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SDLeary

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Everything posted by SDLeary

  1. Thank you for that! Its actually the perfect balance (IMHO). RQ6 Combat styles are somewhat broad, though configurable to this, and individual skills seems a bit clunky these days. One thing to consider in a combined skill like this though is what happens if you loose one part of the pair. SDLeary
  2. Not radical as they have appeared before, but they could bring a framework for social interaction that the game didn't have. If they implement them that way. IIRC, in Griffin Mountain they were actually there to give character to NPCs without having to have stats and skills, so that you would know how they would react when the characters were interacting with them. There were more traits, and they were even less opposing pairs than Pendragon. SDLeary
  3. Gamescape in San Rafael is a good store; a decent selection of product but a fairly small gaming area. Not sure about the Santa Rosa, Napa, or Fairfield/Vacaville areas. Black Diamond is to the east, but unless they have quietly opened a second store, then they are actually located in Concord. Their selection is decent as well, not quite as good as Gamescape. Their gaming area is larger. 680 can be as bad as 80 at times. Games of Berkeley is also a choice, though it is located in Berkeley a couple of blocks from the UC Berkeley campus. This is both a blessing and a curse as parking is a**. They have always had a good selection. I have not seen their gaming areas personally, so cannot comment not them. As I mentioned above, Endgame is the best (to me at least). Much harder for you to get to though. They have a great gaming area, hold different types of events (see their calendar), and an excellent staff. They are also getting ready to open a coffee shop next to their store, have a good sausage and beer place next door (though they are a little slow), a pub across the street and other good food establishments within walking distance. SDLeary
  4. A big variable based on setting. In The Expanse, it looks like it could be dealt with by pharmacology of some type. Ships chairs have a tube system which feeds passengers something during burns. SDLeary
  5. Option 2 makes it thru to RQ3. SDLeary
  6. I wouldn't bake both Vacc Suit and Zero-G together. Those born in Zero-G would be naturals in that environment, but not necessarily have the skills to work in vacuum. In this case I'm thinking large ships and stations that do not have artificial gravity.* SDLeary * For example in the Expanse, it appears that ships only have gravity when under either an acceleration or deceleration burn. Though space stations seem to have gravity despite not having rotating torus'.
  7. I had no problem with either, but I preferred the RQ3 version. Like many I'm not sure why. To put it in perspective though, I've never had an issue with any reaction timing in a game. I was fine with the countdown in Superworld and the Actionranks in Ringworld as well. The only action timing that I seem to have an issue with these days is RQ6's, as it feels to me to be a bit less structured and lacks a tempo. SDLeary
  8. 2300AD characters have one of four body types, Normal, Ectomorphic, Endomorphic, or Mesomorphic. These are determined by a roll of a d10 on a table, and cross referenced with the type of gravity environment the character grew up in (Zero-G, Low, Normal, High). Strength is determined solely on Size and Body Type, adding or subtracting points. Dexterity and Endurance are both rolled 4d6-4, and then modified by Body Type. (All attributes are between 0 and 20+) I would certainly use Cthulhu Rising as the baseline, but keep in mind that there is no FTL, everything is taking place inside the Solar System, which I actually find quite refreshing. In fact, I was thinking that the could go well with a Cyberpunk campaign as the tech level doesn't seem to be that far off Gibson. SDLeary
  9. I think you proposal works fine for STR and CON. Remember the scene in the first episode... lack of strength was an issue. In this case though, you really have to revert SIZ back to a base of Mass, rather than a combination. Perhaps take a look at Ringworld (if you have access) or 2300AD (Boxed game) for more ideas. SDLeary
  10. IIRC, its generally been house rules, but in the games I've played you could always declare that you were trying not to injure them, using the pommel, flat of the blade, butt of spear, etc. The "damage" was then opposed by CON (don't remember the multiple but I think it was x1) on the Resistance table. The results of a successful roll would vary depending upon location hit; arms, weapon dropped, head, KO, etc. Armor did count. SDLeary
  11. Its Supers, it is almost always hand wavy, otherwise you have a more severely restricted range of powers or talents. Its part of the same reason that BRP (and rules heavy systems) tend to be less suited to Supers than HQ (and rules light/hand wavy systems). Superworld WAS a good supers system, for characters in the Batman/Green Arrow range thru say X-Men. Go beyond that and serious cracks and bends in the system formed. I think I'm going to pick up Elder Godlike though just to see what they have done differently! SDLeary
  12. Looks good! One typo though. In Hit Locations, the numbers for the Chest are reversed. SDLeary
  13. Another option would be sub-forums here, at least for a time. One for The Game Formerly Known As RQ6, which would be this forum, renamed. The other would be for the new Chaosium RQ, which would be fresh. Both of these could exist under the RQ Gateway for what... a year? After said time was up, the subforum for TGFKARQ6 would be moved to the Extended Family, and the Chaosium RQ would become the RQ heading under the Chaosium Family. SDLeary
  14. Here is what I would do.... Boxing (and weaponless combat in general) is "Less Lethal". Unless damage above the Major Wound value is scored, it doesn't even tick off HP. Those hits above the MW level are more serious, something along the lines of strong sternum or kidney punches, punches in the gut so hard that they knock you down, or perhaps even broken ribs or arms, or internal injuries. These blows tick off HP as normal, and such a blow should prompt a roll of some type to see if the character is KOed (Con x3??). A critical drops the opponent, and perhaps kills them. For Boxing, I would also use the Location chart from BRP, and have them roll 1d10+10 for location. That way if a critical to the head is scored, you know Bennie snapped his opponents neck, etc. SDLeary
  15. I'm sure you'll get some responses here, but I'd suggest you cross post this to the Glorantha forum a couple sections down from this one as thats where the Sages usually hang out. The RQ Gateway is mainly rulesy related. SDLeary
  16. Huh, and there it is. And nothing to counter it in the Errata. It appears to me an artifact of an earlier draft, though I could be seriously wrong about that. Even in the Chaosium RQ3 playtests I don't ever remember playing it that way. Oh well, I'd still go by whats written in the Divine Magic chapter, though you could go anyway. YRQWV! Now in my current view of Magic, I would turn it into a Ritual that would take one round per MP, but thats for a different thread! SDLeary
  17. Remember guys, this is a typo quest. Rules don't worry about; RQ2 says one thing, CoP or RQ Companion says something else... The rules are supposed to be faithful to the original book. Contradictory supplements that came later are based on revised thinking. Choose one variant or the other, YRQWV. SDLeary
  18. I'm not seeing this in the rules or errata (RQ3 Soft). It does state that MP are used to convert to HP, but not that this causes the Heal Wound spell to take any longer to cast. There is a part in the section on Boosting Spells on p.113 that states additional points to boost a spell would cause an increase in rank, but based on how the spell description is written, I would not consider the points sacrificed for HP to be boosting the spell. SDLeary
  19. Spirit and Sorcery added 1SR for each Magic Point. Divine Magic was cast on DEX SR, no add points for MP expenditure. SDLeary
  20. IIRC, this is something that was resolved in the RQ Companion. And I don't think it was restricted to spears, but for all 2h weapons. I believe you could attack and parry in the same round, but not on the same strike rank, so if actions were simultaneous, and both connected, both were screwed. Alas I am not sure as I don't have anything to hand. SDLeary
  21. On the fly... Major Wound (or toughness I guess) = (Con + Siz)/2 Armor is a die roll (ala Magic World/Stormbringer) that reduces damage. Damage that makes it thru is matched against Major Wound Value... Under value means that the character is Bruised and Battered, -15 or increase difficulty one grade to physical skills. It still hurts! Equal or greater than value, but less than double value; make Con roll (or Endurance, or Toughness, or whatever) to remain conscious. -30 or increase difficulty two grades for physical skills if conscious. Character should be out of fight, but may continue if desired, all skills are at half. If weapon hit was a special and can cause bleeding, additional Con roll required each round or fall unconscious; if bleeding is not treated, bleeds out and dies after a number of rounds equal to Siz (or Con, Str+Con, or whatever). Equal or greater than twice value; Con roll -20 or Hard Con roll to remain conscious. Major damage, internal or otherwise. Notable bleeding, though could be internal. Character dies at the end of a number of rounds equal to half Siz. SDLeary
  22. Chaot, I don't think you ever gave us a full after-action report on how this went. Did you continue to use both the Madness Meter and Traits, or did you drop them? And did you ever think to perhaps tie instability and madness to traits (and if using passions also those) before the onset of sociopathy? Perhaps giving a bonus or penalty to a particular trait, perhaps in certain circumstances. SDLeary
  23. Outside of the rule books, there is really only one. That is Anaxial's Roster. The problem with this is that its for HW/HQ. SDLeary
  24. The issue is the ability to process what you have learned. Someone with a higher INT supposedly has a higher cognitive ability, and thus is able to perceive variances that give them the path forward with the skill. This is irrespective of the skill being physical or mental. By averaging this with POW, you are bringing luck, and stumbling upon the improvement as a possibility. Thus, the "smarter" and "luckier" the character is, the quicker they will advance. As a side bonus, it can somewhat balance out some of the minmaxing of STR, SIZ, and DEX with physical characters, if thats an issue in anyones games. SDLeary
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