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olskool

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About olskool

  • Rank
    Senior Member

Converted

  • RPG Biography
    40 years of gaming. A real world Military and Law Enforcement backround as well as a competitive shooter (IDPA, 3-gun).
  • Current games
    GDW Merc2000 campaign
    RuneQuest (I own EVERY version)
    I own AD&D, ALL GDW's Games, Every version of Runequest, CoC, Boot Hill, Top Secret, Gamma World, Conan (V1), GangBusters, Fantasy Hero, GURPS, Car Wars, FASA's Star Trek, BattleTech, Shadowrun, and many others packed in the back of my closet.

    My first loves are Twilight2000 and Runequest and I have hundreds of hours playing them.
  • Location
    Northwestern PA
  • Blurb
    If you did it and lived, you probably did it right. - SSGT Smiley, the best Gun Section Chief EVER!

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  1. olskool

    Movement Rate

    In the 10th Mountain, we had them beat. Every 3 months we did a 30-mile road march in 6-7 hours (you'd better NOT take 😎 with an 80lb ruck. You could only get it done if you "Airborne Shuffled" (kind of a slow jog) on the flats. I really mind didn't the weekly 10-mile humps after doing a couple of 30's.
  2. olskool

    An advance look at the RuneQuest slipcase

    Are they ever going to have a slipcase set with the Runequest AND Glorantha books TOGETHER (in a single case)... in Leatherette. 😁 And could Chaosium maybe... just maybe... put a copy out with a 16" X 24" page size format (with big print because I'm getting old) and a gilded bronze hardcover complete with dual leather straps, bronze or brass buckles, and a red silk bookmarker so I can rest a copy of RUNEQUEST on a podium in my game room like it was a giant Gutenberg Bible?😎
  3. olskool

    RuneQuest 6 vs BRP for Base System

    I have borrowed things from EVERY edition of Runequest for my homebrew.
  4. olskool

    Movement Rate

    I ditched conventional Movement AND the basic Strike Rank system for one where each SR equals one second of time. My movement rates were based on METERS PER SECOND (SR) and consisted of (for a human): Sprint: 8m/SR Run: 6m/SR Trot: 4m/SR Walk: 2m/SR Crawl: 1m/SR
  5. olskool

    Battleboard Scale and Grid

    I use the indoor default of 1" equals 1 Meter. One Meter is 39" which is very close to the 36" that a Yard occupies so conversions can be a rough 1-to-1 between them. In addition, we use minis and if you look at the average human, they are, on average, about 20" across the shoulders with only minor (one or two inches) variations. The average person also likes to have at least 6" up to 12" of space around them in order to move freely during their daily activities. This translates into a single Human-sized creature comfortably occupying a 1 Meter/1" square on our battleboard. For outdoor/large scales, I just pick the appropriate scale in Meters and KNOW that one human can move comfortably in 1 Meter.
  6. olskool

    Not sure how I feel...

    I would have my players put an Experience Point/Dot after each physical Attribute (STR, DEX, CON) every game session. Once they had acquired 10 EXP, I'd allow them to trade those points in for a chance to improve that stat. They'd roll a 1D20 (for a human, I used different die sizes for non-humans) and attempt to roll OVER their current Attribute. If they succeeded, that Attribute would increase by one point. Successful or not, the 10 EXP were used and lost. This provided a reasonable balance between allowing weak Attributes to increase and limiting the chance for higher Attributes to increase without imposing an arbitrary rule on the improvement of those high-level Attributes. Of course, I allowed Attribute improvement (including mental ones) because I used an Aging Chart that required the players to make "Aging Saves" against their Attributes (using the same Roll-Over Mechanic) once they hit 40 (for a human) and every 5 years afterward. I also allowed disease and certain poisons or magic abilities to "drain" Attributes during play. The Vampire would drain both CON and STR with their bite while the Wraith could age you 1D6 years with its touch. Thus I had Attributes in a minor state of "flux" during play.
  7. olskool

    Best Rules for Comparing Successful Rolls

    Yes, I'm aware of this. My issue was always if you ran out of ACTIONS or you used your last ACTION for something else (casting a spell, readying a new weapon) and your opponent scored a success on an UNOPPOSED ROLL, he gets to not only hit you for damage but inflict some kind of Special Effect as well (some of which are "game changing"). All of this just because you run out of ACTIONS. It felt more than a little "unfair" to slower characters and magic users trying to cast spells with their actions who were subsequently attacked (often with ranged weapons). My bumping the selection of an SE up to a roll of 1/2 Skill or less your Skill reduces the frequency of SEs and makes them feel more like the Special Effects I believe that they should be. This is just my opinion of course, and your RQ6 may vary. This desire to make SEs feel "Special" is why I divide them up between THREE levels of Success (instead of the two levels in RQ6).
  8. olskool

    Best Rules for Comparing Successful Rolls

    Yes. I give the benefit to the player since I'm dropping this from 20% of the roll for a normal Special Success (impale).
  9. olskool

    Best Rules for Comparing Successful Rolls

    Well, you should consider that "borrowed." ...(Sighs)... looks like I have another reason to buy Revolution now, and I just ponied up for RQG, D&D5e (not really impressed by this despite my nephew's accolades), and 3 softback editions of Mythras as Christmas presents. I just wish my local gaming shop had a hardcopy to buy. I am admittedly a "Dead Tree Grognard" and hate PDFs despite my "digital" nephew's best efforts. He does seem to enjoy borrowing all my "dead tree" RPGs Though, pretty odd for someone so attached to digital media? I guess I'll have to look into a LULU printing like I did with Mythras.
  10. olskool

    Best Rules for Comparing Successful Rolls

    I did this too but I took a page from the new CoC and I changed the success levels to expedite play. I use the Special Effects from Runequest 6 but I didn't like the "Effect hunting" that occurs with the "stock/RAW" system. Therefore, I broke the Success Levels down to the following steps. Simple Success: This is a roll under the skill involved and doesn't generate any added benefit in the form of Special Effects. The highest roll between two Simple Successes wins. Special Success: This is a roll under HALF (rounding up) of the Skill involved. It beats a Simple Success AND generates a Special Effect from the list of SEs for a Special Success (further segregated by Parry and Attack). High roll wins between two Special Successes. Outstanding Success: This represents the old Special Success (ie Impales, Slashes, and Crushes) BUT it is only 1/10th of the Skill rounding UP. Thus a Skill of 58% would achieve an Outstanding Success on a roll of 6 or less. There is a list of even more effective Special Effects (segregated by Weapon Type, Attack, and Parry) for the Outstanding Success. Those SEs can be "game-changers" like Impale, Crush, Slash, Riposte, Disarm, and Trip. Outstanding Success always beats a Simple or Special Success. Critical Success: This represents the old Critical Hit and occurs ONLY ON DOUBLES ROLLED UNDER SKILL. Thus a skill of 60% would Critical on a roll of 11, 22, 33, 44 and 55. This level of success allows the best Special Effects in RQ6. Special Effects like Sunder Weapon, Do Double Max Damage, Bypass Armor, Choose Location, and Compel Surrender all are found in this success range. Criticals beat all comers except other Criticals. Fumbles: The dreaded Fumble occurs on DOUBLES ABOVE THE SKILL LEVEL. Thus that 60% skill above would Fumble on a roll of 66, 77, 88, 99, or 00. Fumbles also have their own list of Special Effects BUT the opposing player picks the Fumble. A player will pick for a GM's Fumble and vice versa. Some of the Special Effects include Riposte, Hit Self, Hit Companion, Drop Weapon/Shield and Trip and Fall. I find the math much faster and easier with this system and dividing up the Special Effects between the Success Levels reduces the "Analysis Paralysis" that new players often suffer when playing a version of RuneQuest with such Special Effects included. I hope this helps you out in your own game.
  11. olskool

    Greg Stafford Condolence Thread

    I hope you find the answers to those questions we all ask but never have answered. You shall be missed. Godspeed Sir!
  12. olskool

    Morocanth

    The REAL QUESTION is... Is Chaosium still suggesting that Morokanth are Vegan? 😒
  13. Retired Marine and Movie Actor R Lee Ermey died on Sunday. May you rest in peace Gunny!
  14. olskool

    RQ3 SR vs Time

    Mikus; We had issues with RQ2/RQ3's Strike Rank system too. We eventually began using a Time (ROUGHLY) = SR System that still used Strike Ranks but was randomized and counted DOWN to zero. Each Strike Rank is loosely equal to 1 second's worth of activity in our system. We combined this with a Weapon reach system and it worked pretty well. Here's a rough overview of our "initiative system." REACH: All weapons have a Reach in meters that indicates how far away you can attack a target. The range of each Reach Class was; Short Reach = 1-meter attack range. Examples include fists, daggers, kicks. Medium Reach = 2-meter attack range. This is the "default Reach." Examples include swords (both short and long), axes, hammers, maces, etc... Long Reach = 3-meter attack range. Examples include poleaxes, short Spears, and morningstar/war flails. Extreme Reach = 4-meter attack range. Examples include whips and long spears. SIZ doesn't impact Strike Ranks anymore BUT it does affect Reach. For every 10 SIZ or fraction thereof over 20 a creature has, you add 1 meter to its Reach. Thus a Troll using a dagger has a Reach of 2 meters with it. Reach also assumes that the attacker is using some movement to position himself for a better attack. That movement is considered part of his weapon's Reach. A longer weapon's Reach is often balanced by the fact that it is heavier and bulkier and therefore requires MORE Strike Ranks to make an attack with (this is dealt with below). Now onto actual Strike Ranks. Strike Ranks: To determine a Character's base Strike Rank, you just divide DEX by 4 rounding up (please note that our characteristics are determined by 3D6+2 Rolls and range from 5 to 20). This gives you the character's Base Strike Rank. To determine the actual Strike Rank each round, we roll 1D6 and ADD that roll to the character's Base Strike Rank. Strike Ranks can be reduced by wounds, fatigue, and encumbrance. This Strike Rank then COUNTS DOWN instead of up. Different actions take different Strike Ranks but each Strike Rank is LOOSELY based on 1 second's worth of activity. If you want to know how long something takes, just time it. The Declaration Phase: In this phase, everyone narratively describes what they are doing and the SR Cost of each of those actions is calculated. This is where Reach affects things. If a person cannot currently reach the desired target, they must move into position to attack. Responding to attacks with parries or dodges also take time as well as drawing weapons and readying spells. Examples of the number of Strike Ranks various actions take are listed below: Attack (small light weapons like daggers) =1SR. Attack (normal weapons like swords) = 2SR. Attack (heavy weapons like poleaxes, hammers, and great axes) = 3SR Attack (large or very heavy weapons like the morningstar and long spear) = 4SR Missile Attack, *Short Range = 1SR Missile Attack, *Medium Range = 2SR Missile Attack, *Long Range = 3SR Missile Attack, *Extreme Range = 4SR Readying/Loading a Missile = 5SR Drawing a Weapon = 1/2 the weapon's attack SR (rounding up). For example, a dagger (SR1) takes 1SR to ready. A great axe (SR3) takes 2SR to ready. Changing an action requires a 2SR "hesitation" from the point you desire to change. For example, you want to attack the Trollkin on SR5 but another character kills him. changing to another target will take 2SRs. Changing from melee to spell casting will require a 5SR "Concentration/focusing" action. Parrying/Dodging require a 1SR Reaction to parry and recover. The desire to defend MUST be declared in this phase and the character loses the SR even if the attack fails. The Hard Look. Characters trying to spot hidden or invisible enemies, using detection spells and Spirit Sight must expend 1SR to "look around." They can examine the 3 hexsides that they are facing. Looking behind you costs 1 ADDITIONAL SR per hexside you check. Magic costs 1SR per POW Point you cast for Spirit and Divine Magic. Sorcery costs 1SR per Manipulation/Shaping X the Intensity you cast at. For example, casting an Intensity 3 spell with Range and Duration Shapings would take 6SR to do. Movement [crawling, climbing, sneaking] = 1SR per meter traveled. Movement [walking] = 1SR per 2 meters traveled. Attack penalties may apply at the GM's discretion. Movement [trotting] = 1SR per 3 meters traveled. Attack penalties usually apply. Movement [running] = 1SR per 4 meters traveled. Attack penalties WILL apply. A character cannot go from a standing start to Running without a skill check (Athletics). Movement [dropping to ground or rising from crouch/sitting] = 1SR. Movement [rising from prone] = 2SR. It is fairly easy to figure what the SR Cost of other actions will be from this list. I then record all the actions on a dry-erase sheet with 12 lines (we used RQ2's 12 strike rank system with RQ3). At the start of the Action Phase, we would simply go down through the SR chart and resolve all the actions in order down to zero. Actions could "roll over" into following rounds. In fact, this was common for magic and reloading missile weapons like crossbows. Finally, we would finalize the "bookkeeping in the Resolution phase. One easy way to keep track of SRs is to give everyone either checkers or poker chips for their SR. They then give you back those chips as they declare their actions. This helps new player a great deal as they have a visual reference of how many SRs they have to work with. I would also swap out RED poker chips (our default colored chips) for BLACK chips when the Character "owed" SRs to complete an action that took more than ONE round. This was a visual cue to collect the needed SRs during the Declaration Phase of the next round. I hope this gives you some "insight" into an alternative method of doing initiative in RuneQuest. *We use a differing missile combat system where the weapon's Base Range is divided into FOUR (mostly) EQUAL Range Bands. Each range band not only takes more time to shoot to but also reduces the shooter's Skill accordingly. Short Range is full Skill and 1SR. Medium Range is 3/4 Skill and 2SR. Long Range is 1/2 Skill and 3SR. Extreme Range is 1/4 Skill and 4SR. For example, a master archer (100% Skill) is using an RQ2 Composite Bow (100m Base Range). His Short Range Limit is 25m and 100% Skill. His Medium Range is 26m to 50m and 75% Skill. His Long Range is 51m to 75m and 50% Skill. Finally, his Extreme Range is 76m to 100m and all shots are at 25% Skill. The SR times take into account the time needed to gauge the range, lead the target (if moving), fire the missile weapon, and for the projectile's flight to the target. A normal arrow will travel at around 80m per second, so the SRs are designed to mirror this.
  15. olskool

    Mongoose RuneQuest I

    Yep, and it shows right from the First Chapter too. I bought RQ6 in the first run of hardbacks TDM put out and there was NO HOPE of Legend (which I bought at the same time) competing against it. At least Legend had a good price point, although I'm not fond of the digest-sized book my hobby shop was selling. But then again, I'm a fan of big hard-backed "dead tree" editions. I cannot wait for Chaosium or The Design Mechanism to print their games in a BIG leather and brass bound full-color hardcover like an old Gutenberg Bible (you know, the ones that break your toes if you drop them on your foot). I'm SO buying that!
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