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smiorgan

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Everything posted by smiorgan

  1. 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...
  2. 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.
  3. Makes perfect sense. Yes, I was assuming G was not engaged.
  4. 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.
  5. https://titam-france.fr/jeux-de-role/hawkmoon/
  6. 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... 🤪)
  7. 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.
  8. 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...
  9. 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.
  10. What the title says. My players stay away from thread, please. I'm running it as a (kinda) one shot on roll20.
  11. Or you can make a baboon Yelmalio templar and use the character history in Sandheart. 🙈🙉🙊🐵
  12. 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)
  13. This. Trollpak is gold. Sadly 5e authors seem saddled with lots of constraints.
  14. 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.
  15. 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).
  16. 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?
  17. 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).
  18. And waitaminute... what's the "The Red Book of Magic"?
  19. Yes, that was the idea. There were convenient piles of wood around that could be used to reinforce the gate. But it went down in a single round instead...
  20. This is what I did in the end. But the monster still managed to effectively hit the door in the first round (despite low skill) and do an inordinate amount of damage surpassing the door's more than decent armor (9) and all its hp (20) in one blow! Well the combat went differently than planned but it was still fun....
  21. Stormbringer session last-night! Game going on and approaching the grand finale! SPOILERS AHEAD for the scenario STOLEN MOMENTS (Perils of the Young Kingdom) Our characters found themselves unable to gain access to the Melnibonean Tower in Tormesh (Ah, these demon doors!). While they were debating on what to do, the village got attacked by remnants of the Dharzi army who found themselves beyond enemy lines (well, there aren't really frontlines as the Melniboneans are unable to maintaining them due to severe manpower shortage - so they nuke Dharzi armies with dragonfire, demon magic and elemental fury every time they spot them massed, but small Dharzi warbands go around the Northern Continent unchecked). A huge Rhinogorilla hybrid made short work of the village gate while Dharzi cavalry jumped over the hedge mounting their fearsome worm-kangaroos. A few warriors had the courage to make a stand and implored for the characters' help. Not far from the village Saran Sheik, who was trying to rejoin the other characters spotted a large pack of Dharzi hunting dogs with their huntmaster. The battle was fearsome but our heroes managed to kill the Rhinogorilla before it flattened them. At that point, the surviving Dharzi retreated. Saran Sheik tried to use Goffanon's horn to gain control of the hunting dogs, but narrowly failed. They are now hailed as heroes by the population. In other news, one of the core players continues to struggle with the system (while enjoiying the adventure). His point is clear: too many skills and too low chance discourage improvisation. If there is no "Tumble" skill I can improvise and use, say, a DEX x5. But what if the skill is there and I have 8% ? In fact, when the players describe what they want to try i do often say things like roll "Tumble" or DEXx2 whichever is better and I concede modifiers if they narrate something cool. But I do agree with him that the player looking at the sheet on might FEEL limited. So, I have decided to try to convert the game to Elric! for the last few sessions. Let us see how it works.
  22. Hi BRP people, In two hours I will be gamemastering my Stormbringer game. Do you know any version of BRP with rules for breaking doors/ gates. Big monster is at the gate trying to tear it down. What should I use? 1. Attack, armor and gate's HP? 2. STR vs some value on the resistance table? Yes, I could do it narratively but I do want a mechanic to roll dice and create tension round by round. Thanks for your help!
  23. @Rick Meints Thank you! That's great. These things are part of why Chaosium is special! Spanish is not a problem. My native language is Italian and I understand Spanish well enough to read the stats.
  24. Hi, I have a question concerning the old RQ3 Vikings. I guess it belongs here rather than in the Mythic Iceland subforum. The text of the Gone Viking scenario refers to several NPCs and monsters in the Redmore Dun episode as if they were statted (Redmore, Mogoc, Beregrund), but there is no trace of them in the stats booklet. Clearly they are meant to be statted (there is a huge melee in the scenario). Do you know whether these stats have surfaced anywhere as errata (e.g. in magazines) or as fanmade additions? Thanks! Smiorgan P.S. RQ Glorantha is awesome but I was taken by a sudden Viking urge lately...
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