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Jakob

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Jakob last won the day on November 22 2016

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About Jakob

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    Advanced Member

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  • RPG Biography
    Been a writer for German Edition of CoC; played lots of RPGs since 1984. Co-owner of fantasy bookshop Otherland in Berlin where we hold montly RPG nights.
  • Current games
    Numenera; Lots of one-shots with different systems, among them OpenQuest.
  • Location
    Berlin, Germany
  • Blurb
    Loves reading new rules, hates learning them!
  1. RQG QuickStart - Parry questions

    Very good decision, as far as I'm concerned!
  2. RQG QuickStart - Parry questions

    @Jason Durall Thanks! That makes it much clearer - I especially like how damage to weapons is handled in that full version of the rules. There's only one hp value for weapons (no need for an extra armor value for weapons), and it is still possible that a weapon comes out of a parry with no, minimal or significant damage or that it even breaks on all levels of success. Also, in this version, it seems much clearer to me how crits and specials at attack and parry interact.
  3. RQG QuickStart - Parry questions

    While the seeming brittleness of weapons is strange, this might really be a quickstarter thing that will be handled differently in the full rules - after all, it's something that will only become relevant after several combats, and the QS scenario features, one, maybe two battles ...
  4. It's my summer holidays - I certainly won't take anything with me that can read a pdf, that tends to spoil it all ... and I can't carry the print edition. However, I'll join in as soon as I'm back!
  5. RQG Quickstart errata thread

    I actually don't have the QS at hand right now, but in the fire elemental's stats it says that it can engulf its cubic meter volume times ten in size. The Fire elemental is 3x3x3 metres big, which means it has a volume of 27 cubic meters (which is also its size) - that means that it would be able to engulf 270 points of size! I think that can't be right, one point per cubic metre would make much more sense ...
  6. RQG QuickStart - Parry questions

    I agree - being able to dodge multiple attacks by one opponent feels right, I would say - multiple opponents, not so much.
  7. I'd be in as well, but I'll be abroad for the first three weeks ... I hope I'll be able to join in after that!
  8. RQG QuickStart - Parry questions

    That's strange, because I actually played a lot of Stormbringer back in the days ... but I must confess that I don't remember the details of the combat rules that well. I think we just played it as "if you parry, no damage is rolled and all damage is blocked" and didn't use anything like weapon hp. I guess I need to get out my Stormbringer rules and have another look at them!
  9. RQG QuickStart - Parry questions

    Thanks, that seems to make sense! It's more or less what I came up with after thinking things through, so that's probably how it's supposed to be. Regarding the choice between parry or dodge: Would you say that you can choose on each SR? Or do you make a choice for the whole round and stick to it? Also, if there's no cumulative penalties for extra dodge rolls, does it mean you can theoretically dodge as many attacks as you like on every strike rank? That would seem excessive ... I suspect that dodge might be subject to the cumulative penalty after all, since it says in the rules that the dodge skill may be used instead of a parry - that sounds a little like: "You're doing a parry, but you use the dodge skill." Am I making any sense ...?
  10. RQG QuickStart - Parry questions

    I also have a few parry questions - in general, I feel that the whole attack-parry-sequence is explained in a slightly roundabout way in the QS, leaving a few things unclear. On p. 14, under "The Parry", it says: "A parrying weapon can only block damage equal to the parrying weapon's current hit points. If more points of damage get through, those points go on to do damage to a hit location of the defender." This seems to be the general rule, with exceptions for for critical and special success at parrying, where it is explicitly stated that "the parrying weapon (and the defender) take no damage". However, in case of a success, it only says: "the attack is parried, but the parrying shield or weapon loses 1 hit point." Taking all this together, I'm not quite sure how to resolve a succesful parry against a succesful attack, especially with regards to the question when a weapon would break. Version 1: The attacker rolls damage. if the damage is below or equal to the weapons current hp, the weapon loses one hp and nothing else happens. If it exceeds the weapon's hp, the weapon also loses 1 hp, and all excess damage goes into the hit location. Version 2: The attacker rolls damage. if the damage is below or equal to the weapons current hp, the weapon loses one hp and nothing else happens. If it exceeds the weapon's hp, the weapon breaks, and all excess damage goes into the hit location. Version 3: There's no need to roll damage. The parrying weapon slimpy loses one hp, and all damage is absorbed. Version one seems most in line with the rules as written - it's simply a combination of the general rule for damage overflow and what is stated under the sucess at parrying. Version 2 seems to make sense, also, but on the other hand, breaking a weapon seems to be a special case that is only explicitly mentioned under parry success against failed attacks. However, I strongly suspect that a weapon is supposed to break once it loses all its hp (but also when its hp are overcome in one strike ...?). Then again, not even the critical and special successes at attack explicitly state something about weapons breaking; it is just said that the defending weapon "takes" the criticals damage with the rest going to the defender - which, going by what it says under "The Parry", would be the general rule anyway, so it's not quite clear why it is mentioned again here, but then left out when describing the results of a normal success at attacking. That makes it seem very much as if the damage overflow thing would be a special rule for critical and special successes at attacking, which it is clearly not. Version 3 is what I actually thought first after reading through "The Parry", since I was focussing on the bullet points. However, this would conflict with what I quoted from the main text under "The Parry", so its probably the wrong answer ... Going by all that, I would tend to go with Version 1, but I'm still not quite sure whether the weapon would be supposed to break if its hp are overcome or not. Both would make sense. I think all of this would probably be easier to understand if it came in a chart with the outcomes for each possible combination spelled out separately. Another related thing: Dodging. It says "The Dodge skill may be used to avoid a melee attack instead of a parry". I suspect that this also means that the cumulative -20 for multiple parries includes dodges, meaning that if I have parried once in the same round, I dodge at -20, and if I then parry again, that's at -40 - right? Also, can I dodge and parry on the same SR? Can I make several dodges on the same SR? And finally, shields. I didn't get it first, but shields are actually very cool, because you can use them to for a second parry at the same strike rank if you already used your main weapon to parry. However, one thing is also unclear to me: "When a shield succesfully parries a succesful attack, the shield uses one hip oint and the damage of the attack is absorbed entirely." This seems to state explicitly that even if the damage exceeds the shields hp, it is still entirely absorbed (as opposed to when I parry with a normal weapon) - is that right? (not talking about special and critical successes here, it's stated explicitly that shields are damaged by them.) A bunch of nitpicky questions, I know - but these are the small things that keep nagging at me in sleepless nights ...
  11. We were lucky enough to have Jason Durall at our bookshop in Berlin yesterday, where he ran the new RQ for us. I had already read the quickstarter rules and hadn't been quite convinced by some things - there seemed to be too many passions, too many runes and too many spells to keep track of per character, and augmentations looked a little unwieldy to me ... but it turned out to be pretty great at the gaming table. I guess the key is that in RQ, every roll tends to matter, so if you need one additional roll for the augment, it's really not that much of a hassle when compared to the outcome. I also quite liked the scenario: Thematically, it has a nice little twist, it‘s open-ended, well-suited for the provided pre-gens, well-written without being verbose … pretty much everything I want from a short introductury scenario, and then more. I really need to run this myself for my group at home.
  12. Modern Supernatural RPG for Mythras?

    I somehow don't believe that it will be 2d20 - after all, Mindjammer Press is a publisher on its own and is just distributed by Modiphius - and design-wise, as far as I know, Sarah Newton has had nothing to do with 2d20 until now ...
  13. Which skill for ropework

    Well, the recent situation was about tying someone up who doesn't resist (since there would have been no point), but would probably try to escape, and leaving him behing to pick him up later. Now I need a way to determine if he can somehow free himself of his bonds ... Of course, I could just consider the tying-up an auto-sucess and have the prisoner roll a hard atheltics test to get away, but I like to keep the die rolls player-facing. So I'd rather have the PC's roll for tying their prisoner up - if they succeed, he will be unable to escape, if they fail, he gets a normal roll to escape. Basically, the test would not be: "Can I tie him up?", but "Can I tie him up so good that he will have no chance to escape?"
  14. spells and awareness

    I'd consider it a question of whether the guard has reason to suspect anything going in; usually, I'd say that the guard probably feels some queasiness or a short clouding of her vision, shakes it off (if she resists) and doesn't give it a second thought ("maybe I shouldn't have eaten that cold chicken from the day before ...").
  15. Which skill for ropework

    Well, the usual situation is that the characters tie up a prisoner somewhere to pick her or him up later (because they can't be bothered dragging them around the whole way ...) So the test usually determines whether the prisoner will have a chance to escape before they return. I usually go for: "make a test, and if it fails, you as players can be pretty sure that the prisoner will be gone, but your characters will think that the knots should hold." For some reason, this is a situation that seems to come up quite often when I GM ...
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