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Paid a bod yn dwp

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Posts posted by Paid a bod yn dwp

  1. 12 hours ago, Jeff said:

    The amount of new art in these books is comparable to the Guide to Glorantha. Andrey Fetisov, Roman Kisiev, Michelle Lockamy, Simon Roy, Olivier Sanfilippo, Vandel, Bernard Bittler, Kalin Kadiev, and more produced something that I hope is a visual treat beyond any RPG Chaosium has done to date.

     

    Can’t wait to see the results.  Chuffed Chaosium are taking the time to get this right.

    • Like 2
  2. 14 hours ago, Jeff said:

    The city background is Swenstown. Here's the direction I gave Andrey about the background:
    Swenstown is a caravan town on the border between the forested hills and mountains of Dragon Pass and the arid chaparral country of Prax. It is a place where the settled people of the hill country can trade with the nomadic tribes of Prax (the Animal riders - Bison, High Llama, Impala, and Sable Antelope riders).

    I imagine it is a dirty, colorful, exotic place, like the ancient or Arab markets (such as these depicted by Orientalist artists): 
     
    Remember, it is Bronze Age - no minarets! And Swenstown is a small place - a fortified town that is primarily important because of the caravans that pass through it.

    I’m loving this art direction. It’s great to see so much thought put into getting the feeling right. 

  3. Really like the art Andrey has produced for new RuneQuest. It’s really hitting that RQ2 ancient Bronze Age feel perfectly.

    Although I’ve noticed some of his art for the 13th age in Glorantha has elements of a more dark age Beowulf/vikIng feel which I hope doesn’t appear in the new RuneQuest ( despite its great quality), as it detracts from the strong thematic of the ancient RQ2 feel. For example the Stormbull fighting in front of the block with chain mail, and long stripey trousers feels much more Saxon/Viking.

    Having said that everything that’s been shown specifically for new RuneQuest by Andrey has hit the mark with the ancient Bronze Age RQ2 feel. Can’t wait to see the final product.

    • Like 1
  4. On 9/5/2017 at 10:39 AM, hanataka said:

    --- #3  Same Strike Rule
    Same strike rank rule is bad rule.

    In page 139, "Subsequent Parries" :
        An adventurer may not attack and parry at the same strike rank, or parry more than once at a the same strike rank.

     

    This is an area that I wanted to see clarity on in the new rules. I started a post on strike ranks with the intention of finding how the completed RQG handles these situations when an character is forced to parry on his attack SR. Again @Jason Durall responded with the answer that he believes you can attack & parry on the same SR, a simple approach I favour. However after seeing your post here based on the finished RQG GenCon manuscript makes me question whether this is correct? Heres a link to Jasons reply on SR : 

     

  5. 3 hours ago, Jason Durall said:

    I don't have the book in front of me, but IIRC, you can parry and attack in the same strike rank, so there'd be no need to delay your attack. 

    Thanks again Jason. If that's the case that feels like a simpler and better balance. less thinking more doing - IIRC that's how we used to play out combat in our RQ games. 

  6. 4 minutes ago, Atgxtg said:

    Yeah, but you missed my point. The problem with that approach is that aimed blows were entirnely due to SR, not to skill. 

    I guess the higher skill still factors into the chance to hit, just not the speed at which the aimed shot hits. Wonder how this is handled in the finalised RQG rules? 

  7. 1 hour ago, Jason Durall said:

    It is the design intent, and you can. Just not so long that you go past the end of the round. 

    Thanks Jason. What happens if a character is forced to chose parry on their attack SR, do they still have an opportunity to attack on the following strike rank? 

  8. Thanks for these insights into the new rules.

    I have a few questions regarding strike ranks in the new RQG rules. I was curious as to whether the new rules clarify strike rank rulings that have previously remained quite ambiguous in previous editions. Particulary with regard to delaying an action in a melee round. I posted these questions orginally here in this post:

     

  9. 1 hour ago, DreadDomain said:

    I am still not 100% convinced especially in the light of how multiple attacks in melee will work

    Although I haven't played Mythras, from reading about it it seems to me that with regards to multiple attacks it exchanges action points for the RuneQuest 2 strike rank system, and splitting attacks over 100%. Personally I don't see one of the systems being more sophisticated/ streamlined then the other, just different approaches. The special effects of Mythras feels like a much expanded version of RQ2 special and critical damage, which to my mind is not more streamlined, but never the less quite an interesting approach. 

  10. There is some ambiguity in the way rq2 and rq3 explained the ruling on attack & parry with the same weapon in a melee round. 

    Rq2 when read with the Ruric examples becomes clear. You can attack and parry with the same 1 handed weapon in a melee round but not on the same SR.

    RQ 3 actually works in exactly the same way as RQ2, but there was confusion due to a sentence that was accidentally included ( presumably from an earlier draft version of the rules) which stated that only a 2 handed weapon could attack and parry in the same melee round. The errata deleted that sentence, thus bringing RQ3 clearly back into line with RQ2 in this respect. 

    It seems that the BRP booklet included with RQ2 boxed set also promoted the ruling that only 2 handed weapons could attack and parry in a single round. However the RQ2 rule book clearly contradicts that with the Ruric examples of play. So I presume the BRP booklet is meant as an alternative to the RQ2 official ruling. 

    With regrad to the QuickStart it is intended that you can attack and parry with the same 1 handed weapon in a melee round. Further it states that parry does not use strikes ranks. Meaning you could potentially parry and attack on the same attack SR.

    Importantly the QuickStart represents an early draft form of the new RQG rules, and there are some changes to come in the completed version. Jason Durall has stated in these forums the main changes. The main one in this context is that parry has returned to using a strike rank. 

    So to clarify in the new RQG rules, you can attack and parry with a 1  handed weapon in the same melee round, and it uses an SR just like RQ2. Where it differs is that parry no longer follows the rq2 rule for splitting parries ( needing over 100% to split parries).Instead in RQG you can parry multiple attacks from the same or multiple oppents, but at a culmulative -20% to each parry after the first. 

    Edit: Jason Durall posted quite extensively on many of the new combat rule changes. Start with this post then continue reading: 

     

     

    • Like 1
  11. Catching sight of the new logo on twitter, it does read well on small thumbnail images which is a sign of strong design. The simplification from viewing the logo from a distance without all the details favours this new design I think. Despite my reservations (mostly due to associations with the mongoose logo, with the stone surround and embossed font) I can see that this logo may have its own unique merit. It could be a grower #logogate

     

  12. 18 minutes ago, Septimus Kendaro said:

    Thinking about logos on games I realized I just don't care that much.  The cover image if far more important to me and what's inside even more so.  If this logo helps attract a new generation of players by being somewhat familiar then I'm all for it.

    Yep - well said.

    More then anything I'm looking to be dazzled with the cover art. I've really enjoyed the quality of art work we've seen so far. High praise to Andrey Festov. 

  13. 19 hours ago, Septimus Kendaro said:

    The font with runes underneath layout are fine but embossing a font reminds me of RPGs from the mid oughts and cheapens the logo to me.

    Yes this may be my issue with the font style too.

    I think it's also important to see it in context on a cover before judging.  I do like the QuickStart logo, but I imagine that the folks at Chaosium have a pretty good eye, and will have seen alternatives in full layout. It may be that side by side this font was the one that worked best. Having said that I'm still not sold on the embossed text.

  14. The printed QuickStart rules state that parry doesn't use a strike rank, however those were representative of an earlier playtest stage of the rules. I believe the finalised rules have reinstated the connection between SR's and parry. Easy to play either way I imagine 

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