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Psullie

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Posts posted by Psullie

  1. Rosen is correct, SR is relative, its all about who goes first, second etc not when they go.

    In your example above, both characters begin un-engaged which also offers more options. You also need to factor in the Statements of Intent - a common trip is that players think SR are like action points and skip the declaration. Your round begins with:

    A: I cast Protection (or whatever) then charge drawing my sword and gripping my shield
    B: I brace for the attack ready to swing my axe as soon as I can

    You then use SR to calculate the order of events. Note that drawing a weapon takes 5SR as does crossing 15m, but these could be combined if declared as above. If A said I draw my sword THEN charge it would be Spell (3) + draw (5) + move (5) = 13 no attack and 3m shy of B - instead of arriving ready at SR8 with enough SR to attack 

    B is readying himself, any time after SR2 he can strike (this is why charging armed opponents is dangerous) A arrives in range at SR8 and is met with B's axe

    Edit: moving 15m is more than half for your Movement allowance, the maximum a character can move after casting a spell regardless of available SR. So unless A has a Movement of 10 she will only cover 12m by the end of the round.

  2. 36 minutes ago, creativehum said:

    Right.

    The rule is unambiguous on p. 314

    The rule found on p. 194 is also unambiguous.

    The two unambiguous rules contradict each other.

    i know I'm being a pill about this... but this is a pain in the ass.

    The only way to satisfy both rules is that (for Heal Wound) on SR1 you cast the Rune Spell while in contact with the wounded area, each SR you remain in contact cures 1 HP, so by SR 6 would have healed 5HP. 

    • Like 1
  3. The 'Rune Metals and Magic Crystals' preview mentions this. All crystals need to be attuned to the the user, which takes 1 week. Spell storing crystals that are not attend lose their spells - but can be filled up again. This would make using other peoples artefacts impossible.

  4. Could we crowdsource the change log. What's most important is what's different between 1st printing and 2nd printing. Assuming the current PDF is the 2nd print master. If we all pick a chapter then it should be done in no time. Once we have the list all Chaosium need to do is spit and polish and release as a pdf. 

    any takers?   

  5. Quacky is penalised on the first rounds as he's closing, as a GM you could decide that once engaged and remains close his SIZ SR is ignored - 

    "to attack twice with his empassioned Short Sword attack of 110%" note that multiple attacks are only allowed of your basic skill is 100+ augmented skills don't get the benefit, but the points is the still true, skilled warriors can get multiple attacks

    I see engaged/non-engaged as being the key differentiator - those in melee are constrained, those outside are freer to act

  6. 17 hours ago, Mechashef said:

    Shouldn’t that be (DEX SR +2 -1 = 3)?

    DEX SR plus 2 for Befuddle minus 1 for the first MP SR is free.

     

    And I agree that applying the DEX SR twice is debatable. I probably wouldn’t.

    Thanks Mechashef I was confused at first until I finally saw my typo - DEX SR +2 -1 =3

  7. 32 minutes ago, Nicochan said:

    Why the minus 1? It's because there's the sentence that states that the first magic point is always "sr free"? 

    Yes

    32 minutes ago, Nicochan said:

    What do you mean with "new action"? I've read that readying a weapon or a spell it's +5 sr, do you mean those cases? 

    Yes

    32 minutes ago, Nicochan said:

    Are you sure you need to add twice her dex sr, since she's doing only the casting action and the movement RAW counts as a "sr modifier"? 

    This one could be up to the GM

    32 minutes ago, Nicochan said:

    If she's no weapons in her hands, does the +5 still apply? As I've written before, i got the impression that +5 is added only to ready an unready weapon, or to get one hand free from a weapon or object in order to cast. 

    Drawing a new weapon or readying a new spell is +5

    32 minutes ago, Nicochan said:

     

    And in this case, would i only count movement sr? 

    Yes

    32 minutes ago, Nicochan said:

     

    Thanks a lot! 

    Your welcome!

  8. hello and welcome

    It can be confusing as there are slightly different rule for Engaged and Non-engaged characters. The main rule however is that ALL actions occur by Strike Rank. But for ease of play characters who are NOT engaged can move first - but if they do anything that interacts with another then it happens on the correct SR.

    So for example: Harmast is fighting a troll. His SR with the Broadswoard is 6. Yanioth wants to cast Befuddle but she's too far away, she must move two SR to get in range. The Troll's SR is 7. Vasana sees more troll's coming and what to get to a higher spot and ready her bow. 
    So, Vasana's move doesn't effect anything this round so the GM allows her to get in position, taking the entire round. Yaniith moves too but as the timing of her spell is important the GM drops her into the SR; her DEX SR = 2 so she starts moving on 2, on 4 she's in position, Befuddle is a 2pt spell  (DEX SR +2 -1 = 3) the spell will go off on 7 (not the GM might allow Yanioth of ready her spell as she moved, in which case the Spell will go off on just the Spell's SR of 1 = 5). Let's say that the GM was kind and her spell went off on 5 but she fails her Spirit Magic Roll so she tries again, Harmast attacks on a 6 the Troll on a 7 and Yanioth goes again +5 for new spell, +2 DEX + 1 for Spell, but that equals 13, it takes too long (max 12)m so she'll need to try next round.

    Answers:

    1. The costs are added up. DEX+action+5 (for new action) then DEX+actions etc.

    2. Yes, if you shoot then move then shoot again only the second shot is delayed

    3. Yes, Add any Movement SR before DEX_actions - though some may be combined like drawing an arrow and movement, this is up to the GM

    4. Yes you can change your action, but you may suffer a +5 SR is the new action is very different

    5. This is up to the GM, situation etc. what ever is easier for you

    6. Multiple actions don't add beyond 12, if you don't have enough you stop and the start the next round fresh. Only SINGLE actions that take multiple rounds like Sorcery spells carry over

    7. Rune Spells are not effected by DEX and do not cost SR, they can happen first, with all other Rune Spells happening at the same time. You could delay a Rune Spell, for example move here first then cast it on as set SR. 

    Hope that helps

  9. 15 minutes ago, Jeff said:

    YGWV, but not in ours. Thanks to the diligent work of Claudia Loroff working out recipes from across the lozenge, we have discovered that Genertela does not have the potato.

    We must embark on the Drake HeroQuest at once and seek out the mighty tuber of usefulness!

  10. 6 minutes ago, Steve said:

    Thanks, but have you tried downloading the version that is on Chaosium.com now? I think you've got an very early version of the PDF, before that sidebar was introduced. Please see the last few posts in the thread that I link, where several others are seeing the same thing - e.g. Phil Hibbs had the very early version too, and confirmed that if he downloaded the latest then the sidebar was there.

    that's really odd 🤔

  11. 12 minutes ago, Mechashef said:

    So what about Castback which has Magic plus Stasis plus two techniques?

    And Identify Spell and Pierce Veil which both have Magic and Truth and a technique?

    Can the required Runes be used a second time in place of the Magic Rune?

    Can Identify Spell be cast using Truth and Truth again and the technique? 

    this was exactly the question I posted to the Q&A forum...

  12. 25 minutes ago, PhilHibbs said:

    Isn't that's going to be a bit confusing when the sorcery mechanics has two uses for the Magic Rune - one as a wild card in a spell's rune list, and one as a thing the Malkioni can use for something different?

    Who says it has to be different, I'm just spit-balling here but what if the Magic Rune was a wild card/neutral condition that could be used be lieu of any Rune, it would make the Malkioni powerful sorcerers. 

  13. The Magic Rune is a wild card, it simply lets you substitute any other Rune - so the Drain Souls would be (in your case) Air + Dispel, as long as it's a Rune you have mastered then the costs are minimal. 

    Note that the Magic Rune is not listed as one of the Sorcery Elemental, Power or Form runes, and in itself should not be taken as a Sorcery Rune.

  14. In my opinion, how you perceive those Spirits can be radically different too. from the Middle World Second Sight will reveal the existence of entities and a suggestion of their power. Set through the veil and the experience could be mind-blowingly different

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