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Psullie

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Posts posted by Psullie

  1. 2 minutes ago, styopa said:

    In Rune Spell Descriptions, in the RUNE column, there are a few spells listed with "ANY" (extension, for example)

    Does that mean that if someone is casting extension, they can literally choose ANY runic affinity for the roll?  So if I was casting extension on an Earth spell, I could use my Air value or even Death?

    Thanks!

    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

  2. 3 hours ago, GamingGlen said:

    Several things came up with a dry run of three characters through the adventure.

    Too many characteristic checks for what should be pertinent skill checks, such as Intelligent checks for Animal Lore. 
    This brought up an idea: add 1/2 Area Lore skill to any Lore skill pertaining to things of that area; one should be more familiar with things from home, either from direct observation or heard about from your fellow natives (a 'home field advantage' bonus).

    Pg 28, second paragraph: "A successful Customs roll reveals...".  Isn't Customs one of those skills with specialties?  So which Customs?  Heortling?

    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. 

  3. 2 hours ago, hanataka said:

    I am very confused about the movement rules.

    In old RQ2, Movement rule is very clear.
    MOV unit is always 3 meters (10 feet) in combat round, and Human has move 8.

    If you are not engaged in MELEE combat:
      You can move up to 24 meters if you move only.
      You can move up to (half) 12 meters if you use combat action. (Delay 1 SR every 3 meters of movement).
    If you are engaged in MELEE combat:
      You can not move.

    Is it changed? why?
    In RQG term, what do you meen non-comabat movement and "engage in combat"?

    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.

     

  4. 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

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  5. 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!

  6. 9 hours ago, Fredrix said:

    So we though? On page 16, in the secretion on dual wielding it's says "Should a character wish to wield a weapon in each hand, they can be used for two attacks, two parries, or one attack and one parry." Which suggests that with one weapon, you get either an attack or a single parry.

    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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