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Mechashef

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Mechashef last won the day on September 19 2018

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About Mechashef

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  • Birthday 01/20/1969

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

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  1. The common Rune Spells can be cast using any Rune which implies that different gods with different Runic associations can achieve the same result. To me, that variation would extend to the visual effects of their spells. The visual effects of Heal Wound or Spirit Block may look very different than those of the same spells from an agricultural god. These visual effects of course may include no visual effect. This would be quite common for spells from gods who focus on stealth (thieves, Assassins, Hunters etc). Some gods may have spells that have very noticeable visual effects and others that don't. In my opinion, the answer is that yes they do have a visual effect. However, just like zero is a number, the visual effect may be None.
  2. You would probably find it in some weird alternative reality conjured into existence by my inexplicable brain failure while attempting to correct a typo. I of course meant RuneQuest Roleplaying in Glorantha. and that you could create a BRP Roleplaying in Glorantha. My apologies for any confusion. I now live in terror of Storm Bull cultists as I suspect I have gained a couple of percentage points in the Chaos Rune.
  3. Many of us would say that doing away with Hit Locations means it is no-longer RuneQuest. However there is nothing wrong with playing BRPAiG (Basic Role Playing - Adventures in Glorantha)
  4. RQ is one (the original) of a whole family of games using the same core mechanics but with many differences. See the Basic Role Playing (BRP) game available from Chaosium. Several of these forms of BRP (Such as Call of Cthulhu” are not so combat focused and thus do not use hit locations, instead only using hit points for the whole adventurer (like D&D). Some of these use a wounds system to model debilitating injuries without having hit locations. For armour, one possiblity is to just use the adventurers armour protection against every hit, but another option used by some forms of the game is to use the armour rating as the size of the dice to roll for protection against a hit. For example, armour with a rating of 6 would subtract 1D6 from any hits (rolled for each hit). This simulates different parts of the body having different armour protection without having to use Hit Locations.
  5. For those of us who have been playing RQ for decades the base resolution mechanisms and when to use them (combat vs skills vs the Resistance Table etc) are so ingrained they have become intuitive. I'm sure it is easy to not appreciate how complex and overwhelming it can be to new people. I don't know what play testing was done so hopefully this suggestion was something they did, but it seems to me that an important play testing exercise is to get a group of people who have never played RQ before. Get them to read the manual and play a few games totally without any interaction with anyone who knows RQ. Then watch them play and see where their interpretation deviates from what the authors expected.
  6. The level of complexity is not necessarily a good or a bad thing. As has been pointed out the two games have a different focus. I suppose a bit like how some people prefer manual cars while others prefer automatics. The resolution system for D&D is simpler and more unified, and in hindsight some of the old mechanisms from RQ1/2/3 should have been dropped in the new version but I'm absolutely sure I would have complained bitterly if they had done so. I prefer the percentile concept, the distinction between being hit and being injured, the resistance Table and many other features of RQ that can make it more complex. I think a big part of the problem is that the current rules in some areas are poorly written. There is much confusion caused by inconsistencies and ambiguities in the text. Sometimes this relates to new features (such as Augments), but sometimes it relates to fundamental parts of RQ (such as the effects of damage on hit locations) and those sections really should have been written better. Please note. As I have written in another thread, I write and run training courses. I'm fully aware of how hard it is to write manuals and how easy it is to write things that make sense to you but not to someone with no background in the product. Considering the resources available to them and the immense scope of the project, the authors have done a fantastic job, much better than I would have done. It is a huge, complex project. Most parts are outstanding, but some areas need more work.
  7. This may demonstrate why RQ is considered to be more complex than D&D. It is part of a document I wrote for my players and doesn't include how to actually use Augments (that is another document). I wrote it to help my players get an understanding on how various "actions" were handled as they were frequently getting confused. RuneQuest Resolution Mechanisms General Rules (P141) Skills, Runes, Passions etc are all Abilities 1. Determine the appropriate Ability 2. Obtain the adventurer's normal chance of success 3. Apply any modifiers such as: a. Environmental (i.e. darkness) b. Magic (i.e. bladesharp) c. Opponents skill over 100% d. Augments by other Abilities 4. Roll against the Abilities modified chance of success 5. Determine the level of success (Critical, Special, Success, Fail or Fumble) 6. Apply the results of the Ability use Weapon Combat (P197) 1. Attacker rolls against their attack skill (P197) 2. Defenders attempting to dodge roll against their dodge skill (P201) 3. If attack is not dodged, attacker rolls damage (P203) 4. Defenders attempting to parry rolls against their parry skill (P197) 5. Damage is reduced by the results of the parry 6. Location of the hit is rolled 7. Damage is reduced by any armour or magic 8. Damage is applied to defender Skill Use (P163) 1. Roll against the adventurer's skill 2. Apply the results of the skill use Opposed Rolls (P142) These are not used to resolve combat 1. Both participants roll against their appropriate skills 2. The best level of result wins (i.e. a special beats a critical) o Winner & Loser = Winner succeeds and applies the skill result o Both same level (non-critical) = Situation temporally unresolved o Both same level (critical) = Both succeed and apply the skill result o Both fail = Neither achieve their goal Characteristic Roll (P141) 1. Determine the Difficulty Factor (X 5 for easy to X 0.5 for nearly impossible) 2. Multiply the appropriate characteristic (such as DEX) by the Difficulty Factor 3. Roll against the resulting number 4. The results of the roll are applied Resistance Roll (P145) Used for pitting one characteristic against another (Such as POW vs POW or STR vs SIZ) · Determine the appropriate characteristics · Determine the chance of success using the table on P147 · The active participant rolls against this chance of success · The results of the roll are applied Spell Attack (P244) 1. Roll against the attacker's chance of success with the spell a. Spirit = POW X 5 b. Rune = Chance with best Rune required by the spell c. Sorcery = Skill with the appropriate spell 2. Apply any countermagic type spells the defender has in effect 3. Use the Resistance Roll mechanism pitting POW vs POW 4. Roll for effected location if appropriate 5. Apply the effects of the spell Spirit Combat (P368) Uses the Opposed Rolls mechanism with the Spirit Combat skill Spirit Combat Damage is applied to: · The loser, if there is a winner and a loser · Both participants, if both achieve a critical
  8. I agree with what is written above but I also use it for other things. Example include: Using it to augment a missile attack when ambushing foes as Battle helps the adventurer pick the optimal place to ambush from. Controlling positions in melee such as: Manoeuvring an enemy that you are in melee with so that they are in a position where a knockback can push them off a ledge, into a pool etc While remaining in combat moving closer to a location While in melee keeping your opponent between you and another opponent Running though an existing combat without becoming engaged. Any situation where the SR system breaks down, such as shooting arrows at two people in melee where one of those two is trying to flee.. The player gets to roll against Battle and a success allows the player interpret the situation in a way to benefit their character. I see it as a measure of how much the adventurer understands the chaos of combat, and how effectively they can direct it. In martial arts tournaments I have often seen people who are "better" in that they are faster, fitter and have better technique, but lose because their opponent has mastery of the ring and controls the bout. This is especially noticeable in "two on one" sparring.
  9. Is my understanding correct in that an attempt to "sneak" cannot be augmented at all? As there is not a "Sneak" skill, this is instead accomplished by using either: The Hide skill augmented by Move Quietly or The Move Quietly skill augmented by Hide My reading of RQG is that only one augment can be applied to an action. Thus a further augment cannot be applied to a sneak attempt. Is that correct? Thanks
  10. I have added a file to the Downloads section detailing my understanding of how damage works. It is available at Effects of Damage I'm sure there are errors in it so please notify of any you find.
  11. Version 1.0.0

    47 downloads

    An in-depth explanation of the effects of damage for "RuneQuest - Roleplaying in Glorantha". Contains comprehensive examples.
  12. While I believe that having to House Rule a game to make it playable is bad writing, I’m a big supporter of creating House Rules to adapt a game to make it more suitable to your playing style. In my campaign skills can only be increased to a maximum of 75% as part of Character Creation. So if you don’t like having starting characters with high skills, set your own limits.
  13. Thanks. Your responses have been extremely helpful. btw, one of the things I get paid to do is run training courses. A couple of these courses I have written then modified many times over the past 20+ years and are on a topic I have an encyclopedic knowledge of. Even after more than 20 years I still occasionally find bits that are wrong because I knew what I meant when I wrote them, but they don't actually say exactly what I intended. And of course because I wrote it I generally don't spot the error. There is a reason good technical writers are worth their weight in gold. It is a really hard thing to do. While it is easy to pick flaws in what has been written by the authors of RQG or the posts by those helping to explain things, it is really hard to actually do it better than them. Thanks again for your invaluable contributions.
  14. The reason why I was trying to nail it down, is because that is not what is written in the earlier posts: Reading that, if we try and determine the effect of cumulative hits we get: Thus stating that even cumulative hits will not pass a combined total of more than 2 X location's HP on to total HP. Thank you for clearing up what it is intended to say (and I agree that the interpretation you intended to write is the correct one), but the section I've quoted does not mean what it is intended to mean.
  15. So based on this, if Bazza's arm was at -3 (7 points damage to a 4 point arm) and his arm was hit for an another 10 points damage: His arm would be reduced to -4 HP (only one point more damage) because it can't go beyond X2 damage. His Total Hit Points would be reduced by 8 HP because up to twice the arm's 4 HP can be passed on to General Hit Points as damage from one blow. This results in a total of 15 (existing 7 plus 8 new damage) Total Hit Point damage and Bazza will die at the end of the round. Is that correct? Thanks again
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