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Paid a bod yn dwp

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Everything posted by Paid a bod yn dwp

  1. Yes agreed, after revisiting Jason’s reply it doesn’t seem to make much sense. The multiple parry rule already covers this. And as you say what would happen if a third person attacks, which parry would you use? i accepted it at the time but rereading what Jason wrote, it doesn’t seem to fit.
  2. One of Jason’s answers in the core rules questions seems to say that the starting parry % will also be affected by the split attack rule. Not sure if that is an oversight?
  3. *Rubs hands together* So this is a very useful guide on the “look” of the various cultures in dragon pass. When’s print on demand available?
  4. Excuse my ignorance, what’s this refer to? thanks for the news.
  5. Excellent! Can’t wait to go back there. I’m saving up my lunars ( hope they’re still an accepted currency)
  6. I played through the Broken Tower Quick Start on free RPG day in a local venue in Cardiff with @Dimbyd as GM. I hadn’t played RuneQuest for 25 or so years, but it all came back so naturally. I don’t need to preach to RuneQuest players about the systems virtues, suffice to say it was exciting from start to finish. I think I was the only player with previous RuneQuest experience ( apart from the GM). We had a mix of ages with some late teens/early 20’s playing too. The new players loved the game and picked it up easily. Beyond a very quick introduction to a couple of concepts like “this is a Bronze Age world” and “the gods are real and very important”, we went straight into the action of the scenario. There was no need for the bigger Glornatha picture. The world was revealed simply through playing through the adventure. I have to say it worked perfectly as an introduction to Glorantha and RuneQuest with it’s excellent nail biting combat. Well worth a try as a one shot to see if your players like the RuneQuest Glorantha experience - I find RuneQuest runs so intuitively in play, best way to introduce it. Edit: by the way I also adore The One Ring. Great game.
  7. 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?
  8. 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.
  9. @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:
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. And thanks for pointing out the wording, I wouldn’t have noticed it otherwise.
  15. Ah yes I missed that I shall try and edit that. It shouldn’t suggest ignore hit point loss to total hitpoints
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. The cover image looks like it’s had small tweaks to increase the colour chroma a bit. More dramatic is the picture of the trolls in the rubble, where you can see a lot more detail in the dark areas
  22. @Jason DurallSo my take away from this long discussion is: 1. The omission of the reasoning for there being different damage rules to limbs specifically, is a barrier to the comprehension of this section - In contrast RQ2 included an explanation. 2. The reading of First Aid skill adds confusion because it is used on each individual hit/wound. With limbs, after the x2 has been reached you no longer track/count damage to limbs, only to Total Hit points. So further hits to an arm past x2 can no longer technically be healed with first aid - at least on a straight forward reading of the rule. Fist aid was designed to work with RQ3, but feels a little disjointed as written with RQG, and perhaps adds more unnecessary granularity by having to track individual wounds for future healing?
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