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jongjom

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Everything posted by jongjom

  1. Right here is good as place as any. List away!
  2. You could be more erudite and informative on this Jeff! I agree with this in principle [edit, to clarify: I agree with Jeff that this is incorrect], but some detail would help keep others onboard.
  3. Why would anyone want to use a small or medium shield when you have 12 HP with a Broadsword, Kopis, Shortsword or 10 HP Mace, but you get two attacks and still get chance to parry (multiple times, skill allowing)? Will it not mean that the two weapon attacker should be the default option? A counter argument for shield use might be that large shields have superior HP (16), and they are they way to go. And shields are good for projectile missiles. However as it stands my preferred option would be the two weapon one.
  4. I thought so too but having seen it in RQ:G I thought it had changed. Looks like a typo. I'll add it to the list once the RQ:G correction thread re-opens.
  5. Cross posted from Google+ RQ:G's page 83 has enchanted iron dampening magic yet in the GM Guide it is now unenchanted iron that has the dampening effect? Which one is right?
  6. Map on Page 134 is the overview of the whole region. Naming errors and the absence of a very significant place (Building Wall) detracts from it doing what it should do: being the overview.
  7. Maybe it's an ongoing thing. Some changes have been made, but others not. An example of an unambiguous correction not done is Page 434 which still says that the "New Skill" for Climbing is Climbing (it's Climb), yet other corrections have been taken up. The maps still have errors for example Page 134 map still have Stinking Woods instead of Stinking Forest (yet map on Page 127 has it correct), and lacks the Building Wall yet this appears on the map on Page 111.
  8. And released! Did your Chaosium temporarily crash? The purchase took two goes to go through! At first glance it looks amazing. Great art. All professionally well laid out. With all the MoN props now available it will be one hell of a campaign!
  9. Interesting. Does Q Workshops' crooked dice roll in my favour? If so I'll buy two sets but buy a professional set for the GM 😉
  10. That's one approach. Another maybe the Butch Cassidy and Sundance Kid approach. Let them wreak havoc at first. Then then opposition wises up and comes at them in an organised way, i.e. most of them with Countermagic 3 to 6 (requiring time and an uncertain amount of extra MP to get through), and a few hired mercenary Lunars with Reflection. And of course, their PC is Target Number 1.
  11. I will salute their adventurers who will have short but glorious careers.
  12. The enemy will focus on *that PC* as opposed to whoever. You're going into battle with a Gang Up And Kill Me First signal to the opposition (or for everyone to run away fast)
  13. Wouldn't that also mean the (very-obvious) caster would become the attractor of virtually all offensive spells and missiles (the enemy would seek to kill their biggest threat)?
  14. Which is Okay, but is this the [official] case? And if the PC is still trying to Hide and the guard still does Search, does that mean that there should be a second roll? In which case, why not have the blackjack rule to allow for speedier resolution? However, there maybe some merit in building tension with repeat rolls in some instances.
  15. Which is a result in favour of the Hide roll? They are not found. The Search was not successful. Is that not a resolution?
  16. Can Chaosium please give some clarity to the thinking of what happens with two successful rolls i.e. a tie. What happens if someone successful rolls a Hide and someone a Search? I know this has been asked before, but I cannot see the answer on the boards. The blackjack rule seems to be the sensible option, but if this is not used then can Chaosium please give clarity on the reasoning behind this? Many thanks
  17. Yes, the maths is that you are more likely to lose the fight if you split your attacks against an opponent, even worse if you split your attacks against two opponents. However, it is less detrimental if you have exceptionally high skill e.g. 190% and low enough melee SR. Some situations may call for this risk to be taken, e.g. if you have to kill / disable your opponent quickly.
  18. Page 303 • Barntar: Provides Tame Bull to both Adventurous and Thunderous subcults. • Chalana Arroy: Provides Restore Health. to both Adventurous and Thunderous subcults, It would appear more logical to have this way round: you're setting this as the default from the off. Beneath you would expect the same applies, with exceptions listed.
  19. Page 283 She has gained the Summon Air Elemental and Increase Wind special Rune spells directly from Orlanth. She is also a member of the Vinga Adventurous subcult, and has obtained Lightning and Shield spells from that subcult, and gained Increase/Decrease Wind as a member of the Orlanth Thunderous subcult. Page 283 She is now an initiate of the Orlanth Thunderous subcult, and selects the Increase/Decrease Wind cult spell. Page 314 Lightning, Shield, Summon Air Elemental, and Increase/Decrease Wind as her cult special magic.
  20. Page 74 & Page 275 & Page 317 Common Magic Spells (boxed) do not match up: Page 74 Spells About the Cult: Add Summon Cult Spirit Add to the list below: Summon Cult Spirit 1–3 points Page 275 Spells About the Cult: Add Summon Cult Spirit Page 317 Keep as is
  21. RQ:G has great art and in colour and the best layout for any edition. But beyond that, which is saying something, is how it integrates the world and game together. In that it stands head and shoulders above RQ3 and RQ2, which is definitely saying something. A God Learner reductionist of the game to a list of rules will always miss this point. However, those who got how the game and world worked together in RQ2 will get what RQ:G has done, and they will be well rewarded for it.
  22. Page 434 The Old Skill was Climbing, the new skill should be Climb
  23. Page 337 - 338 Resurrect and Restore Health are not in alphabetical order
  24. Page 89 – wrong damage for thrown Javelin Javelin 1D10 Page 96 Spirit Magic: Detect Life (1 pt.), Heal 1, Mobility (1 pt.), Speedart (1 pt.), Strength (2 pt.).
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