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smiorgan

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Everything posted by smiorgan

  1. Wouldn't Earth Season make more sense narratively? I gather that Sacred Time is functionally like Pendragon's Winter Phase, where all the non-adventuring activites are resolved, but still... Am I missing something, either rules-wise or lore-wise?
  2. A POD version of Magic World without the most glaring typos that plagued the print version would be very nice - BTW I think the PDF already rectifies some of the typos.
  3. Finally, Jackals arrived at my place after a failed preorder via Amazon and other shipping vicissitudes. The little book is lovely as the other Osprey books and the game inside seems really excellent. I jumped quickly to reading the Clash System and I like it immensely. It modernizes in intelligent ways the venerable d100 system, while remaining recognizably tied to its RQ/BRP roots (via Open Quest mostly, but I think I have spotted direct nods to BRP). I'm still reading but almost everything seems excellent. The only thing that could be better is the character sheet. It's ok, but far from elegant. All in all, I'm super excited by this line and look forward to the campaign book.
  4. No. Unfortunately there are no news/ rumors about an English version.
  5. The BRP ruleset for Fantasy Ground has been updated and it is now functional again. It works nicely on Unity. There's an unofficial RQG character sheet that you can find on the FG fora. It works but nothing to write home about. You can still purchase all the monsters and spells for RQ3 under the BRP name. In conclusion, with a bit of work you can run RQG and use the resources that in many cases port 1:1. However, for my game I have decided to go for Roll20, mostly because of the cost of the FG ultimate licence.
  6. Oooh! Looking forward to seeing old CoC books coming back to life as POD! PS And speaking of reprints, don't forget Worlds of Wonder...
  7. Another option consistent with the rules would be to say that non engaged characters cannot intercept each other during the movement phase. Everyone goes where they want. At best you can engage at the endpoint of movement. B will reach Q, but G can be there as well and depending on the circumstances act with a better strike rank. I guess that if you are playing theater of the mind (no minis, no map)this could be a more attractive option than figuring out intercept points. Of course you can still intercept movement that takes more than one round.
  8. Makes perfect sense. Yes, I was assuming G was not engaged.
  9. I'm preparing to run combat in RQG and I'd appreciate practical advice from people actually running the game and reports of what you do at your table. Please, abstain from whining about the rules. In RQG (and RQ2) movement of non engaged characters precedes combat resolution (as opposed to RQ3 where movement and combat happen together in SR order in the Action Phase). As I understand the rules, in RQG movement of non engaged characters is simultaneous and you don't really use SR in that movement phase. So, I was wondering about a situation that might come up in combat when the parties don't want simply to get at each other but rather want to prevent each other to reach a position or hurt someone. I like combat scenes that have objectives beside mutual annihilation and I'd like to nicely adjudicate attempts to intercept another moving character before they reach a position or attack someone else. How do you do that? So, imagine that the Mother Baboon (B) wants to run at Quackjohn (Q) who lies wounded on the ground and Gringle (G) wants to intercept the baboon before she hurts the poor duck. How do you adjudicate whether G manages to reach and engage B before B engages with Q? 1. GM eyeballs the distances and decides. 2. You exactly measure movement units assuming simultaneous movement. For instance, B has to move 4 MOV (12 m) to reach Q, while G has to move 2 MOV (6 m) to reach the closest intercept point (3 mov, 9 m) from B's starting point. So, Gringle can put himself between B and Q and intercept, Mother Baboon has to dodge in order to complete movement towards Q. You ignore SR. 3. You factor in the DEX SR of B and G, as you would do in RQ3 (I guess). 4. You factor in the full SR of G, but only the DEX SR of B. The idea is that the G succeeds only if he can attack before B is gone. 5. GM eyeballs distances. If it's close the intercept is resolved with some sort of opposed roll DEX vs DEX on the resistance table, or Dodge vs. Dodge. Movement Rune vs. Movement Rune... 6. Something else.. If you have more general advice about the tricks you use to run dynamic combat scenes please tell me.
  10. https://titam-france.fr/jeux-de-role/hawkmoon/
  11. So, the Esrolian is going to be a male noble, a discreet guy used to play the role of trusted back-up of the matriarchs (this is how the player describes him) I still have to talk to the fourth guy... (As you can see I'm not really in a hurry, given that I have several games going on in parallel righ now... 🤪)
  12. I've noticed that RQ:G rules become much clearer when I actually read them. 🤣 Rather than half-reading them, half-remembering a mix of rules from RQ2, RQ3 and the BGB. Jokes aside. There are a few passages that could be clearer but nothing dramatic. Actually, I think this issue has been blown way out of proportion, especially on another well known rpg forum on the net, where some users have created a sort of mythology around that. I like compact expositions of the rules and I look forward to the forthcoming Starter Set for having my go-to booklet to use at the table for reference on important rules. I already have the Quickstart, which is pretty good, but not 100% final (I gather) in terms of rules.
  13. Thanks Diana! That's helpful. And yes, the scenario does contain a lot of advice. The party will comprise 4 newly generated characters. They include: A Humakti Duck (I think this PC must know Deveval or even be a relative...) A Lankhor Mhy Sage from Sartar (so I guess he will be interested in investigating the nature and history of the ghostly phenomenon) An Esrolian of still undecided gender and profession - possibly a merchantess or Earth priestess A fourth character yet to decide...
  14. Actually, we did a session 0 of character generation. Great fun, but we have not started the scenario yet. So, the request for advice is still valid.
  15. What the title says. My players stay away from thread, please. I'm running it as a (kinda) one shot on roll20.
  16. Or you can make a baboon Yelmalio templar and use the character history in Sandheart. 🙈🙉🙊🐵
  17. Longer report to follow. The player characters snatched victory from the dragon-jaws of defeat. For now I will only say it involved Saran Sheik rolling a 01 in his Arioch pact/elan, calling the god, and Arioch himself appearing to converse with the characters. The outcome of the conversation was decisive... (In the attached picture chaotic melee in the Arioch temple a few minutes before)
  18. This. Trollpak is gold. Sadly 5e authors seem saddled with lots of constraints.
  19. Our latest Stormbringer session was a HUGE lot of fun. Lots of talking with crazy Melniboneans, with Marlissa disguised as Melnibonean thanks to the Dharzi scarab contraption. We are close to the BIG SHOWDOWN! Some VTT pictures below. AS ALWAYS SPOILER ALERT! Yes, there was this Melnibonean gal asleep within the summoning pentacle! While her pal was illuminating a grimoire. Beware of the stone slab with the dragon fossile skeleton! Saran Sheik, the Black Abbot, is basking in the rosy light of the Hearth of Arioch, just a second before the final denouement is set in motion. PS: We played with Elric!/ SB5 rules. It worked well.
  20. Melnibonean Guardian Drake. Conversion from Nephilim (Gamemaster's Companion). The spirit of an ancient dragon infused into an elemental body and bound to a place. This one is based on an earth elemental, bound into a Melnibonean stone tower. STR 3d6+6 (Damage bonus based on STRx2) SIZ Everywhere in the binding place, coils sift through stone and normally appear immaterial. CON 3d6+6 (HP = CON) DEX 2d6+6 POW 4D6+18 - Attack: Bite 50% 1d6+db (drake is physical for the whole round) - Coil: 40% db (an auto constriction damage each round, if remains physical) Armor: No but can be attacked only when physical Ability: Omnipresence within the binding location, no need to move. Earth Elemental abilities: Can affect movement on rock and halve MOV rate, dodge or climb (POWx2, 1 MP cost per creature affected). If the location allows it: rock falls, damage according to the Elric! Roll Table (POWx2, MP spent according to Roll Table, max. 5). Rock fragmentation: 1d6 to 3d6 damage from shrapnel (POWx1% cost 6 MP for each 1D6). Minor earthquake: collapse of structure (Requires POWx1% roll, structure takes 2d4 rounds to collapse. Can be used once per year).
  21. What do we know about the planned Starter Set? I am really looking forward to it. The CoC starter set was great and I have high expectations for the RQ box. And I love boxed sets... And the Italian edition of RQ is on hold until the starter set is available (so I've been told). Will it contain new adventures or updated classic scenarios? Will it contain (simplified?) character generation rules or just premade characters? Will it feature a mini-setting / homebase? Apple Lane? Somewhere else?
  22. In Elric! they're on page 109 "Non-humans". Revised (nerfed) rules for Melnibonean characters can be also found in Stormbringer 5th edition (It's one of the very few differences between Elric! and Stormbringer 5th).
  23. And waitaminute... what's the "The Red Book of Magic"?
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