Jump to content

Paid a bod yn dwp

Regulars
  • Posts

    824
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Paid a bod yn dwp

  1. On 6/14/2020 at 11:42 PM, Paid a bod yn dwp said:

    I know “Your Glorantha may vary” , but I’m getting a distinctive medieval Norman keep vibe from the illustration of Miskanders Tower. I only bring It up because the art direction for RQG has so far been brilliant at getting that ancient  bronze age vibe. Is it just me or does that illustration feel more like something you’d see in a medieval keep? 

    @Jeff any thoughts on this? Hoping that the so far excellent ancient Bronze Age depiction of Glorantha in RQG isn't about to slip back to RQ3 pre renaissance standards, with ducks in full medieval plate armour to “save the hamlet from scurrilous scoundrels”?

    I’m sure it’s not, but I’m just aware of the fine line that keeps continuity in a Bronze Age setting like Glorantha. Feels like it’s slipped a bit with that illustration. 

  2. I know “Your Glorantha may vary” , but I’m getting a distinctive medieval Norman keep vibe from the illustration of Miskanders Tower. I only bring It up because the art direction for RQG has so far been brilliant at getting that ancient  bronze age vibe. Is it just me or does that illustration feel more like something you’d see in a medieval keep? 

  3. I've never used extras like spell cards in game, but looking at the D&D 5e merchandise it struck me that something similar for RunQuest could be helpful. I think the spells are the most fiddly part to RQG characters and NPC's, something like this could make it less intimidating to new players, and the game run more smoothly at the table. 

  4. Have to say I’ve been bowled over by the interpretation of the Orlanthi in RQG. Its everything I hoped they were. Boldhome is draw dropping as are the other Orlanthi settlements. There’s a strong culture identity which feels in line with the vibe of RQ2. Just what was needed. 

  5. Just to tie up this thread I started with Chaosiums official answers in the Q&A regarding One Use Rune spells and rune points:

     

    And regarding multiple castings of one use spells:

    And finally just confirmation on how the rune points pool work for standard non One Use spells:

     

    • Like 1
    • Thanks 1
  6. Always enjoy the gritty RuneQuest Gloranthan combat experience, which for me helps ground the higher fantasy aspects of the game. Breaking weapons/shields and loosing limbs is big part of that. 

    In RQG there have been a few tweaks to the way weapons and shields receive damage, as well as a slight change to the point at which limbs are severed. Instead of directly copying RQ2 or RQ3 you have found another all be it similar expression of this in the rules. What was the reasoning for this? 

  7. Iirc the main conceptual difference in strike ranks between RQ2/RQG and RQ3, is that with RQ2/RQG movement is something that is figured in before engaging in combat, it’s purely there to establish the initiative order. In RQ3 it stretches the concept of movement to continue on to when the characters are engaged in combat as well. So in RQ3 it becomes more of a literal measure of time in the melee round by default as it’s not not just an abstract measure of movement before engagement (as in RQ2/RQG) to determine who goes first, but also through the whole combat engagement itself - RQ3 tries to measure/model  tactical advantages of movement whilst engaged in melee combat. 

  8. 1 hour ago, kirinyaga said:

    Even at 0hp it isn't pointless to parry : if you do a better parry than the attack, the parrying weapon hp doesn't matter. If you have nothing else to try ...

     

    Ah that’s a good point - thanks 

    I think that answers the final question - Why parry with a weapon with negative hp’s?
     

    @Bill the barbarian The quest is now complete, we have now reached RQG combat enlightenment!...I can feel myself ascending to the hallowed halls of Humakt! 

    • Haha 1
  9. 4 hours ago, Kloster said:
    7 hours ago, Paid a bod yn dwp said:

     

    What I understand is that the weapon can act as a limb, ie. take (and absorb) damage that goes beyond 0.

    Reading through RQG p200 it says that the weapon is considered “unusable” when it reaches 0 hit points. But it then contradicts by going on to say that you can continue to use the weapon at 1/2 skill. 
    My interpretation would be that a weapon only blocks up to its positive hp’s when parrying. If it goes into negative hp you can try and attack with it at 1/2 skill but it will be ineffective at parrying any damage. 
     

    But you’re right the text is not 100% clear on this, and that’s purely my interpretation there.  
     

    Edit: The example on p 204 shows that a shield only blocks damage up to it’s HP’s of 16. It doesn’t block damage below 0 or negative hit points.
     

    Edit: As a house rule I might be inclined to let a weapon with 0 or less hp’s make an attack at 1/2 skill, but that the damage it deals is also applied to itself.

    • Confused 1
  10. 1 hour ago, kirinyaga said:

     

    it seems wrong as you take less damage by parying normally a crit attack than a special attack. I agree it should stop absorbing damage at 0.

    Also note the special does the sam

     

    I think you have misinterpreted. You don’t take less damage to a characters hit points parrying a crit vs a special. A weapon always deflects damage up to its HP no matter whether a special or crit.

    What changes with a crit is the amount of damage the weapon takes. On Crits all the damage is applied directly to weapon HP, on a special only the damage above the weapon HP reduces the HP.

  11. 3 hours ago, Kloster said:

    No (for me): If the weapon goes to -6 (I agree with you on that point), nothing goes to the arm. Damage i done to the limb (without armor, I agree with Soltakss) only if the weapon goes to -12. Then it is broken and can not be repaired.

    I think at 0 hp the weapon becomes useless, so damage after that gets through. The minus is just to track when the weapon is completely destroyed/ irreparable. 

    • Like 2
  12. Nice review, had to skip the adventure side of it as I may be playing in the future. 
     

    I agree i think Chaosium have done such a marvellous job in visualising the Orlanthi culture in these new RQG supplements. The art and maps are superb, and really express the original RQ2 feel of the ancient Bronze Age culture, but gives much more again. 

  13. 35 minutes ago, soltakss said:

    If I do 18 points of damage on a critical hit  and am parried by a weapon with 12 Hit Points, the weapon takes 12 Hit Points of damage and the remaining 6 points goes through as damage, doing 6 points ignoring armour.

     

    My interpretation is the same as yours except for your first example.

    I would have said on a crit  of 18 dam vs Normal parry,  that the weapon would be at - 6 hps, ( taking the full rolled damage directly) and 6 hit points would go through as damage ignoring armour. 
     

    edit: minus 6 because weapons can go into negative up to the same value as their hp’s

    • Like 1
  14. How do people interpret the chart result on Critical Attack vs Normal parry on the attack and parry results chart p199 of the RQG core rules?

     

    Quote

    parrying weapon HP reduced by the damage rolled. Any excess damage goes to adjacent hit location, with no armor protection.

    It seems to me its saying that ALL damage goes directly to the weapon HP's, rather than (as in the case of Special vs Normal Parry) only the damage above the weapons HP.

     

    The differentiation of wording for Special vs Normal Parry seems to imply this difference 

    Quote

    parrying weapon takes damage over its HP, with same amount of damage going to adjacent hit location.

    Bold text is my emphasis.

     

    Is this how others interpret the critical vs normal parry result?

  15. 11 hours ago, Akhôrahil said:

    Personally, I think it’s silly. Someone slams a big honking poleaxe into your shield, that has every chance of doing damage, and certainly way more than a shortsword!

    I believe it’s just meant for when you’re parrying with a long hafted weapon. I guess it assumes that your parrying with the long pole bit of the weapon, and not the relatively small metal head of the weapon, which would be trickier to deflect with.

    Still easy to ignore that ruling on a case by case basis if it seems at odds to what’s happening in the game. 

×
×
  • Create New...