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Psullie

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Everything posted by Psullie

  1. I get what you're saying Would you prefer - make as many attacks as SR (melee the same as missile) or limit to one attack unless 100% + (missile as melee). having the same mechanic regardless does seem more BRP - interested to hear others view on this...
  2. This goes waaaaaay back when the old school consensus was bows fire twice per round. Now melee combat in RuneQuest has always taken the view that the dice roll was the culmination of feints, ducks and lunges. SR was an abstraction which allowed in some cases to give faster, longer reach weapons an advantage. When not actively trying to stay alive knocking off two or three arrows in 12 seconds is feasible if trained.
  3. Swords and such have 10 - 12 AP but will break automatically if the rolled damage exceeds the AP. So I imagine weapon smiths doing a fine trade in Sartar RQ2 had additional mechanics for hafted weapons, spears, axes etc. perhaps this will be included I can see the Spirit Magic spell Repair becoming a soldiers favourite
  4. Paid a bod yn dwp you made me question myself - so I dug out my RQ2 book and check, perhaps this was a house rule after all, the original rules just state (for bows) S/MR which means as many attack as SR allowed. As it takes 5 SR to 'reload' with a DEX of 15+ you would fire on a 1, 6 & 11 at no penalty!
  5. I think what hasn't been covered yet is that Passions, Runes etc (I imagine) are subject to experience checks. So each time you pass your Hate (Lunars) roll there is a risk that it will increase. So relying too much on raw energy could slowly spell doom for your character as traits over 80% are subject to Mandatory rolls. Which by the way was a sweet part of Pendragon and which really fits with the epic myth of Glorantha
  6. The RQ2 model allows multiple attacks as long as no attack is less than 50% and all attacks can be preformed within 12 SR. So if you had high enough SIZ & DEX and armed with a Pole Axe for example your SR could be as low as 1, at even above average SIZ & DEX your SR would be 3 and therefore get an attack at 3, 6, 9 & 12 if their skill was high enough. At 125% you would have two at 63%, needing 150% to get three attacks and so forth. The same counts for bow attacks except that you were allowed two missile attacks to start with at normal chance, if your missile skill was above 100% you would get 1 extra attack (assuming SR available) but all three attacks are at half value.
  7. had a blast! Played one session, with a mix of players none had much RPG's experience. I thought the character backgrounds were great, I used to their Power Runes to describe their personality which really helped. From the start we had steady use of Spirt Magic to assist, Farsee for example to examine the corpse from a distance then scan the area for enemies. Only issue here was that apart form Vostor, they all had pretty poor Scan (this is used a lot in the game especially in the first scene) As a GM I enjoyed playing the Carthalo, really went to town on the mad Man-Friday gig! I felt Lannike's appears was great - rising storm, lightening with Vasana dancing an Orlanthi war circle and Yanioth singing earth songs - very atmospheric. (note Orlanthi prefer funeral pyres, as she was to be buried I suggested that Lannike was an initiate of Ernalda). A nice touch with my group was Sorala turning tor Harmast and telling him to back off when the Greydog ghost appeared before he had a chance to say anything! Back at Carthalo's was a chance to offer essential back story but because to he madness the players were sufficiently sceptical. Vostor was very wary of the hermits cooking, without a cooking skill (or any remotely suitable) the player asked if First Aid would be applicable to see if the food was safe to drink! We all agreed that it was a long shot but when he rolled a 01 I immediately felt that obviously his time in Lunar Army camps had given him a keen culinary sense. The next morning they were off. I tweaked the Rock Lizard encounter to place the poor bull at the centre of a large depression at the end of his chase. Initially only 3 lizards were visible (as knowing their type was irrelevant and no-one asked I didn't bother with the roll). The heavy hitters closed to engage in melee (I felt that charging the lizards with a bison would as likely stampede already exhausted bull) while the others provided missile support which was when 2 more 'rocks' became lizards much to their surprise. As time was limited I cut the encounter to just 5 and I felt that the purpose of this encounter was to simply demonstrate combat. They saved the bull thanks to Yanioth's aid on the bull. Again Vostor's scan ability pays off and the start to notice the menhirs. Sorala starts to investigate and translates the carvings. The players getting more intrigued. Which presently brought them to the ruins. This is where the game really geared up. Harmast, always looking to find the diplomatic solution (and not looking forward to fighting four Grey Dogs with the advantage of terrain, tried to open parley. With no response forthcoming Vasana stood up on her bison and began tracing a wide circle began chanting an Orlanthi flight poem. The wind picked up and with a sharp intake of breath was aloft. With the advantage of height she quickly located the herd and then aimed for the open topped tower. The others ran up the approach road to quickly give support. Once inside the tower Vasana witnessed the deadly scene and spied Danakos trying to hide. She swooped down slashing her sword, and managed to deliver a nasty leg wound to the Grey Dog. His reply however was much worse forcing the Oranthi to back off just with a crippled leg, fortunately the wind was still with her and she was able to stay back. Harmast and Vostor were quick then to gain access and after a brutal and exchange Harmast was nursing a badly wounded sword arm but the Grey Dod was dead. (got to love RuneQuest for it's short sharp sword fights). But thats when She awoke. At this stage Sorala's investigations paid off as she received divine inspiration about the nature of the Stone Woman. Yanioth was at hand to speak the earth tounge and mange to strike the deal for half the heard. As they left the watchful Sprul-Pa made it clear they made the right choice. They never met Varanik who probably still ramble about the old ruins! Overall. A lotto get through in the 4 hours I had available so pacing was important. The storm and build-up of clues worked create a sense of fear of the Goddess. The scenario does however have a slight Call of Cthulhu feeling to it but it worked. The augments, Passions, and Runes all worked really well with my group and made logical sense. I do feel that if you had no RuneQuest knowledge you'd find a lot of missing pieces, range of a bow for example, but as a taster it asks a to of interesting questions More to come...
  8. Thanks MOB, Jeff & Jason for the errata Yes, but I think there's more than enough for an afternoons gaming, roll on Saturday!
  9. Fair enough, on a related issue... I read those as add 20, 30 or 50 percentiles - a skill of 35 would become 55, 65 or 85; and not 50% of the original skill, but it did give me pause to consider.
  10. As these spells can be leaned by Any cult, I'd say that you'd be limited by the nature of your cult. So if you learned Soul Sight from a Daka Fal cult it would use Man or Spirit
  11. Harmast has the same DEX & SIZ SR as Sorala. Both use the broadsword yet Harmast's adjusted SR is 6 while Sorala's is 5. I'm assuming that this is due to his plate armour?
  12. I think that is one of the functions of the augment roll. Make your Area Lore roll to see if it boosts your Animal Lore.
  13. Question about element runes The Earth Rune lists Search as an Association. Fire/Sky Rune lists all Perception skills as an Association. Does this mean that a player could chose either Earth or Fire to augment a Search?
  14. this is how I read it: As soon as your character is within weapon reach and you are trying to hit you are engaged in combat. If you end a round engaged you begin the next round engaged. If you start the round not engaged but can connect an enemy in less than 12 meters (4 MOV) you can enter combat at an SR cost of 1 per 3 meters (1 MOV) travelled. Likewise, unless you are actively being attacked, but engaged you may move 1 meter (1 MOV) per SR. An example being two v's one where the flanking character could elect to move and engage another, remaining engaged at all times. Finally to disengage requires that the character move outside of contact range. then begins the next round unengaged with higher movement. You could also state that if you end a round out of weapon reach of any opponent you are automatically un-engaged for the next round.
  15. I'm trying to date the adventure, based on the character backgrounds I figure between Dragonrise, Earth Season 1625 and the Battle of the Queens the following year. Due to the weather I'm guessing late Storm Season 1625?
  16. When running one off's with new players I find name tags useful for me and the players so I threw these together last night and hough I'd share incase any one else finds them useful PS: I love the way Yanioth is the only one looking at the viewer, really self-assured and Vostor looks shifty, well done to Roman Kisyov on the portraits. Any chance of colour versions? nametags.pdf
  17. lets say Harmast and Vostor are having a singing contest - 35% & 30% respectively. Harmast rolls 25, Vostor a 28. Both succeed but Voster wins the contest has he rolls higher. Now if Yanioth were to compete (70%) she'd need to roll between 29 - 70, a special or a critical to win. Rolling higher therefore favours those with higher skills. if however Harmast rolled a critical of 02, Yanioth would need to critical and roll 03 - 04 to win. She'd lose on a roll of 01 and draw on a 02
  18. I have another query regarding Runes, which by the way I think is a great adoption to the game! Harmast for example has Harmony 90% so has Disorder at 10%, Movement 75% so Stasis at 25%. But what about the other two pairs? Can we assume a 50/50 split if not listed? I guess my question is does every one have all 4 pairs because these make for a very useful guide for characterisation. Again for Harmast I see a compassionate and caring man with restless energy, he's mercurial, juggling many of his clan's concerns at once, and although he's a bit of an idealist he's not above 'politics' to get things done. Great stuff!
  19. Hi guys... my though on this is that you always get a choice of attack/parry, attack/attack or parry/parry wether you have a sword/shield, two weapons or 1x2h weapon (you can attack with shield), the new ruling is that after the first parry you get to make additional parries (not on the same SR) at -20% cumulative. Therefore could you attack twice and then parry at -20 after you have made your attacks? Also I think the weapon breaking on parries is more like a save rather than tracking weapon HP's like shields - an all or nothing view.
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