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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

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  • 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:

    https://armchairadventurerblog.com

    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. Yeah that’s fine, and avoiding Dragons is always sensible...but for the sake of the OP be nice to know the designers intention on multiple creature attacks in the bestiary - Do they have the potential of using all their attacks in a round?
  2. Good question. Looking at the Bestiary it’s ambiguous. On p8 under weapons it’s says “Many creatures can attack more than once in a round: if so, unless specified otherwise, the creature uses both attacks at once, instead of working under the guide lines for two-weapon combat...” That could be interpreted as a maximum of two attacks per round unless specified other wise. Though i feel it’s more likely referring to if the creature has two attacks listed on the same SR they may attack at the same time instead. If the latter is the case then it would seem the Dragon can potentially use all its attacks in a round.
  3. @Marty JopsonIf you want a big story arc set in Dragon Pass how about the Heroquest Coming Storm, and Eleven lights campaign? There’s a thread on these forums about converting it to RuneQuest. The timeline is earlier than RQG, with the Lunars still occupying Sartar, but I imagine many of the adventures in the GM pack and the QuickStart could slot in quite easily being Dragon Pass based. I’m currently playing through it with @Dimbyd Gming on roll20, so I don’t know the full detail of the campaign, but it’s building up nicely. Link to Runequest conversion notes for coming storm:
  4. Had a quick look at Jason Durall's core question thread. My question has been deleted, but I think that there may have been some editing of the contradictory answers(?) A read through seems to be fairly clear on damage to limbs now, and in line with what the core book says.
  5. I think the intention is for the cumulative penalty to reset at the start of the next combat round. It simulates the struggle to parry a flurry of attacks in a single combat round. Next round catch your breath and start again.
  6. Shields are an exception to this rule. If you attack with a shield, you loose the shield parry, but you would still be able dodge. So you could attack with both a shield and a melee weapon in a round if enough Strike ranks, but you’d loose the protection of the shield. ...Also parry and dodge are interchangeable. So you can parry one attack and dodge another in a round, however the -20 culmaltive penalty applies regardless.
  7. Worth repeating ------------ Gone over this with Jason in detail, and this is the intention. I do think the correction for the 2nd printing on 2 weapon fighting was a missed opportunity to make this crystal clear.
  8. And thanks for pointing out the wording, I wouldn’t have noticed it otherwise.
  9. Ah yes I missed that I shall try and edit that. It shouldn’t suggest ignore hit point loss to total hitpoints
  10. Prime stats are used in 5e - opposed strength and dex checks for example. Removing something as iconic as prime stats starts to dismantle the identity of the game. There’s innovation and then there’s innovation. I feel the same about saving throws in DnD, but they’re such big part of that games identity that they would be too problematic to remove. I think it’s the same for RuneQuest. If you change it too much or too dramatically it ceases to be the game you identify with. That’s ok if you’re starting fresh, but not so if you have legacy.
  11. Personally I’m not so sure. I think RQG mechanics being based off of RQ2 still works really well. They were so well designed in the first place that there isn’t a lot that would improve them IMO. Edit: though I think in some places the rules could be explained a little better, as evidenced by the long post on damage “Death by a Thousand Cuts” 2nd Edit: OK RQ3 First Aid skill feels a bit ill matched to RQG. I like the introduction of passions and Runes as it slides into the rule set nicely and really helps with the immersion in the game. Combat in RuneQuest still feels as visceral as it did back in the day. 5e still plays off of a simpler more abstract approach with AC. Though I find in play RuneQuest is fast and furious in all the right ways, despite perceived crunch. 5e ( which I play a lot of, and like) is much pulpier In approach, and despite having a more abstract approach to combat, can still fall into the trap of protracted fights, particularly at higher levels. I don’t see D&D 5e as particular vanilla. It’s setting and classes are quite specific DnDisms. Though I guess the background for characters tends to be much less then the rich tapestry of Glornatha. Which in one helps with accessibility - without lots of background new gamers can easily pick it up and run with it. Looking forward to see what Chaosium does with the new RuneQuest Starter Set on this point. We’ve got this great rich game, we now need different entry points for newcomers.
  12. Yes thanks - that’s how I read it. Pretty sure that’s all right now. I do think that the RQG text misses out on the explanation for the crunchier rules around “limbs”, which is explained in RQ2. Also it hasn’t helped that there are some mistakes in the core rules questions answers from @Jason Durall which misses the distinction with differing rules for “limbs” - Understandable though with the amount of questions thrown his way, and I do really appreciate the time he’s taken there to answer questions. i think those two points, combined with perhaps the rules for first Aid, and us grognards having a blind eye to some rules details has led to this really long topic.
  13. It’s number 3. The arm can’t go beyond x2 damage, but damage upto a maximum of x2 the limbs hitpoints will still be passed onto THP from a single hit.
  14. Yes I agree. Can’t wait to see more of his work. I think he’s a key to making Bronze Age Glorantha truly accessible. The new maps of clearwine, Boldhome, and Apple lane are stunning. The thematic change of the Orlanthi back to what I felt was the original feel/vibe of Glorantha is big reason why I’m fully behind the new RuneQuest Glorantha. That’s the foundation and inspiration I’m personally looking for, so thanks Chaosium. But as they say your YGMV.
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