Jump to content

ragngand

Member
  • Posts

    6
  • Joined

  • Last visited

Converted

  • RPG Biography
    Runequest, Pendragon and Call of Cthulhu are close to my heart.
  • Current games
    Call of Cthulhu
  • Location
    UmeƄ, Sweden
  • Blurb
    Been a roleplayer ever since the early eigthies.

ragngand's Achievements

Newbie

Newbie (1/4)

1

Reputation

  1. Thanks Paid a bod yn dwp, that helps clear my concern, much appreciated!
  2. Hi Styopa, I hope you are right and that the logic becomes clearer when you see the whole enchilada!
  3. Hi Psullie, thanks for giving me some hope about fixing this!
  4. I don't agree with the parry rules in the Runequest Quickstart, if you succesfully parry an attack the weapon or shield takes 1 damage making it less and less useless until it falls apart and this is regardless if the broadsword is hit with a knife or a troll maul. My opinion is that the parrying weapon only takes damage if the attacking weapon's rolled damage exceeds the hit points of the parrying weapon. Strangely a normal success parry against a failed attack breaks the attacking weapon if it overcomes the hp of attacking weapon. which seems very harsh. As the rules doesn't state if you have to commit to parry before you know the result of the attack, you should parry with your weapon against a failed attack increasing the chance of breaking the attacking weapon and often you would be more skilled with main weapon than with shield. Also the way things are written the description of critical and special parry could just end after saying that neither the parrying weapon nor the defender takes any damage, here I would rather have the critical parry reduce the success of the attack by two levels and the special parry reduce the success of the attack by one level. Another question I have is why there is no impaling requirement for double damage with a special success, as this could be a knock-back with risk of falling down for weapons without impaling and you could have the weapon stuck rule for the impaling weapon. It's not clear to me if the intention is just maximum normal damage with a critical success or if it also becomes an automatic double damage?
  5. I don't like the movement rule in RQG, if there is no calculated movement score and it is determined by your species I think that it should be more like RQ3 where movement was 3 for humans and 2 for ducks and dwarfs and 4 for elfs and that was the movement you could do in one SR. With this rule everyone moves equally fast in a combat situation as you only have a few SR to use for movement if you want to make an attack or similar and each SR you move 3 meters regardless if you're a duck, a horse or a dragon??
  6. In an old campaign of mine, we sacrificed Power for specific runes from the god worshipped and those runes could then be used to call for rune magic, see snippet below from the rules we used. What I liked about this solution was that it made sense to seek out a larger site if possible for increased chance of success, improved for a holy day and even more for the high holy day, and also with additional bonus possible for a critical, or penalty for a fumble! The day following use, or later, Rune-power can be restored by the god that provided that particular Rune. An initiate can once per season attempt to regain his Rune-power used to cast reusable Rune spells by attending a successful Worship Ceremony. A priest (i.e. a character with full investiture) can in a sanctified location on any day following the use attempt to regain a single Rune-power used to cast reusable Rune magic spells, through the successful use of the Ceremony ritual, only one attempt to regain a Rune can be made per day. If the attempt to regain a Rune-power used to power a reusable Rune magic spell fails, a new attempt can be made next day for a priest or next season for an initiate.
×
×
  • Create New...