    Actually, there were two problems.  Which way had the slaver gone?  The crew of the Merc guessed they'd jump next to Lacideaus.  With no escort, they reasoned that the slaver would run for home.  They were wrong, but a few weeks later as they circled back to the Dustbelt, they caught up to her as she was refueling at a gas giant.

    As they closed in, the Slave ship finished refuelling and began climbing out of the gas giants gravity well when it opened fire on the Merc.  They missed.  Lucas Aurelius did not.  A few shots from both sides and suddenly Aurelius critted the salvers power plant.  She went dead in space.  Q Bot calculated the slaver would fall back into the gas giant and be destroyed in 6 hours.  It would take 3 hours and 40 minutes for the Merc to reach her.

    As it turned out, the situation wasn't quite as dire.  The slave ship managed to restore emergency power and get into a stable orbit.  The Merc came alongside, extended her forced linkage and boarded the much larger ship.  As the boarding gun blew a hole open into the hull, the boarders were met immediately with blaster fire.  Lucas was on a roll, a burst from his weapon tore an Aslani limb off.  Q Bot muttered "Monkey needs a hug" and unleashed a burst of electricity into one Aslan who was stunned.  Return fire damaged Q Bot slightly, but he muttered "Monkey Loves You" and passing his manipulator over the blasted area, repaired the damage.  After a couple rounds, only 2 Aslan still stood and as Bixel and Torlann charged in with cutlasses, the Aslani roared, their dewclaws snapping from their paws and met them in melee.  Bixel, already employing his Q Tech to enhance his cutlass' damage, critted his opponent, cleaving him in two at the chest.  Torlann quickly dispatched his own enemy and Q Bot took the stunned Aslan prisoner.  The battle was over.

    The remaining Aslani crew were female technicians and the pilot, who surrendered.  The PCs found 600 humans frozen in cryo, waiting to be taken to the Glorious Empire for a short, brutal life as a slave.  Their girl was one of them.  Q Bot and the crew of the Ginnea got the power plant repaired enough to limp her to the next star system, Dpres, which had a starport capable of repairing their latest prize.  They tore out the cryo chambers and sold them along with their other treasures accumulated during their journey - though they steadfastly refused to part with the Gravity Distorter.  This paid for the repairs to their new ship, christened the Esmerelda.  It would take quite a while for the repairs to the power plant to be completed.  In the meantime, they were one jump away from Solaria, where Lucas' uncle, Vlen Beckett, had told them he'd seen a strange starship buried under a ton of giant bones in a valley.  This seemed a good time to explore that boneyard and see what they turned up.

    And so we called it a night.

    Meanwhile, in an uncharted star system hidden within a thick, dark nebula, the Darklight found her engines were mysteriously dead and she was being drawn inexorably towards a small planetoid.  As Captain Highfall demanded his engineer Trixana Banks get the engines fired back up ASAP, Red Molloch noticed something strange about the dark orb as they got closer.  "Captain, that's no planetoid....."

    • Like 1
  12. Did anyone ever write a cool song like this for D&D?

     

    Or write a song about a god of D&D like this:

     

    Stormbringer just rocks.  That's all you need to know.  Stormbringer effing rocks.

    I mean seriously:

     

  13. Metcalph is right.  Some heroes are demigods, but not superheroes.  So demigods doesn't work as a replacement for what Harrek, Jar-Eel and Androgeus are.  There needs to be a new term if Superhero is dropped.

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