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Paid a bod yn dwp

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Everything posted by Paid a bod yn dwp

  1. Very exited for RuneQuest. I’ll take it all! Curious who the artists will be in the starter? Who’s got the cover!!???
  2. I can’t use foundry as the power requirements are too much. Roll20 works fine though. Granted eventually I will have to upgrade my computer, but for now I imagine roll20 has the bigger compatibility.
  3. Yeah like I said before. It still plays fine as a quickstart, despite a few minor inconsistencies with the main rules, it’s by no means game breaking. Though for the purpose of learning the game and internalising it, it helps if those inconsistencies are ironed out, rather then having two similar, but different rulings. For example having alternative attack and parry results. iirc the quickstart was put out when they were still finalising some the minor things in the rules, so it’s not surprising there are a few differences. It’s still a great little product and introduction to RQG as is. But if you want to start playing it with the core rules straight, those points pointed out in the errata thread should help. Edit: The Easiest fix for rules alignment is to use the attack and parry results table in the core also available with the Gms screen.
  4. Oh what was the problem? I have the print on demand as I ordered early. Not had a chance to look over it yet. Is there anything I should watch out for as an early buyer?
  5. Well I’ve picked through the QuIckStart with knowledge of what we now know to be the correct core rulings. A few more inconsistencies around the attack and parry results which I’ve added to the quickstart errata thread as I don’t think they were mentioned previously. Hopefully as others have said in future there can be a consistent experience across the quickstart, starterset, and core rules:
  6. Silly question but as the name suggests this is exactly what’s presented in the 2ed printing now?
  7. Yes I agree that future printings should aim to incorporate all the clarifications for a consistent experience, it’s only going to help the game. Making sure rules are consistent across products like quickstart, starter set, and core is desirable and helpful in removing barriers to comprehension.
  8. If ever the quickstart gets updated, I reviewed some of the rules in light of what we now have in the core RQG book 2ed printing and clarifications here on the forum. Here’s a few rule inconsistencies I picked up in the Quickstart. I believe only the two-weapon fighting point has already been mentioned: • p16 Two weapon fighting spot rule is incorrect and makes the same mistake the core rules did in 1st printing regarding number of parries. •p6 Opposed Resolution - “if both participants succeed, the winner is whoever rolled higher”. Suggest change to “if both participants succeed, the winner is whoever rolled the better result.” •p6 Opposed Resolution - “A tie (where both participants succeed but roll the same number)...”. Suggest change to “A tie (where both participants succeed but roll the same type of success) • Dodging p14. Dodge is described as usable against all attacks from one source. In the core it’s applicable against attacks from any source. • Attack, Critical Success p14. There is no mention of what special damage is until the following bullet point on special success. Some mention of twice or double rollable damage is needed here. Suggestion - “An Attack that is not parried or dodged does the weapons full doubled rollable damage...” or alternatively “An Attack that is not parried or dodged does twice the weapons full rollable damage...” or better still introduce the core book wording and meaning of “maximum special damage” to the text. • Attack, Critical Success p14. Suggestion in bold to align with core rules “...takes the critical’s damage (maximum possible) directly to its hps, with any remaining damage going to the defender”. • Parry normal success vs successful attack, p14 - “Parry weapon takes 1 hit-point”. In the Core rules parry weapon only takes hit point if dam exceeds weapon hit points. Suggestion - change to “Parry weapon takes 1 hit-point if damage exceeds weapon hit points.” • Parry normal success vs unsuccessful attack, p14 - “if attack failure, parry weapon does normal rolled damage breaking it if it exceeds the weapons hit points.” In the core rules, this is toned down to only inflicting 1 hit-point on the attacking weapon. Suggestion change to “if attack failure, parry weapon does 1 hit-point of damage breaking it if it exceeds the weapons hit points.” •Shields, p14. I question the need to have separate shield parry results, as they should be the same whether weapon or shield, therefore unnecessary duplication? Having said that below are the shield points that need addressing. • Shield parry p14 “When a shield successfully parries a successful attack, the shield loses 1 hit point...” Suggestion - “loses 1 hit point, if damage more than its current hit points...” to bring it in line with the core rules. • Shield Parry p14. “If the attack is a special success and the parry successful, the shield takes the damage of the special success (rolled twice and added together)”. Suggestion change to ” If the attack is a special success and the parry successful, the shield takes the damage of the special success over its HP (rolled twice and added together).” • Some of the attack and parry results from the core are completely missing. I understand that the quickstart is abbreviated, but these results can come up in play. • As with the core, missing an explanation that clearly states that parry and dodge are interchangeable in defence within a melee round, and that the cumulative minus 20% penalty applies to both regardless of what combination of the two is being used. Though only one defence attempt per attack.
  9. Quick start is a brilliant way into RQG. To my mind it’s easy to follow. Obvs by its nature it’s abbreviated. IIRC there are tiny differences in presentation of some combat rules, but it’s minor stuff * and the gist is all there. It just goes to show how some of these things are a matter of taste, and I’m sure many make these sort of house rules. It all works, nothing is broken. Brilliant little adventure too. * Edit: On closer inspection really really minor differences from the core rules. Some rules are necessarily abbreviated like special types of damage. Differences in the presentation of remaining rules are as follows :- • Dodge is described as usable against all attacks from one source. In the core it’s applicable against attacks from any source. • Parry Normal Success vs successful attack - Parry weapon takes 1 hit-point. Core rules - parry weapon only takes hit point if dam exceeds weapon hit points. • Parry normal success vs unsuccessful attack - if attack failure, parry weapon does normal rolled damage breaking it if it exceeds the weapons hit points. In the core rules, this is toned down to only inflicting 1 hit-point on the attacking weapon. • Two weapon fighting spot rule is incorrect and makes the same mistake the core rules did in 1st printing regarding number of parries. So in general the parry results are a bit harsher on a couple of results in the QuickStart, with a bit more chance of weapon breaking.
  10. On the whole it’s great, but there have been a few points which I think have all been clarified. In fact I don’t think any RPG rulebook has been scrutinised so closely, a mark of people’s regard for RuneQuest. From memory the main points that stood out for me were: • Two weapon fighting - issue being rules not updated for new RQG combat rules, in particular the new parry rules. • Parry/Dodge not fully explained as being interchangeable. But hey I guess this may be down to personal taste. The official clarification is that you can interchange them in defence but the -20% cumulative applies to both regardless. • Confusion on damage to limbs. Issue example error, and lack of an explanation for why limbs have different damage limits. Why the extra crunch? etc • Special Crush damage lacking clarity. Turns out both damage bonus’s are “special damage” so both are maximised. • One-Use Rune Magic. In process of being clarified in the new Red Book of Magic. There may have been a few other example errors, but on the whole the book reads fine, and is 100% playable.
  11. Yes agree. That’s the point I was making. The rules aren’t unduly punishing One-use spells on a fumble, It’s just that the defining aspect of one-use spell is that the rune points are spent permanently when casting, and by extension fumbling.
  12. That’s just clarifying what already happens with one-use spells (at least by the RBM clarification) Looks to me that It’s just following the One-Use ruling, that all spent rune points are lost permanently. I guess (no book to hand at the moment) that standard rune magic just looses the rune point on a fumble, but is recoverable at a worship ceremony?
  13. Spell Trading p82. Final bullet point: ”The original “owners” of the spells can still cast them after trading them, provided that the spell was not a one-use spell and that all other requirements for the spell (Rune points, cult status, etc.) are still met.” This suggests contrary to the new explanation of one-use spells p9 that the spell cannot be cast again after trading by the original owner, is this correct? Should it not be explained (as on p9) that it’s the Rune Points that are permanently lost and not the spell? The spell can actually be cast again by the original owner provided they have rune points left to cast it ( all be it at the high cost of permanently loosing the rune point)?
  14. One Use spells , p9. Bullet point 3 “If the roll is a fumble, the spell is not cast, but the Rune points are spent permanently and cannot be replenished. The spell can be re-attempted again if sufficient Rune points remain.” Shouldn’t the last point here apply to all casting results (pass, fail, fumble, & critical) and not just be signalled out for the fumble result? I can see why it’s more pertinent to mention it with the fumble result, but it leaves a bit of room perhaps to question whether this also applies to the other casting results or not.
  15. One-use spells p9, bullet point 4. Spelling error, should be “apply” not “appy” ”If the roll is a critical success, the spell is cast (a resistance roll may appy)”
  16. Yes I agree. It makes the ride smoother when you’re digesting all the rules to know what exactly it’s supposed to be modelling. My two clacks worth, I’d put a little paragraph in to explain what’s happening thematically, emphasising • the unique dedicated runepoint and why it is so, frex what makes it so special to the god to only be awarded as one-use • that only this rune point can be used to power the one use spell. • the dedicated Rune point can’t be used to power other spells, unlike other rune points. • that it’s the special rune point you need to re-sacrifice for, and not the spell itself, who’s casting rituals are not forgotten.
  17. This is all great, I think I’ve found my comfort zone. 2021 is going to be the year of the baboon. Thanks all *hums to himself* “Hey hey we’re the Monkies! We keep monkeying around...”
  18. People just need to chill with a ripe banana. Throwing poo is the most direct and effective form of communication. It’s the pinnacle of Praxian civilisation, of which the baboons lead by example.
  19. Listen (perhaps heretical to some apes who deny the connection to the inferior weird smell masking humans) we all know baboons evolved from the primitive weaker hairless humans. They wear their armour in shame, to cover their ugly hairlessness. Humans are lucky they don’t have permanent penalties on their charisma for being the weedy, bold apes they are. There’s only one top banana in Prax, and we all know who that is.
  20. Will do. He’s the troop leader. This is the dawning of a new age of the baboon! The monkey ruins shall rise again!
  21. This is great all. I’m going full Baboon!
  22. Ok so what’s the recommended procedure in RQG for rolling up a hairy smelly baboon character? What previous history could I use in RQG?
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