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Mechashef last won the day on September 19 2018

Mechashef had the most liked content!

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About Mechashef

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  • Birthday 01/20/1969


  • RPG Biography
    About 36 years of gaming. Mainly RQ & Super Squadron, but some D&D.
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    Canberra, Australia
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    IT Consultant

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  1. My group has had some discussion over the use of Scan and Search and we would appreciate other people's opinions. Question 1) Do people use passive Scan and Search or are those skills only attempted when the player declares their adventurer to be using them? i.e. If the adventurers are about to step onto a trap or walk into an ambush, do you allow them to attempt a roll to detect it before it is activated even if the players haven't requested one? Question 2) If so, which skill? Walking into an ambush would seem like a situation appropriate for Scan, but if it is a tripw
  2. Unless I read it wrong, initiates of Waha have access to the Rune spell Discorporation. Could such an initiate get within a couple of km of a herd of animals, cast the spell and then engage a target in Spirit Combat until its MP are reduced to zero and it falls unconscious, then go onto another creature, repeating the process and so on? Potentially this could render many of the herd unconscious and then the initiate (or their companions) could march in and slaughter the defenceless animals. And presumably this technique would make it easy for such a character to kill really impressi
  3. I find movement in combat to be a bit of a mess. Creatures can move up to half their MOV rating and still participate in melee. That seems reasonable. A Duck (MOV 5) can move 7.5m (5 X 3 X 0.5) A Human (MOV 8 ) can move 12m (8 X 3 X 0.5) A Centaur (MOV 12) can move 18m (12 X 3 X 0.5) But It costs 1 SR per 3M moved. So the time taken to perform that move component is: 3SR for the Duck (7.5 / 3 and round up) 4SR for the Human (12 / 3) 6SR for the Centaur (18 / 3) And this is where in my opinion it breaks down. It only takes the slow duck
  4. Though now I do wonder if Newtlings and Ducks can cast spells underwater (I'd guess so) and how many they can cast before they run out of air.
  5. Great find. Thanks. My first thought was that newtlings must be able to breathe water (and even quicksand!) to make such an ambush tactic practical. However a quick look at the bestiary rules on ducks holding their breath indicates that they can hold their breath for 6 minutes (* See below) and then need to make a CON X 5 roll to get another full turn (5 minutes) and can keep on doing this. That does make the tactic possible though with a risk of failure if the victims are tardy in reaching the ambush point. Interestingly the CON multiplier doesn't go down. Humakt has Vig
  6. However in RQG: Ducks and newtlings both have Swim at 80% Ducks have the Air Rune as their primary elemental affinity (60% for a typical NPC) Typical NPC newtlings have the Water Rune at 80% Ducks swim faster Perhaps because it hasn't been mentioned (though I don't have access to every official scenario and source book) in any products using newtlings, then they do not have a superior ability in this area and though they swim much faster than humans probably can't hold their breaths significantly longer. It does seem something that a scenario involving netwling
  7. 1) Can Bachelor Newtlings breathe water? 2) If not, can they hold their breath longer than humans (similar to Ducks)? The Bestiary doesn't mention it, so I presume the answer is "No" to both. Thanks
  8. Thanks So the answer in that link is correct. It would be nice if the answer given by Jason D in the "RuneQuest Core Rules Questions" thread could be amended to reflect the official view but I understand that people are very busy.
  9. Hopefully this has already been answered and someone can easily point me in the correct direction. Do Fireblade, Fire Arrow and similar weapon igniting spells do special damage & critical damage? The RuneQuest Core Rules Questions (page 11) thread has Jason stating no: No. Such is the unpredictability of magic. On a pragmatic sense, for a critical, rolling 3D6 (plus damage bonus) and ignoring armor is more-than-likely to disable whatever hit location it strikes. The gamemaster is wholly within their rights to decide
  10. Yeah, I'd definitely agree with that being a good reason for not allowing that scenario.
  11. I've always played it with every round being like the first, even to the extent of writing the SRs on the character sheets (such as 2,9), but have gradually been trying to bring my game closer to the RAW instead of being a hybrid of remembered RQ2 & 3 rules plus misread RQG rules.
  12. Sorry, I can be quite dense at times. Were you stating that people do play it RAW? Or people do not play RAW and thus play every round like the first one? Thanks again
  13. So (and I'm sure this has been described before), a Dex of 19 (or greater) is quite scary if combined with low level Multimissile (if that spell is considered to be like Bladesharp and other weapon enhancing spells where the SR requirements is only the extra SR needed to cast the spell). The SR requirements for casting Multimissile (1) for a Dex 19+ adventurer is 0 (Dex SR of 0, plus 1 for the 1 MP and minus 1 for the 1st MP) The SR requirements for casting Multimissile (2) for a Dex 19+ adventurer is 1 (Dex SR of 0, plus 2 for the 2 MP and minus 1 for the 1st MP) With a
  14. If an adventurer has a Dex SR of 2, then by my understanding, assuming they start with their bow and an arrow prepared they can fire in the first round like this: 1st shot on SR 2 5 SRs to reload (now SR 7) 2nd shot on SR 9 That does not leave enough SRs to reload so by my interpretation of the RAW, round 2 would go like this 5 SRs to reload Shoot on SR 7 5 SRs to reload No second shot Every odd round they would get two shots and every even round they would only get one shot. Is my interpretation of the RAW correct? If so, do
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