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jongjom

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Posts posted by jongjom

  1. 2 hours ago, Jeff said:

    This could not be more incorrect.

    Jeff

    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. 

  2. 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. 

    • Like 1
  3. 2 minutes ago, Joerg said:

    Not necessarily an error. It is common practice in cartography to use a greater degree of generalization (leaving out details, or simplifying them) for map areas outside of the core theme (or thematic layer) of the map, even if the maps have the same scale. p.111 deals with Esrolia, the other maps don't or at least don't focus on it.

    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. 

  4. 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. 

  5. 6 minutes ago, Pentallion said:

    That's why I'm concerned about this.  Certain players get all excited.  I see this as nuclear escalation.  The bosses have to have access to the same abusable spells that they do.  I guess time will tell.  We will just have to play it out and see.  It's like in our M-Space Pirates of Drinax campaign.  They all wanted Gauss Rifles until I actually began shooting back with them, then they all admitted the gun was OP.

    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.

  6. 2 minutes ago, Pentallion said:

    The player in my group who is coming up with all the broken ideas to abuse things is very excited and looking forward to playing.  So there's that.  The player in my group who always comes up with the ACTUAL broken ideas - like the infamous hula hoop of death or the whirling spear of massive bludgeoning - hasn't gotten a copy of the rules yet. 

    I will salute their adventurers who will have short but glorious careers. 

  7. 4 minutes ago, Pentallion said:

    Yeah, but isn't that pretty standard operating procedure anyways?

    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)

  8. 9 hours ago, Pentallion said:

    It will only be a very short time before players can put away 12-13 Rune Points at which time they'll be able to Multispell 7 with Extension 5 and go around casting Disruption 8 with the power crystals/power spirits they've accrued.  This will require enemies that can do the same.  Countermagic 2 will be mandatory for survival since it will stop cold all 8 disruptions as they're simultaneous.  Which means protection, being incompatible, will become obsolete.

    Of course, campaigns where whoever casts disruption 8 first wins will be too boring to play anyways I suspect so it will be a moot point.

    Extension is really broken and multispell is a game changer.

    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)? 

  9. 6 minutes ago, Psullie said:

    For me a tied success (wether it's equal number or just levels) means both succeed - in the above example the PC hid but the Guard saw 'something' which would warrant a second Opposed Roll (unless some other event distracted the Guards attention). For me "not resolved (nothing happens)" doesn't mean that the contest ends and everyone goes about their business - just that the status quo remains the same - the PC is trying to hide and the guard is looking.

    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. 

  10. 6 minutes ago, David Scott said:

    Based on this reply from @Jason Durall, the official answer is that it's a tie, so the situation is not resolved (nothing happens).

    Which is a result in favour of the Hide roll? They are not found. The Search was not successful. Is that not a resolution? 

  11. 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 

    • Like 1
  12. 34 minutes ago, Mugen said:

    I wonder if splitting attacks of attack skill is superior to 100% in RQG has any interest, with the combination of the rule for opposed skills over 100% and the rule for multiple parries.

    I know all those rules are from previous games that worked wonderfully (RQ2 for skills over 100%, Elric for multiple parries), but, to my knowledge, it's the first time they're all present in the same game.

    Under RQG rules, if you split your attack skill, your opponent will be able to parry or dodge both attacks, one at full skill, and the second at either -20%, or full skill if the first attack attempt failed.

    It seems to me that attacking only once versus reduced parry/dodge skill gives you a far better chance of success than the example above (and doing it with someone with a defense skill over 100% is just ridiculous).

    Sure, you'll have better chance to score a crit and/or a special with 2 attacks than one, but I don't think it's worth the reduced chances of simple success.

    In RQ3, your opponent needed to either forfeit his attack, or split his parry, to defend against both attacks. I think it's also how RQ2 worked.

    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. 

  13. 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.

  14. 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.

  15. 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

  16. 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. 

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