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Paid a bod yn dwp

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Everything posted by Paid a bod yn dwp

  1. I’m not necessarily disputing the quality of art work in the guide, but the realisation of Gloranthan tropes is clearer and more accessible with the current art direction throughout the RuneQuest line imo. Overall the art direction is becoming fine tuned and better focused to my mind than it was when the guide was produced ( I still love the red goddess art in the guide though) …though of course take that with a subjective pinch of salt YGMV and all that. I just find the approach of the newer RQ artists hits the right notes.
  2. I think there’s a strong argument for doing a new edition of the Guide To Glorantha utilising the new art, maybe a couple of years down the line when there’s a bigger/wider portfolio to draw on.
  3. Yes new interior art - if it’s of similar quality and realisation to the new cover would persuade me to happily buy the book again.
  4. Holy Humakti Death Ducks! Love that cover. Wonderful design and great realisation of Gloranthan ancient world feely tropes…you have my sword
  5. Love this. Fun and characterful, plenty of animation…very Trollkiny. New artist?
  6. Yeah it feels like it’s all falling into place. These are the foundational building blocks. The realisation of Dragonpass is gorgeous and everything I hoped. So looking forward to Esrolia, Lunar Empire and out from there to eventually all the regions of Glorantha. Bring it on!
  7. Yes the lunar book will be fascinating…but everything else as well. I hope there’s quality illustrations to show an example of Lunars, Westerners and all the other cultural groups…to give a better overview of the player tropes out side of Dragonpass . I know it’s myth centric but I’d like to see some of the cultural flavour too. Together the books should help give a big picture overview of Glorantha. Something we haven’t had officially yet at the more casual player level (I don’t count the massive Guide to Glorantha as that’s for a different segment of the fan base). I hope there’s a story running through like Biturans in cults of Prax
  8. These are going to be fab. Really looking forward to reading the new content and seeing how it builds the game world along with all the new art. On balance I suspect this is going to be absolutely worth the wait. Can’t wait to see what else is install for RuneQuest.
  9. And of course there may be an element of opposed skills to try and see through the deception…hmm
  10. That was certainly the direction my thinking was going. One of those cases where you could argue for sub skills within the Dance skill to describe different forms. Dance is clearly Agility as well as Communication but I guess the designers had to prioritise its artful aspect. As a Gm I’d allow the use of Dance as an agility skill or Dodge to try a purposeful deceptive feint. For me using the Communication skill (raw) of Dance to manipulate body language to deceive , is a good use of the skill and justifiable in game .
  11. Maybe this kind of improvisation is better served by a straight forward skill roll, keep augmentations as they are in RQG? The idea of using an augmentation was to combine it with an attack action. But I guess you can just combine skills in RQG. I guess the issue with this sort of special move is that players will spam it and use it again and again. Perhaps in improvising these kind of an actions failure needs a significant consequence to avoid spamming? Edit: I should rename this thread to Improvising new actions in RQG
  12. It seems to me that RQG’s augmentation rules could open up new possibilities in gameplay that may have been covered in previous editions by spot rules or simple penalties to the attack roll. I was thinking initially about a way to augment an attack to gain an SR advantage - by attacking with Passion or Rune augmentation, and using the success level (critical, special, standard, failure, fumble) to assign an SR advantage or disadvantage. I came up with this, and as per a suggestion in another post it should only apply to the first attack of an augmented attack, not the entire combat - but open to suggestions! Critical - Attack first on SR1 Special - Minus 5 SR Standard - Minus 3 SR failure - unchanged fumble - Attack last on SR12 Moving on to other augments it got me thinking (yes I like RQ combat), that a skill augment to an attack role could be used similarly to improvise a Feint action. For example the Dance skill could be used as an augment to effect a deliberate feint. With a level of success giving a surprise SR penalty to the attack. Thoughts? Good improvisational tool, or better to leave augments RAW as the simple modifier to existing skills?
  13. I was imagining a one time only thing, not the entire combat. it would need playtesting but I think your suggestion is good. Giving the choice between augmenting a weapon attack for a fight and choosing the SR advantage I imagine many wouldn’t opt for the SR option, so combining it with a weapon augment could work better (if you want to see it used) - but as you say only for the initial attack.
  14. Musing on the idea of allowing a Rune or Passion roll to reduce Strike Rank. Feels like it fits thematically and would help inject a bit more unpredictability to combat and order of attacks. Maybe a bonus of -3 SR on a standard success, special -5, critical go first on SR1
  15. I still don’t have mythras. Would their solution work well with RQG or does RQG need something more bespoke?
  16. To simplify you could just say the charger with the longer hafted weapon automatically attacks first if they’re charging into melee combat situation. Which is kind of the same thinking in the older RQ3 rule for closing in against an opponent with a long hafted weapon. After which you could try opposed dex rolls to close in/keep distance against opponent. Though it adds a bit more complexity to combat. …or follow the RQ3 rule having a 1 SR penalty to close in/step away from an opponent to gain/keep advantage of attacking first.
  17. Has anyone used the RQ3 rule for closing in on an opponent with a long hafted weapon in RQG? Is it satisfactory? I was thinking of something like this: Manoeuvring to close in on opponent with long hafted weapon Add one SR to attempt to close on opponent Make an opposed Dex roll If successful you attack on the SR before your opponents. Your opponent will need to perform the same manoeuvre to regain the advantage. If unsuccessful your opponent has +10% chance to hit you on next attack, which represents the risk of attempting the manoeuvre. Too crunchy? Unbalanced? The RQ3 version seems a bit easy to cancel with a simple step back instead of opposed Dex roll, but maybe that works ok in game?
  18. RQ3 is to my mind a better choice for movement if you play a more focused tactical game, and positions are mapped out on some kind of grid. RQG/RQ2 is to my mind more deliberately abstract with movement to suite a faster more ‘theatre of the mind’ type game. It leaves itself open to rulings on movement by the GM, rather than relying on rules to account for everything. Lots of guidance from past editions to borrow from and suite a wide spectrum of players - One of the strengths of RuneQuest as a solid BRP system…but hey I’m preaching to the converted 😅
  19. Has there been any movement on this?…sorry bad pun Unfortunately or fortunately I don’t think that was me with the SR chart for movement. Rq 3 certainly created more complication with tracking SR’s and movement. Maybe it’s a good place to study for those wanting a bit more granularity to the movement rules in combat? Iirc there were charging into combat rules. Perhaps useful for these edge case rulings where RQG/rq2 simplification/abstraction is not enough?
  20. I bet that moonbat is every Humakti’s worst nightmare - “What was it that killed you again?” 🤣 …And Katrins work amazing as always. Great stuff 👍
  21. Glancing through this thread it’s one of things I love about BRP games is that there’s so much to borrow from other BRP games. Very adaptable solid system thats easy to mod. (and yes I have just bought the Big Gold book on sale 🙂 ) Great suggestions here 👍
  22. The Red Empire marches on! This looks juicy. *Puts it on the list*
  23. Looks like Scotty and Nick have it covered, additionally here's my notes for what its worth... RQG augments It depends on the GM but in general: One augment per ability/skill attempt. One Passion or Rune augment per scene - not both, too spiritually draining. You have to chose. Once a Rune has been used to augment, it cannot be used to augment again that session. Once a Passion has been used to augment, it cannot be used again for that task, but can be used again for other tasks provided it takes place in another scene. No particular limit on number of Skill/Ability augments per scene other than following the general rule of one augment per ability,& can’t use a skill already augmented to augment another skill.
  24. In the name of Lhankor Mhy, when it sees print I’d be very happy to buy this and spread the gospel ✊
  25. C’mon!!! Seriously why no RuneQuest starter set!!??…oh well you’re gonna have to make new one for next year.
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