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Everything posted by Mechashef

  1. I agree it is a very important thing. There is a line that each group needs to draw. For my group, they are good enough role-players to act accordingly on the times they do get a fumble on such a skill (knowledge category, Move Quietly etc) but I believe it would be pushing it to get them to do so on a regular basis for fails on perception skills.
  2. I'm not sure I'd agree with all of those. I'd put Hide in the GM category. I can see arguments for Sneak (Move Quietly) being in either. Communication and Knowledge skills could also be in either. I think in general, I have no problems with the players rolling Move Quietly, Communication and Knowledge skills because usually, except for a fumble, they know whether they have succeeded.
  3. Actually for many locks, picking them is very easy. I'm not good at picking locks and there are many common ones that I would have no chance at picking but there are also a surprising number that take only a few seconds. For example, we have a cupboard locked with a cheap padlock in which we keep alcohol and other things we don't want our kids getting into. If I need to get into it and the key is upstairs, it is faster for me to grab the lockpicks and open the lock than to go get the key. I struggle to do the front door lock (though I have several friends who are very go
  4. Question 1) Yes, the Bestiary specifically mentions this (P179): But The description in the bestiary also makes a few references to it being effective in soil, dirt and other softish types of ground but not against solid rock. If the cave-in is mainly of soil then yes. If it is huge chunks of rock fallen from the ceiling then the elemental will have to shift them, not tunnel through them and it would be the GM's call whether it is strong enough to move those boulders. Question 2). Suffocation is an issue. In my opinion, trying to get an Earth and an Air E
  5. 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
  6. 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
  7. 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
  8. 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.
  9. 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
  10. 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
  11. 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
  12. 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.
  13. 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
  14. Yeah, I'd definitely agree with that being a good reason for not allowing that scenario.
  15. 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.
  16. 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
  17. 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
  18. 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
  19. My understanding of SR is probably at fault here, but this example makes no sense to me. Why? The character sheet shows a SR for Javelin (Thrown) as 2. Shouldn't that be 2 SR to Cast (2 for DEX SR plus 1 for the MP cost of the spell, minus 1 for the first MP)? Saroangan has a SR of 1 with her bow. Doesn't that mean she shoots on SR 1 then SR 7? Similar to Balgan's Protection 1, shouldn't this be SR 3 (3 for DEX SR plus 1 for spell's MP then minus 1 for the 1st MP)? Regardless of whether the Protection is cast on SR 3
  20. 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 a
  21. 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.
  22. 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)
  23. 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 Cthulhuā€¯ 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 opt
  24. 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 wit
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