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Paid a bod yn dwp

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Paid a bod yn dwp last won the day on March 21 2016

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About Paid a bod yn dwp

  • Rank
    Senior Member


  • RPG Biography
    Recently returned to RPG's after 25 years.
  • Current games
    D&D 5ed Stormkings thunder (player)
  • Location
    Aberystwyth - Wales
  • Blurb
    Currently having my own RPG renassaisance. Games I grew up with included Runequest 2, RuneQuest 3, Tunnels & Trolls, D&D, and Warhammer 1ed.

    The Grognard files (podcast) Is largely responsible for getting me back into RPG's. I highly recommend listening to their excellent podcasts:


    My first game back was Traveller on roll20 playing through the Traveller Adventure with the Grognard files posse. We've also played some short one off's with StormBringer, and Judge Dredd. Currently playing through D&D 5ed Storm Kings Thunder.

    RuneQuest was always my favourite game back in the day. Very excited at the prospect of the new edition. Every thing after RQ3 passed me by. I backed the RuneQuest Classic kickstarter, and proudly took part in the Free RPG day playing through the RQG quickstart game with GM @dimbyd

    Picked up the excellent Cthulhu 7ed and hope to play it someday.

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  1. This is great thanks. Wonder if anyone has done a conversions of Strangers in Prax to RQG? Feel like I’ve got unfinished business there.
  2. Pretty sure it’s just if there’s a spirit residing in the object:
  3. @Dragon @trystero Starting a new post as I know the mods want to avoid discussions in the core rules question thread...so RQ3 - Damage is only 1pt to weapon/shield if it exceeds the AP of the weapon. Although a failed attack vs successful parry does do damage directly to the attacking weapon. Then there’s the targeted attack on weapons mentioned above. RQ2 is deadlier for weapons which always take damage directly when parrying. Although shields get off lightly in RQ2 and don't take damage at all. RQG I prefer RQG here as it models more dramatic weapon breaking (and shield breaking) moments on critical attacks, not just parries. It strikes a good balance between RQ2 and RQ3 IMO, with less damage to parrying weapons from standard attacks, balanced by considerably more for critical attacks. Looking forward to future shield and weapon shattering gaming moments ( but not too regularly)!
  4. No. This is just specific to critical attack vs normal attack. The table is fairly clear on the different results
  5. Ok - this is what I interpret as happening based on the table of results on p200. A Critical Attack vs Normal Parry The parrying weapon takes full critical damage directly to its AP This is based on the alternative wording. Other examples below in the table use the wording “over it’s AP”. So the usual rule of only damage over its AP is ignored, the weapon takes the critical damage directly, with a good chance of breaking the weapon. This also ties in with Jason’s comment about the weapon taking critical damage, in the sense critical damage ignores armor. Any excess damage damage (beyond the original AP of the weapon before the attack) goes to the defender, ignoring any armor on the hit location. This all seems to be confirmed in the Q&A by Jason that I posted further up the thread.
  6. Yes the tables seem to be your point to reference here. I have the 2nd printing, not sure If there were any changes between 1st and 2nd printing to the tables? Gm screen and RQG core 2nd printing seem consistent in their results. And Jason has confirmed the tables are correct. Edit: In fairness its just the section on "parrying a critical hit" p200 that is poorly worded. The rest all seems to tally with the Attack & parry results table on p199
  7. Jason wrote this in reply on the Q&A. Does it help? : edit: heres the link to the Q&A: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha-players-book-print/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-08-combat/
  8. @PhilHibbs Heres the link to the RQ3 errata. Its basically clarified that you can attack & parry with the same weapon, but not on the same SR.
  9. Yeah that’s what I used. But the GW editions didn’t have the errata in. I got the errata in the later Avalon Hill combined softback ( early 90’s)it was at the back, and gave me an ah! moment.
  10. Regarding missile fire: For each missile you fire you factor in the DEX SR. So if you fire twice in a melee round (presuming you are ready and loaded): 1st attack on Dex SR... Then reload +5sr ....Then 2nd Attack + Dex SR
  11. Yes RQ 3 felt a bit stricter mechanically with how SR’s played out and what you could do in each SR. It gave the impression that each SR represented a single moment in time. RQG/RQ2 emphasis is a bit different, emphasising SR more as a looser way to sort out the order of actions, not so much an account of the time in a melee round. have to say I prefer the freeer approach of RQG/RQ2. Though suppose they both played out similarly
  12. That was removed/corrected with the errata. That sentence must have been from an earlier draft of the rules that was left in by mistake. It was corrected in the later errata. It always sat oddly for me as it wasn’t referenced in any other parts of the text.
  13. My vision of Clearwine in the Sartar Companion was not really thought through - and I did not have access to Greg's old sketches of Clearwine from his game. The version presented in RuneQuest is correct. Love the conception of Dragon pass places in RQG. It’s everything I always hoped it would be and more. Maps are just brilliant. Thanks 🙏
  14. You could attack and parry with the same one handed weapon in RQ2 and RQ3, but parry followed the same rules as attacks, and was subject to the same split attack rule - only one parry allowed unless you had 100% + and split your parry. Rq3 wasn’t 100% clear but later had an errata that clarified this. Guess we’ll be seeing an errata for RQG at some point. edit: think the boxed set of RQ2 had a supplementary “basic roleplaying” booklet which had the rule that you couldn’t both attack & parry with a one handed weapon, but that was contradicted in the main RQ2 rule book.
  15. In that case I’d definitely house rule it a bit. Suggestions so far: 1. Only allow a free attack on the opponents you’re currently targeting in combat. 2. Only allow a maximum of one free attack. 3. Allow multiple free attacks but with a cumulative -20% (same as parry) 4. Consider an SR penalty for each free attack beyond the first. Maybe some combination of the above? Personally i’d probably be inclined to go with “only allow a maximum of one free attack” as it’s a reactive action, but the target is also moving/running away, so only a slim chance to get one free attack in.
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