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Paid a bod yn dwp

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Everything posted by Paid a bod yn dwp

  1. I remember the Games workshop RQ2 tie in with the miniatures very fondly. What I remember appealing to me( besides the sculpts) were the boxes the miniatures came in, which carried the same visual branding as the RQ2 Gameswork shop cover . You knew the that the miniatures and RQ were connected, the visuals were so strong it was like a magnet for kids entering the shop. It stood out and distinguished itself from the mass of D&D products. They were some of the most characterful miniatures too. They had that great ancient bronze age feel, and an interesting interpretation of the Trolls ( all be it different from what the Trolls look like now). My point is that the strong unified branding really sold RuneQuest to us. We made the connection between the miniatures & the RPG game. Will there be a similar tie in with the branding of these new miniatures from different companies? I think it can't be underestimated the power of the visual link that the RQ2 (UK edition) games had, particularly for new kids coming to the game. RQ2 was incredibly popular in the UK, it was a great game, & it had the strong branding to sell the whole package...we lapped it up
  2. In favour of the RQ3 approach, it lends itself to thinking more tactically, which i quite like. Are you going to spend the round being defensive using dodge & parry, or are you going to be assertive and press the attack etc.
  3. Good question I haven't played a game for a long time, so can't speak from recent play testing. The only negative that springs to mind, is that it requires an extra calculation in all attacks, where as with dodge it only involves a roll (not a calculation) when the dodge action is taken. So perhaps defence slows down combat a little for those not used to subtracting numbers from each roll? I suppose Defence is in the same mould as the RQ3 modifiers for unusual combat situations ( Terrain such as high ground etc) , providing a straight forward modifier to the attack roll for being a slippery fish so to speak. It makes sense, just maybe 1 more calculation then is necessary. Be interesting to hear the views of others on the forum though. I'm sure this is one thing that has been considered by the designers of the new RQG. It will be very interesting to see what way they have gone with the new ruling? Defence, dodge, or something new? Edit: Though as mentioned defence does presume that you are trying to dodge/manoeuvre from "every" attack, where as with RQ3 you have to make a decision on whether to dodge or parry. So there is also a conceptual reason in the design of both. Conceptually RQ2 defence makes sense to me, but practically it may slow the game down a little.
  4. Hi DimByd - This just confirms my belief that you have indeed recently returned intact from a special HeroQuest, still smouldering clutching the New RQG rule set, and a special tomb from Greg Stafford himself...If I could just get to Solihull!
  5. Agree, there are virtues to both approaches from sounds of it. I think Its very healthy for RPGs (and BRP type games) that we have game designers still innovating and trying out new interesting approaches. Personally a more streamlined approach may be easier for me to deal with (its probably a fine balance with RQ), particularly as a GM where managing more options could slow down the game and perhaps loose sight of the story line. I remember aspects of RQ3 stated to become cumbersome in this way, with too much record keeping creeping in for my taste, though i still enjoyed the game. I guess as with anything more game time will help the game to flow whatever flavour RPG you choose.
  6. So the RQ2 special weapon damage has been tweaked a little and incorporated into the new RQG, using the old Impale, Slash, Crush damages. Slash seems to have changed most, being better conceptualised then it was in RQ2. In RQ2 I think it stood on impales toes a little with the chance of having the weapon stuck in the opponent. The focus on incapacitated is new for slash i think? Have to wait to see the new rules, but in RQ2 limbs were incapacitated when they reached 0 hit points or less. Not sure whether the new slash rules indicate a change to that RQ2 ruling?
  7. I've lifted this from a post on Special attacks in the new RQG full post found here It shows the colourful type of damage dealt in the new Runequest by different weapon types on a special hit. Crush is devasting when paired with large creatures. I really like the sound of that.
  8. I think the important thing for me is that RQG can model these interesting and colourful attack options in its own way. I'd like to see an intuitive open approach to making colourful special attacks ( which is already largely possible in RQ2 ). I think one of the good things about Mythras is that it lays these options explicitly on the table, so helps the player realise cool options. If RQG could expand a little on the suggestions for special attacks already present in RQ2/3, perhaps keeping it fairly simple mechanically, then that would be a useful improvisation tool in game for extra cool combat options. The key for me is not overcomplicating the system, as started to happen with RQ3. Yes RQ3 has knockback tied to bludgeoning weapons as well, think it was connected with succeeding with a special IIRC. RQ3 introduced a few more combat options, which could easily have been expanded on to incapsulate the options that are present in Mythras. The key I think is keeping it simple and intuitive, and allow for improvisation.
  9. If you do reprint River of cradles, please make sure to add the description for the mudsharks! I know what they are now, but at the time I reread and reread that book to try & find the description in vain
  10. Ha ha brilliant...the icing on the cake! Love the change of expression in the eye too, thats much more like it.
  11. Sounds interesting. Good that there is thought on appropriateness of the special effects, and that some are restricted specialisations. Thats the same in RQ2 IIRC. This is not a special attack in RQ2, but blood loss through negative hit points in a location is possible and can result in death if not healed. I think RQ3 may have introduced the idea of fatigue from blood loss, but fatigue was a bore to use in RQ3. RQ3 introduced stun/subdue attack, but restricted to aiming for the head. Weapon damage was pitted against head hit points on the resistance table. I believe limbs could also effectively be stunned/subdued by major damage to the location. Is an nasty but interesting tactic for small stabbing weapons. No workable equivalent in RQ2. Making 2 attacks requires 100% or above attack ability, which can then be split in two. So 2 attacks at 50% etc I'm pretty sure that certain weapons had this ability in RQ2/3 - nets, sword breaker etc. But they may have required a special success to access the entangle effect? Knockback in RQ2 didn't result in weapon damage as well. I believe falling as a result of knockback happened in RQ2 on a special success. RQ3 changed it to a Dex x5 roll to stay standing. RQ3 formalised knockback damage related to distance travelled, and whether you collided with a solid or moveable object. However RQ3 also changed knockback to be a result of any attack where damage exceeds the size of the opponent by at least 5 points. So in RQ3 knockback could also do weapon damage. You still had the option of making an intentional knockback attack too. Ah I see I didn't realise that. So special effects are accessed when the opponent fails to defend succesfully , as well as criticals? Thats pretty deadly. Thats a fair point. There is an element of penalisation in RQ2/3 for using these tactical options, which may result in you missing altogether. I guess as long as it balances with the extra benefit of the special attack then that should to some extent circumvent the disincentive for using them. Very interesting thanks guys I've leant something new regarding Mythras and RQ2, a window on their respective game designs
  12. Yes, there was some good material written in the RuneQuest renaissance in the early nineties. Very talented writers. I wonder how the sorcerer in strangers in Prax would play out in the new RQG?....though of course new material should be the priority
  13. Yes agreed. In RQ2 its enables increased damage with characteristics of the particular weapon type (impale, crush, slash) , whereas in Mythras it appears (correct me if I'm wrong) to give the fighter a choice of special attack, not limited to just weapon type damage as in RQ2 (impale, crush, slash), but also tactical manouvres like the mentioned tripping. I've not played Mythras (so correct me if I'm wrong) but It seems to me that these same tactical options in Mythras are already built into RQ2. Mechanically they are achieved in RQ2 by making a specific type of attack, instead of relying on a special/critical roll to access them. So for instance tripping could be achieved by making a knock back attack in RQ2, disarm is possible as well as a special type of attack etc. On balance I think I prefer keeping the specials/criticals as a way of inflicting more/maximum damage from a weapon type only, and keeping the tactical manoeuvres as a special form of attack as in RQ2. You still have tactical options but the action isn't slowed down at critical moments through deciding what special effect to use. Though i'm sure it gets easier with practice, I think the RQ2 approach is a little less intimidating to a newbie.
  14. If you compare with the final layout on the warm grey, instead of white background, the outfit doesn't look as gleaming white as before. The greys in the white are accentuated by the grey background. Also there have been some nice subtle adjustments to some of the tones in the armour a slight cooling of colour, and change of contrast. Could be a trick of the eye, but it works very well I think.
  15. Interesting that hadn't occurred to me. So land of Ninja was basically a Busido conversion to RQ3. Is it possible to generalise what was left out?
  16. Not forgetting the promise of huge support from Chaosium with an incredible release cycle, including actual adventures. A game specifically tailored to the themes of Glorantha is going to be quite something. With built in incentives for characters to behave like true Gloranthans. Scaling all the way from from beginner to Hero, It promises game play at many different levels. Not to mention the artistic presentation which shows huge promise in the quick starter.
  17. I like the colour of RQ2 in this regard. The special & critical roll giving access to the characteristic damage of the weapon. Impale for impaling weapons, Crush for bashing weapons, and slash for cutting weapons. Though i think the last 2 damage types are optional. When combined with hit locations there's a lot of variety with what can be done. A big blow to the head could result in instantaneous death, or a big blow to the abdomen could result in the target bleeding to death. Also powerful blows can incapacitate, with the possibility of limb loss...Nice Sunday discussion On the other end of the spectrum fumbles can create really interesting and colourful complications too. With RQ2 I like that these effects are largely taken care of for the player. There remains a random element to combat which feels more like what I expect in a frantic tussle. However aimed shots (at a penalty) to specific hit locations are still possible. I've not played Mythras but the more deliberate choice of special effect seems to me to be too deliberate? But maybe thats just me? I like the idea of cinematic moves but I'm not sure whether having an arsenal of special effects to be calmly chosen in the fast pace of a melee is the way to go? For me it seems like it could upset the rhythm of combat. In RQ2 its quite fast,and pausing at a critical moment to make a decision about which special effect to use could upset that rhythm. For me at least RQ2 has a good balance in this respect.
  18. Opps my mistake, apologies. It is Runequest: Roleplaying in Glorantha. Edit: Ive corrected my original mistake in the post above. It now reads correctly
  19. Just keep whispering those sweet words to us Jeff, we will keep lapping it up just about getting to frenzy level. Past few days I've been stuck in some kind of RuneQuest Utopian dream, except this is becoming reality, somebody pinch me! Seriously though this new edition of RuneQuest promises so much. Runequest Classic (Runequest 2) was the reason why I bought into RQ originally. There was/is so much flavour and goodness in that original rule book. So much so that I continued to buy into RQ 3 without question back in the day, even though it was suffering as a game by becoming a generic ruleset, plus a few other niggles. So RQ2 is the primary reason i still wish to play RQ. It's a tremendous game with plenty of flavour. From what I'm hearing the new RuneQuest: Roleplaying in Glorantha is built up from the intuitive, flavoursome RQ2, with the fun turned up to 11. Even more immersive
  20. This is a great return for Runequest, only down side is spontaneous drool every time I see the new cover. I can live with that though. Well done Chaosium
  21. All very good news. I have to say this final layout works superbly. I'm mighty impressed with the attention to detail. I'm certainly getting that RQ classic ancient vibe. Brilliant choice of font, and brilliant image. I like the curve created by the cut off at the bottom of the image. It works very well leading the eye, as if following the future trajectory of the swinging sword. Its all come together brilliantly.
  22. Stunning... http://www.chaosium.com/runequest-quickstart/
  23. Yep - Very much would like to be part of this.
  24. Very happy with this new art direction. It's hitting the right notes. If only I could send a message back to the younger me with his RQ3 collection ( Elder Secrets art work anyone?:) ), he'd be delighted. Well done Chaosium.
  25. Quite like to see this artist tackling a variety of RQ Trolls
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