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MJ Sadique

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Posts posted by MJ Sadique

  1. First of all, Why people always think to dodge or parry an arrow is the best or only choice ?? When you are target by an shooter, the first thing real people think about is hiding behind a solid wall or jumping down under some cover.
    -Hide skill can help you stay out of reach before the arrow is shot, I like the original rule but prefer a house rules with a skill' test (with a chosen risk/malus by the defender giving the shooter an equal handicap up to the double on critical success).
    -Original RQ3 state that you can dodge a projectile but it cost you a full round (without stating why and how ), I prefer a Jump skill test which justify the full round handicap (a full 10/12RA lost because you need to get up before coming bak in the battle).

     

    On 10/01/2018 at 3:21 AM, DavetheLost said:

    ... the case of a single archer. (1) Dodging multiple arrows is not going to happen. (2) Nor is dodging an arrow from an archer you can't see. (3) A nice big shield is definitely your best defense.

    (1) true if limit your game to dragon pass but false elsewhere; Example : Vormaini can dodge arrows ! how ? see LAND of NINJA/Yadomejutsu, and I don't even speak about using Ki...

    (2) false, if you cannot see, the malus is a -75%, you can still hear the arrow. Plus, Uz and some Hikimi (bats) don't see their enemies, they hear them.

    (3) strongly disagree, unless you want to charge the target XD why ? read my opinion above about hide and jump !

    On 11/01/2018 at 9:57 AM, styopa said:

    1/ Just brainstorming here, what would be the impact if - for missile fire - dodge (or even parry) acted like defense did?

    2/ This would also partially mitigate the inherent game-rule advantage of most missile fire getting multiple attacks/round, where the vast majority of melee do not - thus missile fire intrinsically denigrating the value of defenses.

    3/ Again, just spitballing - I'm so jetlagged right now I don't really have trustworthy brain cells to error-test the idea.

    1- Defence against projectile (arrows or axes) is not a simple task and as a peculiar move, it need a peculiar set of rules. The best rules are still based on RQ existing one

    • Parry a projectile : Protect an extra localisation in advance, a better success protect more localisation; Dodge a projectile : Dodging by doing a greater success than the shooter
    • Attacking a projectile : Oriental don't parry an arrow, they attack them to cut or deflect them (no problem with multiples arrows, visible or not ! ).

    2- Handicapping archers because melee fighters are not the greatest around IS wrong. The C.I.A rules must be respected : Infantry get bashed by artillery !

    3- Me neither, no brain cells nor time free

  2. [RQ3] How does a Shaman travel in the mundane world ?

    My most stupid answer should be "by foot ?" XD... As a master, I probably made all existing mistakes with my first half-apprentice shaman player ! So this question is a very good one and both a simple and difficult to answer.

    9 hours ago, Dr. Mabuse said:

    .... but how does a beginning shaman with a fetch with less than 20 POW leave his home turf without getting eaten?

    First, not doing what I permit my PC to do : Learn discorporation before second sight, believing having 18POW instead of 12 make you strong, wandering in a forest without fetch nor protection and finally insist to fight any spirit he may encounter to develop his power. After 3-4 fumble : finding the worst place of a forest and being beaten, he got back almost safely

    Such shaman, as a PC, must walk on tip-toes, staying away from dangerous entities (spirit or not) and runaway as soon as he fumble. You, as a master, must remember a few things : Like a hunter in a forest who won't find a bear behind each tree, a wandering (apprentice) shaman should not encounter a lot of dangerous spirits; he may not attract a lot of them either, unless they have a great rune affinity with him or are really hungry ... XD

    8 hours ago, David Scott said:

    1/ The shaman is always with the fetch and it will alert him to any issues.

    2/ In real world shamanism this isn’t perceived as a problem unless you go to places that have hostile spirits.

    3/ Spirits are not wandering monsters.

    As David Scott, say (1) A shaman, even dumb, can count on his pikachu (fetch) to identify a foe or a friend. On unexpected situations, a master must cool down and change is perspective (seeing pc as pokemon hunter is a good idea). The first time someone made an analogy between spirits magic with pokemons, I found it hilarious but it's probably one of the clever idea.

    A master should also remember a few things : a PC may be a reckless but finding hellions or a demon lair is not easy nor a daily shaman activity (2) and stronger spirits don't usually lost their time on catching a tiny prey (3) they may play with you like cats do with mouses but if the shaman is not a threat, he cannot become a prey (he is not worth the pain).

    • Like 1
  3. On 07/01/2018 at 2:39 AM, Pentallion said:

    That archer that attacks 3 times a rd.  He's an elf named Cherry and he casts arrow trance and wonders is it stackable with fanatacism?  And the rules always point out when spells aren't so it must be.  So Cherry now shoots three times a rd with trplie chances to hit.  Which,  IIRC, for Cherry puts him well above 400%.

    ...

     I think, Fanaticism is not combinable with arrow trance because when two spells have a common effect on the same target, only the stronger apply. Arrow trance is strictly like berserk, friend/foe distinction aside and berserker exclude fanaticism.

    Rules say that when Arrow trance is used first, the user cannot cast spell others than bow related (fanaticism is exclude because it boost the user not the bow). If you use fanaticism first, you can only cast attacks spells (which I think, exclude arrow trance, because it doesn't deal any kid of damage, so it's not offensive one).

    In RQ3, the difference between the 2 spells is not too extreme :
    -An archer with 60% skills and +20% modifier have usually 80% chance of hit, By using fanaticism will have 120% chance of hit (as Fanaticism boost the chance to hit)
    -An archer with 60% skills and +20% modifier have usually 80% chance of hit, By using Arrow trance will have 140% chance of hit (as Arrow Trance only boost the skill)

    But 24% or 28% chance to impale compared to 16% without any spells is still monstrous ... you know why elfs vs trolls is not in favor of big uz.

    To me, The best combination is using fanaticism with three Multi-missile 3 used on arrows. If you shoot three times per round, 3 normal arrows and 9 magical arrows will fly with almost 12 sure hits in one round. (for 10 MP, no Runic magic used).

  4. 17 minutes ago, David Scott said:

    The English definition of Fanaticism does not imply violence and if you look at the Antonyms, they really don't imply it.

    Oh man, I just hate quoting myself XD...

    56 minutes ago, MJ Sadique said:

    ... If you strictly follow the rules, no need for a second spell, you can just stick to the original definition of fanaticism "divinely Inspired" and the rules despite some illogic part of the system.

    And please copy paste two line of synonym and said it's a definition...it's boring. Historical and modern french standard definitions of fanaticism are :
    A- Behavior, state of mind of one who believes himself inspired by Divinity
    B- Behavior, state of mind of a person or group of people demonstrating for a doctrine or cause a passionate attachment and an excessive zeal leading to intolerance and often to violence

    A lotof  people associate fanaticism with the semantic field of  "fierce, madness, fury, hate, violence" instead of "self-denial, self-sacrifice, dedication, generosity, heroism, sacrifice". The two choices are true and all-right but at the exact opposite. Like people in this thread... (me include)

  5. 48 minutes ago, g33k said:

    1/ I see that there are arguments to be made on both sides; I think it's a mistake to claim that it's "clear" or "obvious" that the rules "clearly" allow or disallow Fanaticism to skill-buff missile weapons.
    ...

    2/ That said, I too agree that a few words clarifying the intent (including "GMs should decide whether or not Fanaticism covers missile and melee weapons both") would be better than the ambiguity.
    ...
    3/  I have seen real rage at a table when one player designed a PC to one assumption (such as an archer who uses Fanaticism & other magic-buffs) and the GM invaldated that assumption because of a different interpretation of the rules.

     

    1/
    Fanaticism as a spirit magic spell have a name and a description.
    -The Spirit magic name imply that the spell put you in a violent state of mind which is incompatible with a greater performance of a ranged weapon. A better shooter need to be calm, concentrated to adjust his shoot. (Main argument against the boost)
    -The Spell description imply an attack oriented spell and don't forbade nor authorized the use of a melee weapon. (Main argument in favor of the boost).

    The Rules mechanic about melee and ranged weapon as well as spells list differ also :
    -In term of rules and spells list, All melee spells and ranged spells are different and separate (fireblade/firearrow, bladeshart/speedart, Berserk/Arrow trance); why fanaticism should be able to boost melee and ranged fighters ? (Main argument against the boost)
    -Every melee spells have an equivalent one in ranged spells (fireblade/firearrow ... etc) but as Fanaticism is the counter part of Demoralize, you cannot find a ranged spell that do the same thing. (Best argument in favor of the boost).

    2/ As I Already said, you usually found 2 rules against and in favor : Everything not authorized is forbidden OR Everything not forbidden is authorized ! .............YGMV... !

    If you strictly follow the rules, no need for a second spell, you can just stick to the original definition of fanaticism "divinely Inspired" and the rules despite some illogic part of the system.

    If you follow the spirit of the rules and some logic, you have to create/modify a spell having fanaticism + berserk for melee fighter and another_spell + arrow trance for ranged fighter.

    I personally choose the later and change farsee spell form "+5% to search by" in "+10% to search and +5% to ranged weapon" for each MP and limit fanaticism to melee boost but halving defence skills (parry or dodge alike).

  6. 1 hour ago, Grievous said:

    1/ ... Writing in vague language that results in gaming groups having uncertainty and actual arguments, not to say anything about forum wars and so on, is - I'd say - bad policy, when all of that could be avoided by clear language. ...

    2/ Of course, that said, not everything in every situation can be made explicit considering limitations on length of text.

    3/ There is a huge difference in something being vague and something being optional, even if it is a case of a writer employing sleight-of-writing. 

    1/ Finding some rpg write before 90s as open, efficient and simple than RuneQuest is almost impossible. ... Forums wars are just a way to sharpen yourself and your games. A clear language is Lhankor Mhy quest and one of Eurmal Nightmare... (I'm a pro-Eurmal)

    2/ Everything is said. Like boardgames 2 extreme rules usually apply : Everything not authorized is forbidden OR Everything not forbidden is authorized ! I prefer the first for board game but never choose any for rpg

    3/ Your playing in Glorantha man ... GLORANTHA, have you ever heard of a guy named Greg Stafford ? Ask some grognards about his T-shirt and habits. Being vague is an euphemism if you speak about Glorantha, About the system Like JEFF said : YGMV ie Your Gaming May Vary... (work well with Glorantha, GM also with grognard, gorp, gag ...)

  7. 6 hours ago, Manu said:

    Elves and trolls are known to be ennemies. They fight each other very often

    but in a rq point of view, how can elves win battles against trolls? Trolls are very strong, good armour, stealth,... elves are weak. What makes the elves good enough to win against trolls?

    They are not enemies... but fight very often.
    -Aldryami hates Uz because they are destroyers and death bringers BUT Uz loves Aldryami because they are tasty.
    -Good armor : Not enough to stop an Arrow, Stealth : as long as their take a shower every day (their odor are not as bad as broo but ...) and lose some weight...

    Uz are mostly hunters and predators, they don't want to exterminate Aldryami and will protect them if they are near extinction. Only Zorak Zorani exterminate their enemies but as they are a minority, This is one of the main reason why Aldryami could win. They don't fight with the same objectives, Uz are to capture or kill a few but elves are to kill them all.

    Aldryami have multiples way to win, the simplest way to define you have to follow Sun Tzu Strategy :
    -Morality : Aldryami want to live, Most Uz want just a good diner.
    -Climatic : Attack in fire season and by day  (uz hate heat and light)
    -Geographic : Fight them in forest or narrow places as UZ are massive
    -Commander : Communications by elf sense, being assisted by the knowledge of a millennia old tree...
    -Organisation : The Aldraymi fight as skirmishers. Unlike Uz, Aldryami don't hates themselves nor try to kill their own commander to gain power...

    Speaking of what aldryami can use as troops:
    C as Cavalery : Trolls have a lot of giants insects but Aldryami like Tarzan in the jungle don't need them... But as beats men are mostly friend to them, why not a Vronkal + Grizzli pair ?
    I as Infanterie : Warrior of Wood (Aldryami war trees) in RQ2 are describe to have same carac as trolls, A nearly million of Bears in North Genertela and Some Minotaurs as reinforcement
    A as Artillery : Apart from their excellent skills with bows, their have their mobile ballista : the Grotaron (Also known as Maidstone Archers)

  8. On 13/02/2016 at 12:19 AM, Pentallion said:

    yep, divine spells go off on your Dex SR regardless of cost.  This is because you sacrifice permanent power for them and the effect is granted at the time of the sacrifice.  It's what separated Divine from battle magic and sorcery.

    All wrong... In Introduction to Magic / Common Magical Procedures and Concepts / Spells you have the answer to the question. And it's not in the Divine Magic chapter so most of people forgot or miss it ! The paragraph is just before spirit magic and is resume in Spell Strike Rank Table.

    RQ3 Deluxe or french Chapter "Spell Casting During Melee" states :
    An adventurer casting spells during a melee round uses the standard strike rank procedure ... To determine the strike rank in which a spell takes effect add the spell cost in magic points plus the readiness of the spell caster plus the strike rank of the caster. The result is the number of strike ranks that it will take the caster to loose the spell. This is summarized on the Spell Strike Rank Table, below. Divine spells add no spell cost unless magic points are included in the casting.

    To resume IN RQ3, Spell SR = DEX.MRA + MP + 3 (if surprised)

    PS : This rules is the Same in Avalon Hill 1984' english edition or Oriflam French Edition (the one I use)

  9. In RQ3, the way it is explain is :
    -Critical success give weapon max damage and ignore the armor
    -Special success effect depend on the type of damage, Empaling weapon : twice weapon damage (2 rolls)
    Even if it's not written, Critical success also give special effects but as some weapons state : if a weapon can be use in cutting or impaling, you must declare the mode before use or you don't benefit from special effect but only the critical ones.

    Example : Gladius can empale, if you don't declare the attack mode and made a special success ... you don't benefit of the empaling effect. Otherwise, Critical include special effects if they exist ... The opposite case should be strange, imagine a special spear attack is 2D10+2 but critical is 1D10+1 maxed which equal 11pts; Special impaling doing more damage than critical would be stupid.

    About house-ruling, My first master (and so myself) choose to slightly change special / critical to spare us checking the table :
    -If Rolled Dice score x5 is still a success then it's a special success
    -If Rolled Dice score x20 is still a success then it's a critical success
    One of the best and simplest house-rules as you don't have to have a table or ask yourself to round-up or down the percentiles. Less calculation is always better.

  10. 14 hours ago, olskool said:

    There is no error in the calculation for the damages I posted because the game I mentioned was game mastered by another person and I was a PLAYER in that game.  The game in question was essentially a RAW RuneQuest 2 game.  The damage bonus of the character who broke his bastard sword was 1D6.  His punch damage was 1D3 ...

    Oh... you were speaking RQ2 basic Rules. They are simple but a bit hard to figure sometimes, I understand you surprise and deception about it. I personally prefer RQ3 by far but you just had a munchkin in your game :
    -1D6 bonus Damage mean average STR and SIZ is at least at 17 pts... Such person is at the very upper scale of mankind.
    -A battle axe is not a Double side axe, it's just a lumberjack axe used for war... not a so great weapon

    Battle axe in human hand (1D8+1)

    (1D3 + 1D6) Powerfull punch from CONAN

    combat_axe.jpg VS conan-the-barbarian-51594d49850b4.png

    You just have seen a man as massive and strong as CONAN the barbarian (Schwarzzie scale, 120-14kg of Muscle at least) fighting bare hand ... in comparison a battle axe in the hand of a "normal human" (a 70kg man).

    The system may be a bit generous or heroic but broken, no ! Personally, I prefer fight the guy with the battle axe than a barehand CONAN....

  11. 18 hours ago, olskool said:

    Damage Bonuses:

       The problem with 1 Damage Point per 2 STR points is that it recreates the imbalance of the original rules damage.  In a Thanksgiving game I just participated in, the group's heavy hitter broke his Bastard Sword.  He proceeded to PUNCH Trollkin with his gloved hand, doing 1D3+1D6 (2-9 damage points).  He was doing roughly the SAME DAMAGE as the Battle Axe armed fighter with NO STR bonus (2-9 points).

    Little BIG error of calculation olskool ( 1 Extra Damage per 2 Free_Strenght (STR - Weapon_Dice_Max_Score) )
    Punch + STR 9 = 1D3 + (9-3)/2 ==> 1D3 +3 B.D : 4 to 6 Pts of damage
    Gladius + STR 9 = 1D6+1 (9-6)/2 ==> 1D6+1 +1 B.D : 3 to 8 Pts of damage
    Battle Axe + STR 9 = 1D8+2 + (9-8)/2 ==> 1D8+2 +0 BD : 3 to 10 Pts of damage
    Great Axe + STR 9 = 2D6+2 (9-12)/2 ==> 2D6+2 -3 B.D : 1 to 11 Pts of damage ... little man with big axe is NO GOOD !

    No problem here...

    18 hours ago, olskool said:

    This demonstrates just how broken the Damage Bonus System is.  Using 2 points of Surplus STR to net 1 point of Damage would bring the damage back to the original system's ridiculous levels as lighter swords would have damage bonuses that allowed them to match the damage of larger weapons like Great Swords.  You could probably get away with 1 point of damage per 4 STR without upsetting balance too much.

    Nope, the system was not broken... a bit too much lethal but broken, not really. And it's not the thread subject !

  12. 17 hours ago, olskool said:

    1/ We always used thresholds for Location Damage.
    ...
    2/ We do NOT track individual hit points on the location charts.  A Spirit Magic Healing (but NOT First Aid or Healing Skills) can heal a functionally incapacitated location while Rune Magic would be needed to heal a Maimed limb.  Amputated limbs are beyond help.   The "death of a thousand cuts" occurs on the main Hit Point Track.  When the main track reaches 0, the player is down and dying.  A character is DEAD when Damage reaches CON in negative damage (ie a CON of 10 will die at -10).
    ...
    3/ We also break the Hit Point Track into 4 Levels with EACH LEVEL taking 1/4 of the total Hit Points (Rd).  The four Levels are: Lightly Wounded, Moderately Wounded, Seriously Wounded, and Critically Wounded.
    ...
    4/ We record all Skill Levels at full, 3/4, 1/2, 1/4, 1/5 (special), and 1/20 (critical) on the character sheet to expedite both damage adjustments and skill difficulty adjustments. This helps speed up the game.

    1/ Basically, Incapacitate and healing test are opposing Damage and Fatigue Pts /2 + CON/10. And Healing is scaled by CON instead of flat recuperation.
    2/ You don't write Hits by location but still need to have them... you spare too count the hp lost two time but if three location are hits, you need three different healing spells or treatment...
    Without tracking hit point location how do you do this ?

    3/ Globally,  a good idea but a bit clumsy and complex :
    Light (PV > 3/4) : SR-1, Sprint
    Moderate (PV > 2/4) : SR-1, CAR-1, Skill -1/4, Run
    Serious (PV > 1/4) : SR-2, CAR-1, Skill -1/2, Trot
    Critical (PV > 0/4) : SR-4CAR x1/2, Skill -3/4, Walk
    To sum up my point of view : SR decrease is fine, Characteristics ones is bad, skills malus are punishing and the movements limitations are fine to me.

    4/ You have 4 skills levels x Critical and special levels = 8 scores for one skills ... I may have not understand well but it's a bit hellish and if I write it down ...
    -Standard Healing 37%
    -Olskool Healing
    37% (7%, 2%) / 27% (5%, 1%) / 18% (4%, 1%) / 9% (2%, 1%)
    ... it is really hell !

    I will personally advise you to use to create a flat modifier or at least a Ouroboros (Rêve de dragon) like table of modifier, you will gain a lot of times. In Ouroboros each -1 equal -5% of the skills but you ca easily create one for you game. You will only need to write the skill once an use this table (you can had special and critical columns to spare having 2 tables).

    646176caractristique.jpg

  13. On 17/12/2017 at 3:40 PM, styopa said:

    How do you handle hit locations that have been badly-damaged or severed?

    Again, my main background is RQ3, but I'd appreciate any input from alternative systems.

    If the target has, for example, an arm that has 3hp, and has taken 6 (so no further damage can be taken by that limb), ...

    So we houseruled this into two categories:
    - where the limb is disabled but still present...
    - where the limb is actually SEVERED ...

    As RQ3 Master too, I mainly houserule by type of damage and HP lost in the strike (not total HP lost).

    -(Type) : equal or more than 3HP / Equal or more than 6HP
    -Slash type : no FP loss / limb severed & hemorrhaging cut at -1PV per round (lost in adjacent localisation -abdomen or torso- and in general)
    -Impale type : Half FP loss / limb greatly damaged, regeneration of 1D20% of the limb needed if not heal in 10 rd
    -Blunt type : All FP loss / limb damaged, regeneration needed if not heal by magic

    And the total HP lost indicate if the arm is disable :
    -at 0HP, the limb is disable but alive;
    -at -3HP or less,  limb is disable and you've got 10rd to heal it Or the limb will stay disable for life (full amputation).
     

    On 18/12/2017 at 6:43 AM, SDLeary said:

    We got into the habit of rolling % dice to see how much of the limb was lost. Further hits to that location went to general HP IIRC if there was something left. If there wasn't, then it went on to the abdomen or chest.

    I also start with D100 % lost and after that use 3D6 x 10%. Further damage was ignored but usually rise the % of member lost by 10%.

  14. 12 minutes ago, Mankcam said:

    I tend to view things a little differently, I would view that a 'magical berserk' to be something outside the realm of normality, so I would allow breakout rules for things like this, but that's just me.

    Nope... that is not just you ! I'm agree also about Berserk to be outside realm of normality. In RQ3, any abilities or spell which increase a combat skill beyond 100% don't permit multiples attacks of defence; BUT Berserk ignore most human limitations and attacks skills that goes over 100% allow to do multiples attack.
     

    6 hours ago, Psullie said:

    I was surprised with the QuickStart just how powerful the pregens were ...

    Yes, they are in fact too powerful by some standard as they are 21 years old with more than 10 spells (but only 3-4 runes points !?). By RQ3 standard which create a clear link between age and skills/runes spells they should at least be 41y old to be at their levels (acolytes). But as pregens, they don't represent a standard character but more a "what your hero will be" example for players and they need high percentiles for people testing such rules as "opposed skills over 100%"

  15. 11 hours ago, Mugen said:

    No.
    Opposed resolution is for abilities (that is, skills, runes or passions).
    Characteristics opposition is done using resistance table.
    See page 6 of Quickstart for both methods, and page 2 for a definition of what an attribute is.

    D'oh! ..... it hurt man .... but you're right, I quick-read too fast the quick-start. I Thanks Mugen for the enlightenment & Sorry To Styopa for my mistake !

    To sum up, we have Characteristic / Abilities ie Skills, Runes and Passion / Combat skills and their respectives resolutions with resistance table / opposed rolls results / usual mix of opposing rolls effects (att vs par/blo) or opposing rolls results (att vs dodge).

    Combat is still a (Little) messy but RuneQuest combat as a "choose between Scylla and Charybdis dilemma" IS great. This why I prefer RQ3, because parry is a much secure choice and dodge is a "all or nothing" gamble; you just have to choose your poison !

    The abilities above 100% rules still apply because there is still an opposition of abilities ! (combat skills are skills and they are abilities as well)

    Is it really important ? This rules have some flaws and take a little time of calculations before rolling any dice but some calculations make me estimate that using them will help gaining some time in fine by using the ability results table instead of calculating it. You can ignore this rule if all your player have a calculator and know how to make division, if not better use it or be ready to make ALL your newbies calculations by yourself !

  16. 56 minutes ago, styopa said:

    It specifically refers to "opposed resolution" - t doesn't just mean actions that are opposed by someone else.

    This is a specific method, which isn't used for combat. 

    NO MAN,

    you're wrong here styopa... re-read the text :

    1 hour ago, Psullie said:

    Quote from Page 2:
    If the opponent is trying to parry, block, dodge, or otherwise oppose the character’s use of the ability, then 100%+ ability gives a greater chance of overcoming the opposition. If the highest rated participant in an opposed resolution has an ability rating in excess of 100%, the difference between 100 and their ability rating is subtracted from the ability of everyone in the contest (including themselves).

    1- The text clearly speak about parry, block and dodge which are fighting actions; This new rules was made to use the ability results table (normal, special and critics) without the need to create an extended table with percentiles upper than 100. RQ II always dislike more than 100% skills because most table are caped at 100%.

    2- Opposed resolution is specific method to CHARACTERISTIC (mainly POW) not skills...

    double wrong today Styopa,

  17. Basically, You give 1 extra Damage per 5 Free_Strenght (STR - Weapon_Max_Damage) and an Armor modifier (-2 to +2). A good idea in general but I'm not sure of its effectiveness.

     

    About Damage Modification, I prefer 1 Extra Damage per 2 Free_Strenght (STR - Weapon_Dice_Max_Score). A factor of 1 per 2 is more logical in the RuneQuest system...

    About Armor Modifier, your choice is bad because the modifier are too low and the concept is too much general thus false in peculiar cases like with a bullet proof vest (effective against bullet, ineffective against blades) or an antic Linothorax ( used Alexander the Great, effective against arrow and sharp blades but ineffective against blunt one).
    RQIII chainmail have a peculiar rule of having a halved protection against blunt weapon. Similarly most thrusting weapon have the ability to double damage with special success; Using these rules as base you could switch to :

    • Penetrators factors : Very Poor | Poor | Normal | Good | Excellent
    • Damage modifier : DAM /4 | DAM /2 | Normal | DAM x1.5 | DAM x2

    For the Damage modifier, you could apply to the Bonus damage, Weapon damage or even the Full Damage to balance your game level. But remember you'll have problem with the empaling weapon rules. As there is less armors than weapons, The very best and choice (Fewer to write, -you player will thank you-, Simplier, Easier to change)  is to apply the effects on the armor :

    • Penetrators factors : Very Poor | Poor | Normal | Good | Excellent
    • Armor Points Modifier : AP x2 | AP x1.5 | Normal | AP /2 | AP /4
  18. Favorite Version of RuneQuest : I could say Herowars My RQ III ! (yeah we all love customizing)

    Actually, I prefer as base system RuneQuest III for it systems, logic and very unique kind of magic. To detail what I like in

    • Combat : Strike Ranks, Weapons special effects and Localisation.
    • System : Skill's bonuses, fatigue and tick box (no XP to manage).
    • Magic : Sorcery was just a perfect discovery.

    And I just love the awful lot of extensions describing Glorantha or not such as Land of Ninja (Oriental Ki fighting) and Glorantha Secrets (Greatness of Elder Races).

    Reasons I like others but I did not choose them...
    RQ 2 : Ideal for survival game type/skill oriented and for its simplicity. why not ? I tend to dislike low level games
    MRQ and forks : A Great 2nd Age Exploration. why not ? too much D&D add-on
    RQ6 and forks : A great adaptative fighting systems and a lot of good idea. why not ? RQ III is faster and I don't like RQ6 skills
    RQ-Slayers : A Great Name... why not : everything else !
    RQ-Glorantha : Ruuuuuuuuuuuuunes .... why not : because it's just RQII fighting system + Pendragon V skills + Glorantha's magic

     

  19. 13 minutes ago, styopa said:

    ^ that's pretty much EXACTLY what I said?

    Yep, but You just forgot the theatrical/comical part ! ^_^

    plus, As a GM, Entertainment must be one of your skill !

    5 hours ago, chiisu81 said:

    There needs to be a top-level, easy-to-find "(Free) Downloads" link on the Chaosium pages.

    There is such page at - www.chaosium.com/free-downloads/ - but it's not updated, nor accessible from the parent directory (Home / Playing our Games / Organized Play). The best way should to be polite and ask for a tiny updated but I think they have their hand full at the moment...

     

    Plus, It's a old rpg factory; If there is no challenge, there no fun ! and as far as I am concerned, as long as it's not at the level of BB Editions (Worst RPG website of the World) it's fine XD

    • Like 1
  20. Oh Styopa

    It's really easy, you click on "Product Description", you read the text and clic on Get the PDF for free..

    If your friend is not a neo-web-archeologist, he/she should get the skills (:p). I personnaly get it quickly ... around 20min... XD

    ⇓ ⇓ ⇓ Copy-paste with link in red !!! ⇓ ⇓ ⇓

    Product Description

    Welcome to Greg Stafford's World of Glorantha

    -final-runequest-idrima-s-menhir-by-roman-kisyiov-ns0.jpgGlorantha is .....

     

     

     

    Take a Peek Inside

    And Read the Reviews

    "This is a book I will buy when it’s out fully. The combat is fun and new. The world is a novel place for me to throw my players... I want more, so this book’s got me hooked." - Throat Punch Games - Ringside Report

    : "RuneQuest: Roleplaying in Glorantha – Quickstart and Adventure does exactly what it sets out to do ...it does this not just for a single Free RPG Day, but for the foreseeable future." - Reviews from Rl'yeh

    "...an excellent introduction to the core rules and basic gameplay" - Shattered Ravings

    Ready to play now?

    We have some great guidance to help you run the adventure. Gamemasters should go here to read it online, but players should wait until they get a chance to experience the adventure.

    Get the Free PDF Download! Lyfan : TADA, it's hereeeee


    We also offer this booklet as a free downloadable PDF. Please click here to get the RuneQuest: Roleplaying in Glorantha Quickstart PDF while you wait for your printed copy to arrive.


    But Wait,We have more Free Downloads and information

    • Adventurers Handout for Players
    • Optional Adventurer - The Assistant Shaman
  21. Muaaahahahah, the hamster wheel of doom .... I love this one.

    I truly love all your Eurmal ideas and even if it's not possible in rules, this will definitely become a godly item in my Glorantha. I think I will prefer create the Hula Hoop with Issaries warding (aka create a market in GoG) because you are target by the magic If you have hostile intent (friend or foes); So if you can play with Eurmal Hula Hoop of Death it mean you are friendly, if not you are hostile and the unlimited power will crush you (since there no limit to stack create market unlike warding).

     

    I just remember The best/worst abuse I ever try (in RQ3) as player :
    I was playing an aldryami at that time and I create a "wall" of 81m length x 1m wide and I just play a Benny Hill and start slaloming in and out this wall for disruption's effect to kill the 4 overpowered broos of the scenarii... I got some scars on my back but It work perfectly fine as enemies could not see the warding area.

    After that, I ask the master if I could use a flower pot with the 4 wands inside to create a 3 meters length wall (blade)* that could continuously inflict Disruption. But the master told me no because Aldrya would not protect such flower pot (but a 4D3 disruption flower-pot-blade could be so much fun).

    So the flower-pot-blade of Death never came to life...

    *Since Warding is the power of a god protecting a place by creating a 3m high wall

  22. 18 hours ago, g33k said:

    1/ Well, I (and a few other) grognards always think of the mid-1990's Jovanovic draft as "RQ4".

    2/ MRQ was the fork/branch that led to MRQ2 ---> Legend ----> RQ6 ----> Mythras (pretty linearly like this, too);

    3/ "RQ Slayers" is essentially unrelated;

    1/ Me too... (So I'm a grognard ^^; ) I should said a bit Obsessive and sometimes compulsive as any RQ master.

    2/ Yes, this is why RuneQuest 6, Legend and Mythras are written with same code color. This also why they are in fork category as it's not glorantha related.

    3/ Yes, I still have the pdf but it was so horrible (in term of color and paging) that I close the pdf as soon as I've download it (I never really know the content :p). But it was one of the rare amateur publication so it deserve some regards despite being not glorantha related.

    PS : why not use grumbler instead of grognard which is a french name ?

    On 23/09/2017 at 11:44 AM, MOB said:

    The new edition of the iconic roleplaying game RuneQuest will be formally known as RuneQuest: Roleplaying in Glorantha, or 'RQG' for short, Chaosium announced today.

    First published by Chaosium in 1978...

    I may be paranoiac but 2018 will be an anniversary of RQ so will Chaosium stall RQ-G publication for the pleasure launch the The All New RuneQuest to celebrate this 40th Anniversary ?

    If so, we could also named it RuneQuest - Special 40th Anniversary Edition...

    rqglogo - 40th Anniversary Edition (RED).png

  23. 12 hours ago, g33k said:

    Now... let the next-edition Name Wars begin!!!   RQG2?   RQ2G?   D&D2.718281828?

    Lets see some existing RuneQuest : RuneQuest 1, RuneQuest 2, RuneQuest 3, RuneQuest 4/MRQ, RuneQuest 6 with the fork(s) : RQ slayers, Legend, Mythras and the mods Vikings, Land of Ninja, Lhankar...

    We also have others Glorantha rpg systems : Herowars and Heroquest which helped a lot to inject some runes into it and also Runequest brother aka Pendragon (I...V) where S-GREG (super Greg) create the passions systems and all the actual skills used in the Quick start.

    Technically, The New RuneQuest is the successor of RQ2 (with the motto "simplicity first") for the combat system but the skill system is much more like Pendragon (passion and skills), the magical concept come from Herowars/Heroquest (Runes, grimoires). Some could see it as just a aggregation of systems.

    As a Glorantha fan, I'll approve a simple name : RuneQuest - Glorantha
    Some Chaotic ones could named in marvellous way : The All New RuneQuest
    But as a fan of the Gregging techniques I should propose : RQ-G : RuneQuest - GREG *

     

    * Obvioulsy with Greg written in Runes (Rune of Strength - Rune of Magic - Rune of Mastery - Rune of Strength).

    RuneQuest - GREG.jpg

    • Like 1
    • Haha 1
  24. 1 hour ago, g33k said:

    I expect a group of mixed Elder Race PC's wouldn't work in any even-vaguely-canonical Glorantha for campaign-play.

    Elder race can easily work together ... against humans most of time. Don't forget the Grand Council where all elder races meets from the First Age, in the Second Age a still now in the third. Don't Forget "The Five-Rune Ring" (a hero band from Master of Luck And Death : a Tarshite women, an elven warrior, A dark troll, a ludoch, a durulz shaman, a Dwarf).

    As g33k said , Elder Races may unite when facing chaos or common foes but it's the case of all who participate in the I fought we won battle...so everyone except chaotics. Whenever humans drop their guards after a part of world domination, the elder race reunite to beat some humans. Don't forget the End of Jrustela, Empire of Wyrms... it wasn't destroy by the hand of human hands only.

    My own player ask me at some time to create a guild or someting similar to create a true Team Spirit because their were too much different. (An Oriental Dragon, an Arkati Sorceress, a Issaries Merchant, a kingdom-of-war Loskalmi-wanabee warrior and an Rinliddi Scribe).

    I choose to look out some elder races types communities/hero band and their were numerous ...
    -a Harshax oriented heroband (can accept any race which live in Ketheala)...Glory to the Harshax  !
    -a Pavis heroband (a half-Elve from the Draconic Empire friend with a true Dwarf as best friend...)
    -a Dragon friendly heroband (Inspired by Elder secret dragonewt scenarii)

    The hardest part is not to create such team nor to found a campaign ... to me  it's "what I can do, for them not to kill each others due to cultural difference".

  25. The character sheet for Artesia remind me a bit of "Rêve: the Dream Ouroboros" (Rêve de Dragon). And this mean a lot of problem and and very complex magic (it was awfully complex in Rêve), Artesia seems to be the same D10 system used for Cyberpunk... with a Tarot base Evolution system and lot of diffrent magic (Sorcery, Folk's magic, Divine one as well as alchemy and herbalism....).

    -Gurps a bit like Rolemaster, you need to create the system before playing it (a lot of experience/time is needed/consumed). Another generic system like Fantasy Craft could be use but same problem of adaptation and time. In these cases better use the original system, you'll need a lot of time but without any adjustment to do.

    If you want a simpler RPG system :
    -RuneQuest is ideal with less characteristics, simple magic rules (spirit magic is a quick - battle base magic; Divine is more grinning but powerfull one)
    -Call of Cthulhu V7 system could match as Cthulhu and Conan worlds are similar (Artesia world look more an advanced Hyboria -from Conan the Barbarian-).

    A great compromise between simplicity and possibilities
    -BasiC is RuneQuest twin brother with more magic extensions and adaptability. Legend or Mythras systems are also eligible.
    -Heroquest could be the Simpliest way to do anything without any adaptation. (The system don't care how magic work but just how much it can do)

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