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Paid a bod yn dwp

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Posts posted by Paid a bod yn dwp

  1. Dimbyd collected together a big chunk of news on what’s planned for RuneQuest. It also mentions the GM Book, which will have rules on magical treasures and Heroquesting, it’s a distinct product from the GM Pack thingy

    On 5/9/2018 at 5:26 PM, Dimbyd said:

    So I took a few notes from the Chaosium seminar at Chimeriades convention in the beautiful South of France countryside.

    There was some discussion on Runequest core book- which they hope to open pre-orders later this month- which is as detailed a date they were willing to commit to; with the aim of a Gen Con launch. A black and white print out of the laid out book was circulated at the con and it does look beautiful and evocative. The core book will have a conversion guide as an annex for previous edition adventures to be adapted and run under the new rules.

    Jeff believes that the RQG core book looks more beautiful than the Guide, and that there were more artists available with a feel for Glorantha. The art is designed to reflect and enhance the uniqueness of Glorantha.    

    The Bestiary is entering layout- it is a simpler layout than the core book, so it will go to production at a faster pace. One challenge is making stat blocks more interesting The Bestiary will allow you to play a number of different Gloranthan races including Trolls, elves, Telemori, and the most noble of all Gloranthan races- the ducks. (Hoorah!)  Some 150 different RQ creatures are covered including dinosaurs & mega-fauna

    Next up is the GM pack- which is really a setting pack- a Colymar sandbox setting with 3 adventures which can be linked or play separately. Some 100 pages with lots of stated NPCs which can give GMs template for what a Clan Chief may look like stat wise. An impressive map of Clearwine by Oliver Sanfilippo was circulated to help GMs and players visualise locations. Boldhome appears in Dragon Pass campaign pack.   

    No rolled maps will be produced by Chaosium- shipping costs to blame

    Apple Lane will be a default base for players for post 1625 setting, reflecting the power vacuums following Dragonrise. Apple Lane buildings have housing maps to help give the feel of a base for players.

    12 books in advanced production to support RQG- reflecting the work of the past 2 years. The new edition will be well supported to help time pressed GMs to run adventures for groups. Source books are likely to be statted for RQ, as it will be easier for Heroquest Glorantha GMs to adapt than the other way round.

    GM book magic items, treasures guidance- Heroquest & hero rules

    Gods of Glorantha will feature 50 gods with 8-12 page write ups of each cult. Orlanth will be expanded in coverage. The Red Goddess will be featured, with new Lunar magic. It will be a very God Learner book and designed for GM  to use. Issaries is a god/ cult which will see little expansion. The invisible God will be covered in a separate project. More regional gods will be covered in regional sourcebooks- such as Pavis- Jeff ran a Big Rubble scenario at the convention.

    Art is being ordered for the book.

    Jeff explains that he goes back to the oldest Greg sources & then work out what to keep & reject. Keen for returning players feel comfortable with Glorantha.

    Chaos gods are not PC gods so not in the upcoming book - A separate gods of chaos pack with scenarios being worked upon. Therefore GM only.

    Default 1625 early 1626 setting for the line

    Sarah Newton is at the advanced draft stage for Barbarian Town - Wild West themed bronze age- opens up mixed group of PCs.. Another project by Sarah will be announced when it is further along.

    Steve Perrin is writing old school feel scenarios to contrast with Sarah’s more modern approac

    And finally on RQG, Jeff opened up a little on the heroquest rules-

     

    1. Getting the feel.. River of Cradles campaign is a Heroquest- they are looking to get a toolkit of myth structure/ special effects to reflect hero-questing
    2. REWARD- Guidance how to handle that hq gifts & Levels wider than a cult...  needs a Mythic restriction power with obligations. The hero should be embarrassed to use the power outside of the key needs. (Ken Rolston was animated on this point)
    3. Building package of rules after Heroquesting & becomes Hero with capital H. The Hero not super skilled not always effective- eg various Greek myths. Developing immortal self- 2 different things. Hero & shaman archtypes. Two different stat blocks. Fetches are always on hero plane. Gifts & powers come from that. Depletable resource- that be recovered through GM tasks & they have to develop cult to be worshiped. Develop a community eg Harrek is worshipped by communities who don’t want a visit from the Beserker(!)  Switch of perspective Dragonewts don’t want the obligations....

     

    Finally, Q-Workshop will be producing official Runequest dice- which look both stylish and legible- even on the mobile phone pictures I saw.

     

     

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  2. On 6/20/2018 at 3:13 PM, Jeff said:

    The GM pack includes the Colymar lands (including Clearwine and Apple Lane) as a sandbox area with three loosely linked scenarios,  play aids, a calendar of holy days, and the GM Screen with all sorts of key tables.

    Jeff has given us this teaser about the GM Pack 

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  3. On 6/1/2018 at 4:24 PM, Rick Meints said:

    As for the other creatures in the Bestiary: (in book order, so many are grouped by type)

    Broos, Bullsitches, Dancers in Darkness, Dragonsnails, Ghouls, Gorp, Harpies, Huan To, Jack O’Bears, Krarshtkids, Lesser Hydras, Ogres, Scorpion Men, Stoorworms, Vampires, Walktapi, Brollachans, Cliff Toads, Demi-Birds, Dinosaurs, Allosaurs, Ankylosaurs, Brontosaurs, Deinonychuses, Elasmosaurs, Hadrosaurs, Magisaurs, Pteranodons, Giant, Triceratopses, Tyrannosaurs, True Dragons, Dream Dragons, Gargoyles, Giant Eels, Giant Turtles, Griffins, Hippogriffs, Revenants, Rock Lizards, Skeletons, Sky Bulls, Unicorns, Water Lizards, Wyrms, Wyrms, Water, Wyverns, Zombies, Giant Antlions, Giant Beetles, Ham Beetles, Guard Beetles, Giant Centipedes, Giant Crabs, Tree Crabs, Giant Dragonfly, Giant Honeybees, Giant Praying Mantises, Giant Solpugids, Giant Spiders, Giant Wasps, Giant Ice Worms, Bears, Bloodbirds, Cattle, Crocodiles, Deer, Black-tailed Deer, Dogs, Elk, Giant Cranes, Horses, Cavalry Horses, Riding Horses, Warhorses, Specific Horse Breeds, Mules, Hyena, King Condors, Leaping Bear, Lions, Loper, Mammoth, Mastodons, Pig Dogs, Praxian Riding Animals, Bisons, Bolo Lizards, Herd-men, High Llamas, Impalas, Ostriches, Rhinoceroses, Sable Antelopes, War Zebras, Pumas, Rubble Runners, Saber-toothed Cats, ShadowCats, Snakes, Titanothere, Tuskers, Vrok Hawks, Great Vrok Hawks, Wild Boars, Wolves, Dire Wolves, Yaks, Runes, Disembodied Spirits, Animal Spirits, Demons, Disease Spirits, Healing Spirits, Nyctalopes, Plant Spirits, Genius loci, Ghosts, Guardian Spirits, Landscape Spirits, Nymphs, Sprul-pa, Voughs, Wyters, Kogui, Snake Daughters, Embodied Spirits, Air Elementals (Umbroli), Darkness Elementals (Dehori), Earth Elementals (Talosi), Fire Elementals (Urzani), Moon Elementals (Lunes), Moon Elementals (Selene), Water Elementals (Veredthi), Black Horses, Dehori: Babaka Fegh, Hell Hounds, Hollri, River Horses, Thunder Brothers, Whirlvishes, Wraiths, The Crimson Bat, Cwim, Spawn of Thed and the Devil, Chaos Gaggle, Fiends of Cacodemon

    Great but where’s the River of Cradles Mudshark? 

  4. Dirk the Dice from The Grognard files podcast, takes Baz & Gaz from What Would the Smart Party Say podcast through the RQG QuickStart scenario, The Broken Tower. Roughly 45mins of edited, pacy & entertaining play. Obviously if you hope to play through the Broken Tower in the future maybe worth holding off on this as there are spoilers.

    https://smartparty.wordpress.com/2018/07/09/bonus-episode-runequest-actual-play/

     

    rq-quickstart-cover-for-web.jpg?t=149831

     

    grognard-logo-send.jpg?w=300

    smartparty15.jpg

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  5. On 7/9/2018 at 8:03 AM, deleriad said:

    In pure game mechanics terms that is precisely the issue. If you can attack and parry with a shield in the same melee round while still being able to attack with your main weapon then you always will providing you have the SRs. Failing that you will attack with shield and weapon then parry with your weapon, remembering that your chance to attack with a shield is the same as parrying. If you can attack with a cestus while wielding a 1-h weapon you will. It won't take long for the experience rolls to stack up. (I realise that there is a risk to so-doing which is a failed attack vs a successful parry.)

    We really need @Jason Durall to clarify the last point in this chapter. 

    We know we lose the chance to parry with a shield if we attack with it ( knockback or standard), but we don’t know whether you can still parry and attack with a weapon in the other hand if you attack with a shield? And likewise can you still dodge if you make an attack with a shield? 

  6. 24 minutes ago, deleriad said:

    That is only in reference to a knockback attempt in Jason's post not a normal shield attack. (My bad because I think I managed to confuse the two rules.)

    Yes, but the section on shield attacks in RQG p219, is i think clear on this matter. It is referring to all types of shield attacks, not just the knockback attack.

    Though I'd still like clarification on whether if you attack with a shield, are you allowed to attack/parry with a weapon in the other hand? And can you still Dodge?

  7. 2 hours ago, deleriad said:

    The sentence in the rulebook page 219: "It is possible to attack with a shield, giving up the chance of parrying that round" is no longer true?

    That still remains true according to Jason. You give up a a chance to parry with a shield if you attack with it.

    On 7/7/2018 at 1:59 PM, Jason Durall said:

    Why would anyone use a shield? 

    You can't parry missile weapons with a hand weapon, though your GM may decide to let you try at some astronomically low chance of success. (Maybe a Martial Arts roll?) Shields are also more durable than most weapons, and offer passive defense, even when slung. You can also do mass combat formations with shields. 

    If you choose to attempt a knockback attack with your shield, you attack on SR 12 and can't parry with it that round. 

     

    Though i’m still not sure if you also give up chance to parry and attack with a weapon held in the other hand by doing this? And Is dodge still possible if you make a shield attack?

    I would guess that the RQG approach would be the more straightforward route i.e. it’s just the shield parry you give up, but a last clarification from Jason would be appreciated. 

     

  8. 20 hours ago, Paid a bod yn dwp said:

    @Jason Durall For clarity in any future FAQ -  RQG only says a *knockback* attack with a shield is on SR 12. There’s no mention of standard shield attacks being delayed to SR 12. I presume a standard shield attack uses the shields SR to determine when it strikes?

    The text does mention that you loose your option to parry if you attack with the shield. (P219 shield attacks), however there is still ambiguity as to whether this refers to just the shield or any other held weapon as well? Your statement above helps clarify this , making it apparent this is just the shield affected - I presume Dodge is still allowed if you make a shield attack? 

    @Jason Durall Pretty sure this is the last clarification dredged up in this thread:

    • If I attack with a shield, can I still parry & attack with a weapon in the other hand, and also dodge? 
  9. 3 minutes ago, Jason Durall said:

    I should also clarify that personally, I find strike ranks to be frustratingly inconsistent in execution, and my least favorite part of the entire BRP/RQ system.

    Sometimes they're a means of ordering attacks by first to last, sometimes they're an action point allowance. Both work in entirely different fashions. 

    My preference is for the simplicity of Stormbringer when it comes to determining who attacks when, and how often. 

    Though i realise SR is such a big part of the identity of RQ , I'd rather have the simpler StormBringer implementation too. For me it would still have the things I regard as fun in RQ combat...but I can see why it was kept in. 

  10. 22 hours ago, hanataka said:

    Is there All-out Attack option?
    Is there Fight Defensively options?

    Good question. The way I see it in RQG is yes, but its approached from a different angle. You can have All-out Attacks and All-out defense options through:

    • Augments to combat through passions and runes
    • Using magic such as Berserk & fanaticism (is there an equivalent defensive spell?)

    Alternatively it would be easy to house rule something like +20% to attack or parry if you focus solely on attack or parry, giving up the chance of the other. 

  11. 17 minutes ago, Russ Massey said:

    You would not attack twice if you need to parry. You can afford to do without your parry if you know that you are not going to be attacked or if you are confident that your armour can take any damage you are likely to receive, but when I GM I only tend to see it when maxed out rune lords are taking on riff-raff.

    Pretty sure Jason has explained that in RQG you don’t have to give up your parry if you make two attacks. 

    20 minutes ago, Russ Massey said:

    I'm not sure I understand your point about page 224. Why would you ignore it?

    Which is why the rule on p224 was mentioned. It talks about number of parries which is irrelevant to RQG as parries and subsequent parries are allowed with any combination of weapons now ( with the exception of a shield attack) .

  12. 12 minutes ago, creativehum said:

    I presume not, since Dodge is an option in place of a parry, and if you can't parry you can't dodge? (I'm inferring and guessing here, but that's what I came up with.)

    Yes needs clarification.

    My feeling based off the wording of Jason’s post,  is that if you make an attack with a shield you can still parry with a weapon held in the other hand, and can also still dodge. But I do feel it needs further clarification from Jason 

  13. 20 hours ago, Jason Durall said:

    If you choose to attack with your shield, you attack on SR 12 and can't parry with it that round. 

    @Jason Durall For clarity in any future FAQ -  RQG only says a *knockback* attack with a shield is on SR 12. There’s no mention of standard shield attacks being delayed to SR 12. I presume a standard shield attack uses the shields SR to determine when it strikes?

    The text does mention that you loose your option to parry if you attack with the shield. (P219 shield attacks), however there is still ambiguity as to whether this refers to just the shield or any other held weapon as well? Your statement above helps clarify this , making it apparent this is just the shield affected - I presume Dodge is still allowed if you make a shield attack? 

  14. 34 minutes ago, Jason Durall said:

    I'm becoming increasingly aware that what seems pretty clear to Jeff and I is not so clear to players, and the rules text on two-weapon fighting should be corrected and revised for clarity. Here are the guidelines put as clearly as I can make them, in the form of a Q&A: 

    ++++++++++++++++++++++++++++++

    Can I wield two weapons? 

    Yes. 

    Can I attack twice in a round? 

    Yes, if the combination of SRs for both weapons allows it (12 or lower). You can also do this with a shield, with the same conditions. 

    Can I parry with either weapon? More than once per round? 

    Yes, with a cumulative -20% per subsequent parry after the first. Doesn't matter which weapon or hand you do it with. 

    Can I use Dodge along with my parries vs. melee weapons? 

    Yes. Dodge attempts vs. melee should be counted along with parries, with the same cumulative modifiers.

    What about Dodge vs. missile weapons?

    If you are using Dodge against missile fire, it takes your entire action and you can do nothing but Dodge. You take the same penalties to subsequent Dodges as per parries. 

    Why would anyone use a shield? 

    You can't parry missile weapons with a hand weapon, though your GM may decide to let you try at some astronomically low chance of success. (Maybe a Martial Arts roll?) Shields are also more durable than most weapons, and offer passive defense, even when slung. You can also do mass combat formations with shields. 

    Why would anyone use a two-handed weapon vs two weapons? 

    Two-handed weapons  do more damage on average, have more HP, and are much more likely to penetrate armor. 

    ++++++++++++++++++++++++++++

    I hope that clarifies everything. For those who want more grit in the system, you can blame me. The subdivision of weapon skills into attack/parry and RH/LH is, to me, a overly crunchy level of detail that adds nothing to the facilitation of gameplay. 

    By all means, if those are desired details, add them right back in. Your RuneQuest will vary. 👍

    Thanks Jason. I personally like this level of streamlining. That’s a helpful summary. 

    Just one thing. I’m pretty sure I know the answer, but just as it’s been asked so many times I feel it should be addressed directly:

    If you make two attacks in a melee round with the *two weapon use* rule can you still make a parry/Dodge as normal? 

  15. 1 hour ago, Joerg said:

    Just to stir up muddy waters slightly more - if a dual wielder attacks twice, does this mean he used up his first, unpenalized parry, but can start parrying at -20%?

    Everything I've gathered from Jason indicates that a parry with two weapon use, whether making one attack or two, is treated the same as a standard parry with 1 weapon. I think they err on the side of cutting out the fiddly bits :)

  16. Has Jason stated whether they intended to allow a parry after attacking with both weapons? I don't see why anyone would ever NOT attack with both weapons if you could just parry if you ever get swung at. 

     

     

    Well going back through Jasons answers he hasn't categorically stated either way on this, however he hasn't said there is a restriction if you make an attack with both weapons. Everything he's stated emphasis's an unrestricted use of parry per attack. Which I take to mean you can still have a parry option f you make two attacks with two weapon use.  

    looking at the parry rules and subsequent parry rules, it feels like they are designed to avoid the kind of doubt that this thread has thrown up ( which is due to the accidental inclusion of RQ2 rule on p224 - Any adventurer using a weapon in each hand may use them for two attacks, two parries, or one attack and one parry.).

    The new parry rules are more instinctive to use - you can always parry ( no need to think), but subsequent parries carry a cumulative  -20% no matter whether you're using one or two weapons.

    See Jason's third bullet point below:

     

    On 7/3/2018 at 4:23 PM, Jason Durall said:

    I think I see the confusion, and it's bad wording on the rule's part. 

    • You can parry as often as you are able to in a round, assuming you have a positive modified skill value. If your modified skill goes to or below 0%, you can't parry any more.
    • You can only attempt to parry a single attack once. You can't try to parry an attack with one weapon, fail, then try to parry the same attack again with your second weapon. 
    • The "one parry per round" should be per attack. You can parry multiple times in a round whether using 1H weapon and shield, 1H weapon and 1H weapon, or 1H or 2H weapon, hence the modifiers. 

     

  17. 33 minutes ago, simonh said:

    Ok, so the whole thing regarding wielding multiple weapons and on subsequent parries after the first needs completely rewriting then.

    Yep - I believe it’s a mistaken carry over from RQ2. 

    Good news ( for me at least) is it’s actually a more straightforward implementation. 

    You can attack twice, and parry as normal.

    I guess you have to designate which weapon you’re parrying with for damage purposes, and % chance

  18. 1 hour ago, simonh said:

    So the advantage of parrying with two weapons means your first two parries are at full chance, second two at -20 each, etc. Not a huge difference, but a difference, especially as you have two weapons your opponent needs to break to disarm you instead of just one.

    If we're going by official implementation, Jason Durall has confirmed that all subsequent parries regardless of which weapon used suffer the  -20% cumulative penalty. Also if you swapped a dodge for the parry in a melee round the cumulative -20% would carry over regardless. 

    On 7/3/2018 at 3:38 PM, Jason Durall said:

    My apologies if the language is vague or misleading. It seems the confusion revolves around two-weapon fighting. I don't have my printout handy so I can't give page refs. 

    1. You can attack with multiple weapons multiple times in a round so long as you have the SRs.  

    2. You can parry an attack only once, using one weapon. If you like, you can describe it as doing some funky X crossing your swords in a scissors or whatever, but basically it's one weapon parrying and one supporting the other. 

    3. The cumulative parry modifier is agnostic to the weapon/hand you're using. We found in our playtesting that treating the modifiers separately was too fiddly ("Which hand is at what modifier now?"), that favored two-weapon fighting to the point where it seemed to defy the entire history of human melee combat, and that it de-emphasized the dangers of being overwhelmed by superior numbers in a fight. 

    Does this clarify things? 

     

  19. If you were to use a form of multiple attack based on the parry rule, then you’d need to get rid of the splitting attacks rule which is the current way it’s done. You could keep the SR limitation. It would slow the game down though as everyone would have 2 or 3 attacks each round.

  20. 12 minutes ago, PhilHibbs said:

    I don't think anyone is suggesting extending the combat round past 12 strike ranks.

    That’s true, good point -  Although if you follow the parry rules through to the letter they don’t use SR limitations, you can parry on any SR.   Not sure how comfortable that would be to allow attacks on any SR?  

  21. On 7/4/2018 at 11:45 AM, StephenMcG said:

    Surely the same justification for multiple parries in a round work equally well, with the same declining chance of success, for multiple attacks??

    It  works nicely with parries, but the same rule applied to attacks would lead to very long combat rounds I imagine. A melee round would last indefinitely as even though  the attack chance is reduced to zero you'd still have the base 5% chance of attacking success. 

    Parries are limited by the number of attacks in a round, If you give potentially infinite attacks its all going to spiral out of hand.

     

  22. Yes its the best edition yet.

    From what I've read so far the changes that have been made in combat have really helped to focus the rules on the good stuff. Cleaning it up & keeping it a tasty level of crunch. For instance I much prefer the new approach to parry and dodge. Away from combat the character generation takes you right into the heart of the game. Passions and Runes are inspired.

    I need to plough on in and read the magic chapters now.  Congratulation Chaosium, you've cooked up a treat...just need to get my hands on that monstrous bestiary now!

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