Jump to content

Paid a bod yn dwp

Member
  • Posts

    926
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Paid a bod yn dwp

  1. Lets have look at the changed text in RQG... I see what you mean, although an improvement, it could still be interpreted as suggesting that its a choice between attacking or parrying. RAW you can can attack with both weapons and parry at the same time. Parry is mechanically unchanged in two-weapon fighting, and works exactly the same as 1 weapon fighting, though you can designate which sword is parrying and therefore open to potential damage. With that in mind perhaps @Jason Durall could reword that sentence to something like this?: Any adventurer using a weapon in each hand may use them for two attacks, and may choose to parry with either weapon alternating for each parry as desired. Multiple parries are subject to the culmaltive penalty. Any adventurer using a weapon in each hand may use them for two attacks, and may choose either weapon to parry an attack once.
  2. In answer to your question. Yes, the rules error I and others picked up on is corrected in latest PDF (regarding parries with two weapon fighting), and will be in second printing. Other things in this thread are more about interpretation and not errors as such. Not sure to what extent they’ve been clarified in latest printing? But it’s easy to gain clarity on those things in the pinned official Q&A topic by Jason Durall...or asking questions here. Edit: all the queries brought up in this topic have been addressed by Jason Durall.
  3. Not sure if *switching* is the right word? You’re already taking damage to General Hit points, in any attack. But I see your point. I think so long as you’re consistent in your ruling (whether x2, or x3 limit) this shouldn’t matter. Thanks to your examples above the question has been simplified. Do you want a game that models longer healing rates and therefore a bit more book keeping (x3 limit), or do you go for the game with a bit less book keeping? I still think the rules show a x2 limit to max wounds to hit locations ( though not as clearly as they could). As a player I’d prefer a little less bookkeeping, so that also suites me on that level. The x2 limit is also conveniently the same as damage that can be recieved through a single hit, so it makes sense to me.
  4. Ah yes you’re right. *first aid* can be used on the same hit-location once for each wound taken there. Hadn’t realised the potential multiple use of first aid on individual hit locations. It’s late where I am so I shall mull this over for another day, and come back to this when I can give it proper thought.
  5. It stands to reason that if you allow for more damage to go to the arm location that it’s going to take longer to heal. I’m not sure what you’re trying to resolve in these examples? The examples give you a good idea of what a x2 cap on wounds would do vs a x3 cap on wounds. X3 ends up costing unsurprisingly more healing as location hitpoints can go down further. One thing to mention, is that wounds aren’t as granular as you’re describing them in the examples. When you heal, you’re healing hit locations , not individual wounds. Bear in mind healing simultaneously heals General hitpoints and the location hit points. Be nice if @Jason Durall could clarify whether or not hit locations can take damage greater then x2 with subsequent hits? In the Q&A thread there are contradictory answers. My read of RQG is that the damage limit for hit locations is capped at x2 it’s starting hitpoint value.
  6. Yes agreed RQ2 is the basis that RQG is working from here. In my mind the x2 limit is like a mirror image of the positive hit points. So a 5pt arm can go down to minus/negative 5 hit points. I think this is born out in the text of RQG: “Limb: An adventurer cannot take more than twice the possible points of damage in an arm or leg from a single blow. Thus, a 2-point arm hit for 5 points takes only 4 points of damage off the total hit points: the remaining 1 point of damage has no effect. Further blows to that arm affect the total hit points of the adventurer, however.” Whilst it could be clearer, i think the last sentence does illustrate that a limit of damage has been reached by the limb, and that any subsequent further damage to the limb will only count against Total Hit points and not the individual limb hit points. This interpretation is born out by Jason’s Durall example in the Q&A I posted above. It’s a shame he’s muddied the water by posting the other contridictory answers though in the Q&A. But I think the specificity of that example points to it being correct when read in conjunction with the rules. Edit - here’s Jason Duralls example again for convenience: “Yes. If you have 4 hit points in the right arm and a sword hits it for 9 points, your arm takes 8 points of damage, which is also considered in your total hit point damage. But if your right arm is hit again for 2 points, you (not your arm) take 2 more points of total hit point damage.”
  7. If we’re looking at older editions to seek answers, it’s helpful to look at RQ3 also, which did explicitly cap damage at x2. There was actually no damage category beyond that. I think that gives a clue to the intended x2 limit that was present in RQ2. In some ways the x3 ( 6pt In RQ2) effect in RQG confuses this as it implies there is a continued scale. X3 is only intended as a special severing effect from massive damage in one hit. Damage to total hit points is still capped at x2 limit. Edit: but I think you have hit on an area which could so easily be made more explicit in RQG text.
  8. I think you have certainly touched on an area in the text that could be made more explicit. Unfortunately some of Jason’s Durall answers in the Q&A seem contradictory on this matter. But there is one point in the Q&A where he explains a specific example: “Yes. If you have 4 hit points in the right arm and a sword hits it for 9 points, your arm takes 8 points of damage, which is also considered in your total hit point damage. But if your right arm is hit again for 2 points, you (not your arm) take 2 more points of total hit point damage.”
  9. I’m referring to the examples that illustrate the damage section we’re talking about. Sorry don’t have the book to hand at the moment. They illustrate how damage works and the relationship between location hit points and general hit points. Basically 1. You can’t take more damage then x2 the locations hitpoints in a single blow. . Any damage that exceeds this limit is ignored. Damage received is subtracted from both Location hit points and General hit points.(it’s not divided between them, the same damage applies to both General hit points and location hitpoints. See the adjacent in play examples in the book) 2. If a hit location has reached its max possible damage limit of x2, then it will not take any more damage, but subsequent hits to that location will still pass on damage to General Hit points (damage which presumably is still capped at the locations x2 limit)
  10. I’m not seeing that ambiguity. I think if you read the in play examples it becomes clear how damage is resolved. It’s much more straight forward in play. Look at all the in play examples and it becomes clear how you should resolve the damage.
  11. Ah ok... i’ll try and clear this up: 1. Yes that’s right 2. Whenever you take damage to a location you subtract that from both the locations hit points, and your general Hit points. Bearing in mind rule one above, which is the fact that a hit location can’t take more then x2 it’s own hit points, and neither can General hit points take more then that limit in a single blow . Once a location has reached its limit of damage (x2) it can’t take any more, however the same location hit again will still pass on the damage to the General hit points bearing in mind the damage limit from point number 1 above. 3. The rules as written do say that limbs need to take that x2 damage in a single blow to engage the shock effect: “However, an adventurer so damaged from a single blow is functionally incapacitated...” However Head, chest, and abdomen need not be just a single blow, culmaltive hits will do it as well, but that’s more academic as once your down to 0 hitpoints in those locations your already suffering badly.
  12. Yes I agree completely with Psuille again - and I’m pretty sure everyone I know measures the negative hit points as Psuille says. So a 5pt arm can only go down to -5 hitpoints (x2), after which any further damage to the arm will only go to Total Hit points. Perhaps the only other slight ambuigiuty is that there is also similarly a limit of x2 damage max that can be recieved through a single blow...*regardless of remaining hit points in that location*. (With the exception of maimed or severed x3, in which case the limb is no longer there, and falling damage can also exceed this limit) So a subsequent hit to a 5pt arm already at x2 limit (minus 5), will go instead only to Total Hit points, up to the maximum damage of x2 the hit location. Edit:...but this is academic as you’re character will likely be dead by then
  13. Yes I agree with this, the examples seem right to me. Although i think there is an important distinction you've missed out in the first paragraph regarding definition of incapacitation (though not in the example) - The definition of *functionally incapacitated* (x2 dam in a single hit) refers to the adventurer ( not just the limb) being functionally incapacitated. This is different from Damage equal to or more than Locations Hit points, which results in a useless limb, but importantly the adventurer is still able to function. Edit: So the really big two debilitating effects only happen if damage is received through a single blow: x2 dam in one hit (Adventurer functionally incapacitated ) x3 dam in one hit ( maimed or severed) With the exception that head, chest and adomen (the vitals) can recieve the x2 damage effect (Adventurer functionally incapacitated ) through cumulative hits. Though again if these vital hit locations are at minus already ( Damage Equal to or More then the Locations hit points ) you’re already suffering some very significant damage effects. In particular the Head or Chest locations, which is pretty much equivalent to being x2 functionally incapacitated, only with a slower rate of bleeding. So there is some overlap with the damage effects depending on hit location, and I can see why Psuille combined them in the opening paragraph.
  14. Heres my take reading RQG rules as written: 1. Your arm takes another 5 pts of damage bringing it to its x 2 damage limit of -5 (minus 5). However remaining damage will still go to Total Hit Points (limited by x2 damage threshold in a single blow) . So Total Hit Points are reduced by the full 10 hit points with the second blow. I think the examples are clear on this. Edit: Importantly, as well as what I've mentioned above the second hit was a big x2 damage to the limb in a single blow, which brings into affect *functionally incapacitated* 2. It is not maimed or severed. Maimed or severed (x3) only happens through damage received from a single blow, not cumulative. However as I pointed out above, the second blow was a big x2 the location HP in a single blow, so the player becomes *functionally incapacitated*. 3. As written it does say x2 damage will *functionally incapacitate* a character only if received through through a *single blow*. If its a result of two separate hits as in your example then it would read that the character is not *functionally incapacitated*, but will still be suffering from the effects of Damage Equal to or More than the Locations Hit Points. In other words a useless limb. - Note though that this is only the case with limbs. Head, chest, and Abdomen will suffer the x2 effect through cumulative blows, not just a single blow. As a side note RQ3 did have the cumulative hits leading to maimed, and a single blow to severed, but that was at the x2 threshold (not x3 as in RQG).
  15. Ah - so I expect the current RQG PDF is the one used for the second printing?
  16. Great thanks, good to hear. No worries, totally understand.
  17. Yes pleased to see many of the clarifications in the latest RQG PDF. Be handy to have an official errata including them for those of us with first printings.
  18. So regarding corrections to the second printing - Is the current RQG PDF on Chaosium’s website the one which has been used for the second printing?
  19. *Starts vigil for the upcoming RuneQuest starter set*
  20. Yes I think your initial read is correct - RQG criticals do maximum special weapon damage and ignore armour. Any damage bonus is rolled as normal
  21. Greg’s creative DNA and vision lives on in the games and our imaginations. Thanks Greg. A wonderful legacy. We’ll keep playing. Deepest condolences to family and friends.
  22. Heh heh - yeah there’s a whole story ark there. #theTragicTrollkin
  23. Ah yes of course. Think i’ll pinch that house rule
  24. Curious - What happens if someone has a negative damage modifier with a crush crit/Special ? Do you actually do less damage then with a normal hit?
  25. P219 - Shield attacks , does not specify whether the loss of parry is applied to just the shield, or also any other held weapon. Suggest further clarification.
×
×
  • Create New...