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Psullie

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Posts posted by Psullie

  1. Here's my take on this.

    1. First Aid can only recover 1hp, and can only be used once per victim, subsequent rolls are considered Pushed Rolls. Given that Regular Wounds are a combination of bruising, minor cuts etc. it doesn't matter if is one, two or multiple occurrences from the same encounter - you only get one check. However, if your investigator gets into a scuffle and take 2HP damage, then gets First Aid and recovers 1HP, later that day she falls out of a tree for another 2HP damage, I'd allow another First Aid as they are separate encounters. Use the 'within one hour' as a guide for deciding what's separate. If for example the same investigator fell out of a tree 10 minutes after the scuffle I wouldn't allow two first aid rolls, even if the first one was done before he fall. 

    2. Ditto with Medicine.

    3. Page 120 describes how First Aid and Medicine work together on Dying investigators, but yes, First Aid gives 1 temporary HP a successful Medicine gives 1D3, and becomes Stabilised. You cannot use First Aid or Medicine again except to support the natural healing process. Healing from Major Wounds requires a weekly CON roll, you do not recover the 1HP per day.

    Investigators do not quickly recover from wounds unless resting and receiving treatment.

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  2. 12 hours ago, Rick Meints said:

    If anyone with VTT skills related to converting our materials onto those platforms wants to contact us and volunteer to help, they are most welcome to do so.

    Cool. As a JC contributor I like to include unlabelled maps in a suitable file format and resolution for VTT that GMS can drop on screen. I think this is something that Chaosium, and others should strive to do. Doesn't have to be dynamically lit, just a map that doesn't say here is the treasure would be hugely useful.

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  3. In the way that 11 & 12 year old learn to hunt, shoot and drive oxen/farm machinery in some cultures here I don’t see any issue with teenagers (which is a modern concept anyway) learning magic from their parents. Not to mention the possibility of young people defeating spirits and learning their magic 

  4. For me cinematic fencing is also about using the terrain; tables, chandeliers, ropes etc. to best effect. To model this with the CoC rules have you considered making use of combat manoeuvres. this would add colour to your fight scenes. Also how about fighting styles "I see you are using so and so's defence" which could be Skills and used as combat manoeuvres if successful.  

  5. 1 hour ago, klecser said:

    In this case, the Keeper just rolls for the investigator in secret.

    I like to have the players to roll all the time, even when they don't ask and when it's not important - after a while they can't tell if they failed or if there actually was nothing - or even if I have them rolling for something coming up in the next scene - also nothing like the added dread when an Investigator knows they failed a Listen roll 😁

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  6. Remember that COC focuses on the Investigators point of view. In your example all that matters is 'does the investigator hear the guard', for simplicity the Keeper assumes a standard success and so only focuses on the Investigators. You could, for added drama, use an opposed roll where both roll and compare results. But this should only be used when it adds to the game.

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  7. First off remember that all attack and parry skills are capped at the riders Ride skill.

    A trained horse wouldn't try to dodge, that would be up to the rider so a Ride skill test would be appropriate. An untrained horse would react and try to Dodge using its own skill, but a Ride skill may then be required so that the rider can remain mounted.

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  8. For me it is all about style. Magic is Glorantha's technology. If you were to run a modern day game you'd say Ford Mustang, not just car when the detail adds to the games experience. Same in RQ, dropping in the magic adds to the sense of other place that you want to convey. This is often followed by the question, 'is that unusual?' if the answer is no, then as a GM you have highlighted that this isn't Kansas and our rules don't apply. 

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  9. 15 hours ago, Riquez said:

    Wait now, what? This seems to say that now you can move 40 yards (120 feet) & then attack - at the end of the round - so I guess this means their attack drops to the bottom of initiative & they wait for everyone else to take a turn. It's a little weird & I'm not sure I have understood correctly.

    Yes, you are correct. Any move >MOV yards & <MOV*5 yards entitles the character to an attack at the end the round. They could be attacked by the target first if it hasn't used their action(s) yet!

    To 'flee' would be a Fighting Manoeuvre possibly resulting in a Chase the following round if successful.

  10. Clarity is important if you want to attract new players and encourage others to write content. I actually found RQG easier to fathom by not importing any baggage from earlier editions, but some sections really do need examples. 

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  11. following on from this thread got me thinking, I'd be inclined to say that if a GM offers multiple opportunities for PC's to advance, then perhaps they should consider this for NPC's. When drawing up major antagonists my question is how would a character with 10 years experience compare to one with 25 years? PC's in RQG are considered above average with some experience, they are not noobs. Looking at some of the VIP's in the published material is a handy guideline, but RQ starts to plateau once all the relevant skills are in the 100%+ range (I mean in how quickly one progresses). 

    D&D has a very aggressive progression mechanic compared to RQ. So my question is what other ways do we have of advancing PC's and making NPC's more challenging?

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  12. It was a fun post-con bar chat event so topics ran wild. From a RQ view there are lots of books and box sets in the pipe inc the Starter Box Set, the Sartar Box set (yes that is confusing), plus the gods book and GMs guide. There are also a bunch of scenario packs but these won't see print until 2022 (manuscripts are mostly done it's just about prioritising the core set first). White Bear Red Moon and Nomad Gods are to get a re-release too! 

    And there was this: 

    I'll let Jeff explain...

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  13. My reading concurs with your option 2 except. Once the spells are stored they new blocked to the original caster. The Wind Lord could get his RP back, but not the ability to cast those spells (unless he/she sacrifices POW to gain a new slot). Also I wouldn't allow users to cast the truestone stored spells using their own RP - the spell and power behind it is on loan from the original deity, and could not be supplemented. (This is just to stop players dragging out the use of the Truestone, which IMO is meant to be a very temporary boon.)

  14. If you are referring to their shape changing ability, I'd say that that only passes down the female line (perhaps they only have daughters??), IMO all other spells or illusions etc would be cult based 

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