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MJ Sadique

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  1. In RQ3' conversion of character it's state that Cult of prax have the following skill : -Find healing plant -First aid -Identify plant -Treat poison -Treat disease More info when I'll found it ....
  2. Muaahahahahahaha.... (LOL) I'm perfectly fine with you guys having a hundred weapons skills player but as yelm's yelm said : too much skill give only bad skills.
  3. Change the dice is very good idea but the lost for an ancient should FEEL DANGEROUS. You can let them lose full SAN for each D10 roll but give them the choice to lesser the loss. - Choose your poison XD - -Cthulhu Pulp give the choice For X pts to lose, to spend X Luck pts and then only lose half SAN. ( D10 giving -10 could become -5 SAN, -10 Luck) -Cthulhu Gardian book (v7 French ed.) give Points of Aplomb, can act as Shield for sanity lost : 5 aplomb = each SAN loss minus 5 pts. ( D10 giving -7 could become -2, any roll at 5 or less is ignored) Upgrade any quality test except Sanity Loss (You can ignore this part of the rule). -An old Basic rule is to get average score instead of rolling the dice... a "fully look at Cthulhu" D100 become -50 SAN. -A vital tie compagnon (don't know the english offical term) who can help getting some sanity back (usually +1D6). (D6 roll a 3 lesser each D10 of 3 pts) Another way to deal with madness is to upgrade them : Instead of getting a newer one you can upgrade them. They start at -1D and get one dice more by upgrade : A player with -3D Madness will have -3D at all actions if exposed to the subject of his madness. The loss of sanity will not feel to strong and be a bit more realist (they will slowly think in the abyss of madness and they are screwed at -5D).
  4. Just to make clear, I'm an RQ3 guy. I've read RQ2, but my conclusions are based solely on RQ3 and my own experiences running it. Also, one of the favorite acronyms you'll see around here is YGMV (Your Gagme May Vary). So anyway, this is what I'd do in my game: Case 1 : 200% agree with you two. Melee and ranged should be 2 skills. (I've even have a player with throwing sword skills... XD) Case 2 : Drawing/preparing a weapon take time because you can't take out a weapon easily with a enemy at bay... BUT when using a bastard sword 1H, you can drop a shield for 0 SR (shield without string) and attack with 2 hands without extra SR. Having right hand free and a weapon in the left should not count as preparing a weapon (personnal POV). If your right hand isn't free FULL 5 SR ! PS : forcing a player to use 5 SR to switch a weapon having a free hand will only make him to devellop "Throwing axe (left hand)". Start this and you'll end up to print extras sheet just for the list of weapon. 4 skill per weapons : Axe (right hand), Axe (left hand), Throwing axe (right hand), Throwing axe (left hand)) X 3 Weapons = Start of a Hellish nightmare... If you don't mind this, go ahead but I don't like the idea of a simple game like RQ2 going in "collection of weapon skill game"...even in RQ3, I won't do it !
  5. An arrow is just a stick of wood, destroyed by 1 pts damage but for a dagger or the metal head of an axe... no. Spells rules are one thing but a bit of realism, a firearrow spell on an tomahawk (throwing axe) is equivalent to fireblade on tomahawk (hatchet)... [Happy to find some Popcorn !] Go out of your house, find some throwable stone (half punch size), call a friend to film you. If you can't throw more than 2 stones in twelve seconds... post it on youtube and give me the link please XD.
  6. RQ2 is one of the oldest RGP... don't except it to be exhaustive in terms of weaponry. If you think using a tomahawk, you can use Hatchet type for melee and throwing axe for distance. Just see it more as a list of "type of weapon" ... a bit like the rapier thread ... you can have twenty different weapons corresponding to one weapon characteristic.
  7. Staffsling are 2 handed ... why bother telling us ?? for the one who don't visualize the weapon (search "fustibalus") : Throwing axes are a Axe that is throw-able... which mean you can use it as a axe in melee fight and if the enemy is/go out of the melee, you can throw it or not ! Throwing axe and dagger aren't the best melee weapon but you can throw them so if you're going into a fight (behind a wall), you are ready wherever the enemy is on the ground (melee) or in a tree/on a house (distance) so : Fighter (Dex SR0) with 2 axes in hands (prepared missile cost 0SR) (ranged attack, ready a weapon) SR : 1 2 3 4 5 6 7 8 9 10 11 12 <2 strike per round>
  8. RQ2 is a pionner of RPG (just google " RQ2 pionner" for fun !), it's rules mostly follow antic warfare logic so thrown weapons are mainly sling, Axe, Dagger, pilum / Javelin. I'm not good at RQ2 rules but as ZIT said : adapt the rule to get a realist usage. Axes and Daggers are usually throwned with your right arm, so two per round or 3 if you're very fast (with Dex SR at 0 : 3SR to take, 1SR to shoot) Darts as roman soldiers used them can be used with a big shield, sometimes the shields included a string to help carrying several darts. (no really need to ready it) Shooting with sling/staffsling need place (it's a 1,5-2m length not a toy sling), shield wider than a cubit (0,3m) is out-of-question. (5SR to ready it : "start spinning it") Javelin are usually throwed with a string -like atlat or swiss arrow- so having 2 hands to prepare it and one hand to throw it. (5SR to ready it : to attach the string...) Javelin in RQ2 are 20m range so more a pilum than true javelin (100m range for a 2kg javelin). Axes, daggers and pilums can be used with medium shield that are fixed to your arm. About the amount / weight / (and price !) question : Sling : The world is full of rock and troll money (bolg) is fine for this. Daggers : daggers build to be throwable aren't common, you can have 12 but rarely need more than 6 and they cost a bit !. 6 daggers = 300 L Axes : Usually 4 at max, you rarely need more 4 and the weight will be the biggest limitation. 4 axes = 4kg Dart : Usually a pack of 5 plumbata behing the shield and helb by a string. 5darts = 2.5kg (on left arm alone + shield weight !!!) Javelin/pilum : rarely need more than 3 to the battle field, Because if you lose them = -105 L . The enemy better take them and run away...
  9. The race of arms is natural in any world, reality always prove it : When you get kicked, evolving is hard but equiping is easier so as RQ3 fan and player of almost any D&D I will state this : D&D greatest flaw was THAC0, the concept itself was excellent and good but too much complex and RQ2 simplicity win over this. D&D greatest creation was the levels : simulate fight between 2 mens or 2 armies alike ...as Herowars/Heroquest Mastery level works. D&D insane amount of HP represent fighting capabilities and not pure life force (like in HW/HQ). RQ3 greatest flaw (from my 20y of mastering point of view) are the limitations of magics and skills. As RQ Classic is perfect for initiate to acolyte fights. RQ3 unlimited should have been acolyte to runelord play but trying to make a best RQ2 failed (The better is enemy of the good). RQ3 greatest creation is the triple magics complementarity and in this sequence the cults' devellopements, oppositions and relations. Alls magics n' cults are linked to each others and follow differents ways. I don't know Mythras well, but D&D is mid-to high levels plays, RQ classic is low-to-mid and HW is high-to-ultimate play. The two last have simple rules making them more playable. RQ3 have complexity near D&D but limitations force it to lower level ruining it despite a lot of excellent innovations.
  10. Simplest answer already given for phalanx formation (hide/cover) : Little add-up : Any movable object covering something protect at half AP. Any immovable (wall) protect at full AP. Don't believe, i had to quote myself XD
  11. You basically speaking of a counter like in Cthulhu v7 ? or give an upper hand for the next action like in RQ6 ? (i don't know well the rules, just remember the fighting sum-up)
  12. For katana-wakizachi pair, they were made long before Sekigahara, centuries to speak...For brief history of bushi's weapon, sparring you dates : Early, primitive age : The Japanese warriors main weapon were yumi (asymetrical bow). Spears and swords were rares and for wars only. This period set the Daikyû (Long yumi) to be their primary skill for the next millenia. The legendary Empress Jingū-kōgō. Best Dual weapon : Daikyû, as a Bow and Shurikens (arrow heads are set on arrow at the last moment, sometimes used as shurikens) The Bushi periods : During the foundation of major clan, the warrior because a bushi (man-of-war, and man of arts) specialized to fight horseback. Daikyû still remains the main weapon but Tachi (long) and Kodachi (short) were the main swords and spears mostly used for defence or unmounted fight greatly progress and arise as Bushi second best duelling weapons. This is the era of Nasu no Suketaka Yoichi, the legendary archer. Best Dual weapon : Tachi + Tanto (in battle) and then Kodachi + Tessen (in door use). The Glorious period, Golden age of Bushido : This period remain mostly under bow and cavalry domination. As the Bushi separate into two caste Buke (the warrior) and Kuge (Noble). Development of weapons follow the domination of each caste : Spears and tachi/kodachi in war periods by Buke and the born of Katana / wakizachi used by Kuge in period of peace. This period was ended at the era of the glorious and rivals daimyo Uesugi Kenshin and Shingen Takeda. (mainly Long sword and Naginata users). Best Dual weapon : too much weapons but I will bet on Kurasigama / kyoketsu shoge ( sickle and chain used by paysans and ninja ). The periods of the three daimyo : This period start with Nobunaga, the very first to massively use Ashigeru and samurai (who are low rank warrior). He clearly ended the Medieval period of japan by destroying the cavalry domination with great use of crossbow, firearms and every European weapons and tactics he could use. This is the Era of Shinmen Musashi, the best bushi. At this time katana were more produce than tachi since 200 years but as the still be used a lot of tachi were converted as katana and sometimes even reconverted as cavalry sword. Bushi oftenly possess tachi & kodachi as well as a katana & wakisachi, using the first in wars periods, the later in peace ones. Best Dual weapon : Katana and wakizachi then Katana + Bajōzutsu (black powder matchlock, really loved by Nobunaga). The End of the bushido : This the period of the Shinsengumi (blue men division) were civil wars arise more than ever in a unified japon. This period was under the domination of katana and wakizachi but a lot of great spears users still remain. This era ended with The last bushi : Hajime Saito, the only one who still used Katana (alone and left-handed) on the battlefield when all others soldiers was using occidentals swords. Best Dual weapon : In the vast arsenal of the The Bugei Juhappan (Eighteen bushido martial arts), I'll personally choose a Kodachi and the metal scabbard. Highest solidity, defense and best speed in drawing techniques iaijutsu (focus on always be aware) or battojutsu (focus at the art of sword drawing). And easiest to carry ! Daisho : long-short are made of any pair of sword. Tachi+Kodachi coexist with Katana + Wakizachi for more five centuries of Wars and Peace.
  13. I perfectly envision the scene but in Benny hills mode (or Mr bean)... but nothing realist come to me XD There's plenty of way to deal with parry multiple assaults without much overpowered or complex skills (the later bother me most). Against one melee enemy : Use dodge rules (1) , you can evade all attack from one person. one roll per attack. I recommand the lost of 2 actions, rules say one action. Against one ranged enemy : Use grabing rules principles (2) & dodge rules , you can evade all attack from one person. one roll per attack for protecting more localisations. I recommand the lost of 2 actions. Large shield cover 3loc, Special roll +3loc = 6/7 loc protected. A good compromise. Against a rain of arrows (Like in 300, Spartan chit-chating about fate) : Use Hide rules (strange but effective since you hide without much moving behind your shield), no roll because attacker have a malus at hide percentile + situation modifier (size of shield, visibility, surrounding etc...). It's simple because hide at 70% + shield covert at +10% make a -80% malus, if the archers aren't at this level, you won't need to roll anything (as GM). In others case, you just need over 100% skills... a big armor or magic (like some divine granting 30AP for 15MP). (1) RQ, third edition. Personnaly I don't like this rule, a bit overpowered. (2) a normal success affect 1 localisation, a special : 3 loc, a critical : All localisations.
  14. I don't like theses shields rules at all ! And you can parry 4 times a round ? even with malus it's monstrous ! It spoiled the >100% skills usefulness. You need more than 250% to do it with actual rule and keep your attack. Or use the 2 actions and have more than 100%. And moreover, not a bit realist and enemies should over come this at the second try. Why second ? because I already tricks my players at this with a "I can parry twice with my zwei-hand" half-demon but the next round they just counter it with a "We do a pincer attack and strike simultaneously cause we have the same SR and are used to fight along ". dual-parry tactic dead after 1 round usage !
  15. I don't agree ! Shinmen Musashi didn't develop his school teaching after looking at western style. He firstly used this his long and short sword after an incident... An embush by numerous enemies (~60). Musashi tell himself that he was surround by numerous groups of enemies and try using his two sword to keep them at distance and control his and their maai. After this big fight against multiples groups of enemies, he think that his tactic/strategy was good and that he may need it in future. Musashi was a strategist first (his motto could be strategy first !). His book, the Go Rin no Sho (always next to my bed) don't speak a lot about the Niten Ryû (Way of two heaven) but mostly speak about strategy and emphasis the fact that "long sword is best" is a mistake, as long "short sword only" is no good. He was the best bushi in history not for his fighting abilities but also because he was a strategist, a poet, a master at calligraphy and many others arts ("You must embrace all arts, not only one" he said). One could say : "Adaptability and Strategy are his first teaching, this is why he create a school teaching dual wielding as much as any others style". History will prove he was right in his next battles. He and his adopted son had achieve great victories on the field using the long and short sword. The fact is that wielding a katana with one arm is hard and need a lot of training and strength (himself was ridiculously strong, almost not human). Battle don't append in crowded places but in open field ! Not all battle are phalanx vs phalanx. If battle were in crowded places, no one will use spears and halberd. If you can use a spear or a long sword you can use two swords because dual wielder don't use open arms forms to create a large maai unless you need to force enemies stay at distance. And for the septic : Krabi Krabong users use reverse grip and are close-combat fighter (Muay Boran and thai is deadly in melee and more in close combat).
  16. You don't know what the rapiers are ! First, Rapier's blades don't break... they can even parry a heavy sword at full strenght without getting damage (1) . Even if rapier cross section are a quater of medieval sword, they are in Forged Iron with great ductability, not in wood. I won't play like some rpg were swords break at first impact and where the best sword of the world is in crystal... Still sharp ! Didn't remember this errata change, but I never use rule . I always accept parry and attack with same weapon but at a cost of 1RA which mean a player attacking at RA 7 like his ennemy must choose between attack or parry ! Yes, this is the key point but a plate armor with thickness of 1mm is still 15Kg (metal only, spare you the calcul & explanation). Later plates armor were ~30Kg with 2mm of forged iron protection but even at this thickness, a longbow or crossbow at 50 yards could pierce it. An arrow cross section is ~100mm², but most rapier have less than 40mm² cross-section then you need half or third of an arrow strength to pierce such armor with a rapier ! One of my friend with decade of escrima pratice had test it, it's not easy but when you get the tip, you always pierce it. To me, chance seems likely than a special success even if he argue me for hours that he could do it more often than that. He's slim but a bit more than 2,1 m tall man so he may be a bit easier for him. Only the armor classified "A toute Epreuve" could still stop such attack but they are heavy (up to 50kg) similar to jousting armor (~4mm thick, won't even speak about the cost). A good way to find these info "weapon vs armor" is looking for docs about War wounds. A french specialist in Medievals (2) had written a very clear and funny title chapter : "The medieval defensive weapons. The always disappointed illusion to be protected ?". Back to the main dish, "2-weapons-2-attacks-in-the-same-round" : In looking for historical combination with rapier (3), I found the rapier and cloak combo (which could be use as a net or to deflect); most commonly used are buckler, dagger or a shorter sword which give high adaptability at melee or close combat. Dual similar weapons usually depict specialist : dual dagger, cestus for close combat, Shimmen Musashi's dual style are powerful combo for melee and berserker twin axes are usefull for melee or short ranged fight (as state in earlier pages of the thread). back to the thread : Which dual weapons will you choose and why ? I prefer rapier + hidden/throwable dagger because it's a fashion weapon (3) thinking it's a sissy weapon, they'll get a big surprise ! (And as not part of 1H sword skill, noby will steal you -nor teammates, no ennemies-). So it's melee, close combat and short distance (throwable) and no armor to run away quickly ! 1 : http://www.salvatorfabris.org/RapierParryingLongsword.shtml 2 : http://www.persee.fr/doc/medi_0751-2708_2000_num_19_39_1498#medi_0751-2708_2000_num_19_39_T1_0127_0000 3 : https://web.wpi.edu/Pubs/E-project/Available/E-project-101313-104620/unrestricted/IQP_History_of_the_Rapier.pdf
  17. Armor and 2-weapons-2-attacks-in-the-same-round : The thread is not really speaking about armor but I had the cases where the problem of Shield or Armor with dual-wielder clearly arise : Like some player wanted to wear his brigandin + new found iron plates and twin 1H swords; total of 100enc : I won't even speak about malus and fatigue cost but he forget this after crawling for the full time of his first fight ! Yeah, the rules are heavy (-) but realist (+) and usefull : sword + shield are 5enc worth so -5% to dodge and chainmail (20e) + plates (25e) are 45 Enc worth so total of -50% to dodge. As for fatigue, peoples under heavy heat lose 2-4 FP per melee action (losing at max 8 per round so all positive points in 3 rounds, and getting -8% additional malus each next round). How many master really apply this rules ? few, I think. But these rules are the main reason for dual weapons usages : Armored fighters aren't supposed to dodge. Against a dual wielder retiarii, they are screwed. Against a fencer with rapier, screwed too... this is a historical fact : rapier go through plates and ended the era of heavy armors (severely outdated by crossbow and longbow), and the rules say so rapier max damage at 18 vs 7 PA (3rd ed.). Nope, with one hand weapon you can attack OR parry. With a 100% broadsword, you'll have to choose to attack perfectly or parry perfectly. Dual wielder are great because with a sword and a side weapon they have 4 configurations : A+a, A+p or P+a, and P+p. For the shield or weapon change, the rules states a malus of half of the skill which will get better with times... nobody said we have to wait weeks of training ! I personally prefer giving a -30% to -50% and lower the malus by 10% each round or failed parry; with -10% minimum. And if you miss a parry, you can still dodge (unless having a full twin plate iron armor... yeah some dwarf PC ask me if he can try a roll at -50% {skill and malus included}). As a master said : Against a powerful attack use a complex respond. Against a complex attack, use a prowerful but yet simple respond.
  18. Nope, nope and nope... 1/ This is a European medieval point of view... but the world is much bigger. Dual weapons was commonly used on battlefield in siam and india as soon as martial art exist. Just see the history of Krabi-Krabong, the dual weapons techniques of Muay boran/thai. It was specifically made to kill mass of people... on the battlefield ! From India to japan, dual wielding on the battlefield are usual because a good defence equal a good mobility for martial artist. Only European discovered it at the renaissance, one to three millennia late... 2/ Legolas... everybody know why ! 3/ Not logical, chainmail can be 1centimeters thick at max, plates 4mm at max. So no need for big change (rq3 values at max are fine) + Kite Shield protect passively 3 localisations (on 7, so almost half of the body) and moreover a normal parry still lessen damage from a critical hit. (rq3 : Sword at 1D8+1 will do 9+BD, kite shield still stop 16PA, a dagger 6PA).
  19. To reinforce always sharp RosenMcStern reasons : Most people are like me, right handed but terrible at doing things with his left hand, not very rich so can't afford to be trained and moreover they like wining fight but prefer living. Another Christian reason : a nobody know as David with a low-cost sling just critical hit some big giant well trained soldier and became king. Morality : better have an helmet (D&D vital first weapon), a shield (Warhammer vital first weapon) and an full-armor (RuneQuest vital first weapon).
  20. Speaking about shields and multimissile, an idea pop out from a corner of my mind... Giving extra popcorn : If you are between an archer and his target and throw vertically a shield to intercept a missile, the probability of success is low but what if you had use multimissile (5pts of POW, MP) on the shield an create five extra shields... does this count as cheating (a bit) ? If in the new RQ 2.5 shields aren't separate skills we cannot use multimissile, bludgeon or speedart on them ? because this is pretty a good usage of shield, NO ?
  21. I doesn't happen often but I perfectly agree with RosenMcStern : for Glorantha, fighting need to be hard, 1/5 special is perfectly fine. If you want more specials, or play a runelord you'd better use a spell or your rune. And as master at CoC v7, Major success don't give much damage/effects and don't feel as great as special in RQ. Moreover half time impaling people feel awfully wrong. About CONx5 % roll : I don't like ALL Carac x5 % rolls, cause players need to calculate (1), roll the dice (2) then compare (3) and sometimes recalculate the special (4°..step in hell). In CoC they just use percentiles from the start sparring the boring calculations. For RuneQuest a simple CAR+D10 do the trick and even spare you the oppositions tables. I think the comparison between damage and HP localisation (including CON, SIZ and localisation relative size) is still better. If you want some randomness in it just add a Damage + D10 vs HP localisation +D10. Each player just use an extra D10 (or 2D10 if using true sword/ true spear/Cortana class weapon) it's the fastest and closest to the rules I found out.
  22. Sorry for my last post, didn't had time to finish it. About reference, no need, will explain why here but I can't remember every reportage I had seen (should rec them-all XD) For the destructive nature of weapon, five ring's sword from the film aren't real proficient sword, yeah but Modern XXI Century Steel swords are far more sturdier than a poor soldier sword of the XII century. So if actors can break modern steel sword, most of medieval sword (not Cortana class) will break long before ! For my battle of shield, let enlightened you and made you go to hell (Rosen won't like where this go...) : As RosenMcStern said, most post roman shield have an bumpy part called Umbo (sound more medieval) which hide the hand and give shields like that two advantage. As the handle is in the center of the shield and not behind it, the wearer have a better control and balance with is shield; the bad part is the shield needed to be lighter because all the weight is on you hand alone ! This where the battle of shield start (narrator mode on) : Imagine a soldier, afters weeks of battle, harassed by the enemies and injuries. It's near the end of the day, he fought almost all the full day swinging his nearly 4 pounds sword (1,8kg, Oakeshott type XIII) all the day; His body his suffering and he feel his two arms are literally on fire from fatigue and his strength his leaving him. The man in front of him don't want to die either but he can't lift his damn sword !!! What can he do ? Medieval Shield : Viking mode ... FULL FRONTAL CHARGE (SR 3+0+3 = 6) ..... at a tortoise speed since he his awfully tired. When he and his enemies have felt on the ground, the richer one could have a dagger but the easiest move is to take your shield and bloody-bash your enemy with the little strength you have ! And this is where the UMBO light-shield became very handy, it's light, well balanced, in metal and in your hand ! ... ... So yeah, where I wanted to take you : it's in this HELL : Fatigue Points or not-fatigue points ? Personally, I think shields should stay as an independent skill !
  23. Love this one ! and good job Atgxtg, you merit the check but you forgot to add the knockback standard effect (because the full rules give you a true moment of despair). But I never use the stuck effect unless the player need it -to kill down someone by voluntary moving the blade in the body- so a simple luck/dex roll to solve this is enough for me. For this, I already find a counter years ago : Full Attack Bonus Damage. You just calculate a BD with FORx2 + TAI : You get a "BD : 0 / 1D4" easy to use on the sheet (no editing, no complex rules) and you just have to remember it's a double strength attack. I had to use it for "berserk type attack" costing the full-two actions and it's the most fair because even an aldryami' runner with -1D4 could win a 0 Bonus Damage (runner 1-0 PC) and my player with 1D6 BD had luck gaining a +3D6. For Slashing case, my best : if you lose even 1HP and base damage (before armor reduction) are strictly superior to location's HP then this localisation is incapacitated OR (double theme) you could also say if the double of HP lost is superior to the HP's locations, the localisation is incapacitated ! The wergeld will be easier to obtain and fighting will not be resume to kill each other. I favor this initiative ! to not kill is a better option ! For Slashing case, my worth : I was thinking about another realist alternative which is Double localisation damage : you do the same damage but roll a second localisation and it's just as deadly as the impaling. Sweeping movement help a giant getting multiples PC, why not a PC getting multiples localisation ? I love it but prefer incapacitate as better bleeding rule ! To Jeff : Will there be (specials effets for) hooks and nets ?
  24. Oh, yeah... It's true that real weapons could break but it depends on the era. In the ol' Runequest, shield are mostly with metal armature but the largest is made from wood or leather so destruction is obvious (sword impaling and getting struck shield rule is born from this). Having 2-3 shields carried by allied are usual, 4 wheels cart or chariot are ideal ! In later era, when metal working are better (like loskalm and fronela) shield are full metal (front side) with wooden back. In french pre-medieval and earliest medieval Era, shield were stronger than most weapons so battles usually ended with men bashing their enemies with shield only because all swords were broken. So Shields can be almost indestructible (I'll die of fatigue long before). In the same case, the film of "lord of the ring" gave an experimental answer : Most of the swords used could only resist up to five battles simulations, they usually getting destroy cause of the "vibration". To prove their theory, they insert an epoxy (platic to absorb vibration) in the handle of the sword and theirs swords could finally make it for a whole year of the filming...
  25. oh Styopa... you're really saddening me... don't remeber our chit-chat in Rapier thread : Just copy-past for you I love rq3 mechanic but bleeding was not so usefull (just an excuse to flight away) and knockback to finish an enemy ( just an excuse to achive an enemy). As master, I only bother to use them 1D6 times IN 20 YEARS OF RUNEQUEST-ING 3. -Impaling : Always perfect. No need to change anything. -Slashing : Incapacitate, great idea but : Is it Damage vs Hit points, no matter the armor ? or something else ? -Crushing : Simpler, faster.... it sound great, a great "Crushing Noise" if I may !!! XD
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