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Paid a bod yn dwp

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Everything posted by Paid a bod yn dwp

  1. How does the lunar sultan fit into this? Is it still used?
  2. Always enjoy the gritty RuneQuest Gloranthan combat experience, which for me helps ground the higher fantasy aspects of the game. Breaking weapons/shields and loosing limbs is big part of that. In RQG there have been a few tweaks to the way weapons and shields receive damage, as well as a slight change to the point at which limbs are severed. Instead of directly copying RQ2 or RQ3 you have found another all be it similar expression of this in the rules. What was the reasoning for this?
  3. Iirc the main conceptual difference in strike ranks between RQ2/RQG and RQ3, is that with RQ2/RQG movement is something that is figured in before engaging in combat, it’s purely there to establish the initiative order. In RQ3 it stretches the concept of movement to continue on to when the characters are engaged in combat as well. So in RQ3 it becomes more of a literal measure of time in the melee round by default as it’s not not just an abstract measure of movement before engagement (as in RQ2/RQG) to determine who goes first, but also through the whole combat engagement itself - RQ3 tries to measure/model tactical advantages of movement whilst engaged in melee combat.
  4. Thanks all for your replies - that’s confirmed my understanding of the attack/parry chart results
  5. Ah that’s a good point - thanks I think that answers the final question - Why parry with a weapon with negative hp’s? @Bill the barbarian The quest is now complete, we have now reached RQG combat enlightenment!...I can feel myself ascending to the hallowed halls of Humakt!
  6. We’re nearly there Bill! If it wasn’t for weapons going into negative hps this would be all over by now 🤪
  7. What I understand is that the weapon can act as a limb, ie. take (and absorb) damage that goes beyond 0. Reading through RQG p200 it says that the weapon is considered “unusable” when it reaches 0 hit points. But it then contradicts by going on to say that you can continue to use the weapon at 1/2 skill. My interpretation would be that a weapon only blocks up to its positive hp’s when parrying. If it goes into negative hp you can try and attack with it at 1/2 skill but it will be ineffective at parrying any damage. But you’re right the text is not 100% clear on this, and that’s purely my interpretation there. Edit: The example on p 204 shows that a shield only blocks damage up to it’s HP’s of 16. It doesn’t block damage below 0 or negative hit points. Edit: As a house rule I might be inclined to let a weapon with 0 or less hp’s make an attack at 1/2 skill, but that the damage it deals is also applied to itself.
  8. I think you have misinterpreted. You don’t take less damage to a characters hit points parrying a crit vs a special. A weapon always deflects damage up to its HP no matter whether a special or crit. What changes with a crit is the amount of damage the weapon takes. On Crits all the damage is applied directly to weapon HP, on a special only the damage above the weapon HP reduces the HP.
  9. I think at 0 hp the weapon becomes useless, so damage after that gets through. The minus is just to track when the weapon is completely destroyed/ irreparable.
  10. Nice review, had to skip the adventure side of it as I may be playing in the future. I agree i think Chaosium have done such a marvellous job in visualising the Orlanthi culture in these new RQG supplements. The art and maps are superb, and really express the original RQ2 feel of the ancient Bronze Age culture, but gives much more again.
  11. Don’t think that’s a change as far as I know. Second printing has it on p200 Good to know I’m not alone in interpreting it that way.
  12. My interpretation is the same as yours except for your first example. I would have said on a crit of 18 dam vs Normal parry, that the weapon would be at - 6 hps, ( taking the full rolled damage directly) and 6 hit points would go through as damage ignoring armour. edit: minus 6 because weapons can go into negative up to the same value as their hp’s
  13. How do people interpret the chart result on Critical Attack vs Normal parry on the attack and parry results chart p199 of the RQG core rules? It seems to me its saying that ALL damage goes directly to the weapon HP's, rather than (as in the case of Special vs Normal Parry) only the damage above the weapons HP. The differentiation of wording for Special vs Normal Parry seems to imply this difference Bold text is my emphasis. Is this how others interpret the critical vs normal parry result?
  14. I believe it’s just meant for when you’re parrying with a long hafted weapon. I guess it assumes that your parrying with the long pole bit of the weapon, and not the relatively small metal head of the weapon, which would be trickier to deflect with. Still easy to ignore that ruling on a case by case basis if it seems at odds to what’s happening in the game.
  15. As confirmed by Jason Durall somewhere on the forum, this is just a clumsy way of saying it takes the full critical damage to its AP as per the attack/parry chart
  16. Guess this is just a common sense ruling when pitting weapon against weapon Edit: I’d say they never damage the weapon. You’re blocking with the wooden haft of the pole, which is not going to create sufficient impact to cause damage. Perhaps If there’s a spear point or something hard you could rule that a freak impact causes damage?
  17. Regarding parries and shield parries, the attack vs parry chart is the safe (correct) reference for checking attack & parry results. edit : yes best to ignore that text (it’s quite wonky) and rely on the attack vs parry chart which is correct.
  18. Agree it’s not an area that’s 100% clear in the core book. But thankfully we have official clarification now.
  19. All crits ignore armour (though not magical protection) and do: On 3/16/2020 at 11:58 AM, Scotty said:
  20. Looks like It’s official having been through two Chaosium sources, with Jason’s final ruling.
  21. I think the wording says you loose the crush if you don’t have a damage modifier. Scott followed that up by saying: “If a critical crush is rolled it does the maximum crushing damage, which is twice the maximum damage bonus plus the maximum weapon damage. This also means that if the crusher has no damage bonus, the effect of the crush is lost and on a critical, weapon damage is maximum, but ignores armor.”
  22. We now know what the ruling is for critical crush : Max rolled damage + Max dam Mod twice. Quite happy with that I have sympathy for your reading of the rules though. Despite what @Scotty said in the core Q&A, there is a strong inference that there is a general rule for all crits on p200 in the boxed Summary Of Combat Results which really should be altered in any future printing of RQG: It infers that all dam bonus's are added normally after the special dam for any crit. Thanks to the Q&A we now know this is not correct for Crush. The same boxed text is repeated in the GM screen. For future printings it would be helpful if they gave an example of a critical crush in the rules.
  23. The double dam bonus along with the rolled weapon damage is the *special damage* that gets maximised in the case of crush.
  24. Yes except its: Max rolled weapon damage + Max DB + Max DB
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