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Mechashef

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Everything posted by Mechashef

  1. 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.
  2. 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
  3. 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.
  4. 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
  5. 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.
  6. Version 1.0.0

    101 downloads

    An in-depth explanation of the effects of damage for "RuneQuest - Roleplaying in Glorantha". Contains comprehensive examples.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. Ok, I may be being a bit dense here but: Bazza has 14 Total Hit Points (THP) and thus normally has 4 HP in his left arm. He is currently injured with his arm at -2 (i.e. 6 points of damage). If his arm gets hit for another 4 points of damage, how much damage does he take? Is it: Both his left arm and THP are reduced by 2 or Both his left arm and THP are reduced by 4 or His left arm is reduced by 2 and his THP by 4 or His left arm is reduced by 4 and his THP by 2 or Something else? Thanks
  12. This has been mentioned in another thread but I think it is worth bringing attention to again: P161 Of course the rule may be too crunchy for most groups to use. A wind STR of 7-12 blows out a candle and a STR of 12 gives a 10% penalty to missile attacks. A light wind is STR 13 to 18 (15% to 40% penalty and a moderate wind is 19-24 (45% to 70% penalty). Considering that the Dragon Pass area is the windiest on the continent, wind penalties to missile fire should be really common. The other "What the Heck" moment for me came from this forum not the manual. In the "RuneQuest Core Rules Questions" thread Jason, when responding to a question on Statement of Intent (SoI) wrote: So one of the quite contentious rules of RQ, one that seems strange to players of many other games and causes much debate amongst experienced RQ people isn't actually used by one of the authors of the rules!
  13. I listen to a D&D podcast that features a couple of guys who have no connection to WoTC (and have no qualms about criticising the company). It features an experienced person explaining things to a much less experienced guy and answering his questions. They typically cover creatures, classes, races etc. In the first episode where he was explaining what D&D is, the inexperienced guy asked about similar games. The experienced one jumped straight to computer RPGs and totally failed to mention any other Pen & Paper ones. I'm still undecided whether is was through a general lack of knowledge about other games or a willful omission. I often find it amusing as the experienced guy has only been playing since D&D 3rd Edition (iirc). In one episode (on Demogorgon or Orcus - I can't remember which) he described how the demon lord's stats had changed from version to version and his attempts at understanding and explaining the older D&D AC structure (where lower AC was better) was comical.
  14. Can these two spells be cast on the same target or are they incompatible? Sunbright: And Shimmer is incompatible with Countermagic, Protection and Spirit Screen. I can see arguments for allowing the spells to be compatible, and also arguments for them being incompatible. What are people's opinions? Thanks
  15. I long ago house ruled First Aid so it could only be used once against each location, not against each wound/injury. It cuts down on lots of bookkeeping but still makes it a useful skill.
  16. And if you play a non-human?
  17. Yes. I agree. My guess is that “A” is the current official method and “B” is a series of copy and paste type errors.
  18. The section on Increasing characteristics (P417 & P418) makes multiple references to Maximum rolled plus Minimum rolled, especially relating to POW. However there may be an alternative interpretation of Pages 417 & 418 (though it seems unlikely and if it is the case, should be explained better). Perhaps the species maximum is Maximum rollable plus Number of Dice BUT the value used to determine if the roll is successful is based on Maximum rollable plus Minimum rollable. For example, a species with a POW of 2D6+6 would have the same maximum POW as a human: 21 (18 plus 3 dice). However if the adventurer’s POW is 15, when checking to see if a POW gain roll is successful the following calculation would be performed; ((18+8) - 15) * 5% = (26 - 15) * 5% = 11 * 5% = 55% [where 18 is the maximum rollable and 8 is the minimum rollable] Compared to a human of: ((18+3) - 15) * 5% = (21 - 15) * 5% = 6 * 5% = 30%
  19. I’m not sure it was ever officially resolved, but my memory could be wrong. Hopefully the text will be corrected at some point. i suspect option A is the official one as it is new and is in the main section of text. Which sux for elves.
  20. This is unclear as the book is not consistent and depending on where you look it is either: A: Maximum rollable plus the number of dice or B: Maximum rollable plus minimum rollable (Unless I haven’t noticed that it has been corrected). For technique A, any addition is considered a whole extra dice. So for option A, a stat of 3D6+1 would have a Maximum rollable of 19 and 4 dice, for a species maximum of 23.
  21. Thank you people. Some very helpful answers. Now I have the image of an old veteran clan warrior training some of their young warriors: Veteran: "It is important to always remember that warriors of our clan never flee from battle" Young warrior: "Is that because it would bring dishonour on the clan?" Veteran: "No. It's because we can't work out how to do it!"
  22. Yet again this probably falls into the category of whatever the GM decides but I'm curious as to what the general consensus is. David and Ella are in melee combat. Frank is outside of melee and armed with a bow. David's Statement of Intent (SoI) is that he will flee. Ella's SoI is that she will attack David with her broadsword and parry with her shield. Frank's SoI is that he will shoot two arrows at Ella The rules for fleeing state: SRs are: David has a Dex SR of 3 Ella has a SR of 2 (Dex) + 2 ( Siz) + 2 (Broadsword) = 6 Frank's SR for his first shot is 2 (Dex) Frank's SR for his second shot is 2 (1st shot) + 5 (reload) + 2 (2nd shot) = 9 When does David's movement start and when does Ella's attack take place? In most cases it isn't important, but if Frank shoots an arrow at Ella on SR 2 it could have an effect. Is it that: David's movement and Ella's attack are assumed to occur at SR 1, that means Ella's attack has been brought forward 5 SRs. That would presumably also mean that if Frank shot an arrow at Ella on SR 2, then he would have his normal chance of hitting her because he is no longer firing into melee. The same would apply to his 2nd shot on SR 9. They are in melee all the round and David can move his full movement rate at the end of SR 12. Ella can attack on SR 6. Frank gets his attacks on SR 2 and 9. Both his attacks would use the "Shooting Into Melee" rules. Frank could incapacitate or kill Ella before she can attack David (or David before he can flee). David starts moving at his Dex SR of 3 and Ella's attack is brought forward to SR 3. Frank's 1st shot on SR 2 would use the "Shooting Into Melee" rules, while his 2nd shot on SR 9 would have his normal chance of hitting Ella. Frank could incapacitate or kill Ella before she can attack David (or David before he can flee). David's movement is delayed until SR 6 which is when Ella's attack occurs. Frank's 1st shot on SR 2 would use the "Shooting Into Melee" rules, while his 2nd shot on SR 9 would have his normal chance of hitting Ella. Frank could incapacitate or kill Ella before she can attack David (or David before he can flee). Some other option. Thanks
  23. I was surprised to learn that Tolkien's elves were called gnomes in his earlier writings, and also seem to grow in size as he reimagined them as elves. And Gandalf can call himself a wizard if he wants but he is really a demigod or and "angel". While there may be an argument for Gandalf the Grey being a wizard, Gandalf the White is definitely not. Middle Earth's approach to magic is probably more alien to D&D than RQ's approach is.
  24. I know a D&D player who when experiencing RQ declared that all RQ characters are Clerics/Paladins. Obviously it isn't true (and I have discussed it at some length with him) and depending on which versions of RQ and D&D you look at there are more options available, but his point is that the default RQ character is someone who obtains magic from their God and either has a martial focus (Rune Lord/Paladin) or a non-martial focus (Rune Priest/Cleric). Sure there are sorcerers (a type of wizard) but only from RQ3 onwards and they are often sidelined and always feel like they have been begrudgingly bolted on to the system. Shamans are different but he sees them as a Witch Doctor type of cleric. So his view point of view is that instead of being classless, RQ is mainly a game of 2 closely related classes (Cleric/Paladin). He does enjoy playing occasionally and does really like how the Clerics/Paladins of RQ have much more variety than the Clerics/Paladins of D&D.
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