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icebrand

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Everything posted by icebrand

  1. So, doesn't he guy had 120% and lowered your skill work then? My experience is in judo so i know nothing about swords, but i literally never found anyone that was easy to throw but good at throwing.
  2. I honestly think RQ3 aged badly, unlike CE wich, lets be honest, always had better gameplay. In my campaign we use CE rules with rune points and 1 skill for weapons (more realistic anyway, who learns to attack and not defend? And if you keep the %s closer, is it really needed?) We also ditched the SR system for DEX ranks from BRP, because they are just faster. We only use SR the first round of melee combat, and then we use DEX ranks. Whats appealing to you about RQ3 system that made you go back to it?
  3. In fact, the one time i fenced i found it extremely hard to parry, or even dodge, but maybe that was because my opponent was a panam-class fencer maybe 🀣 After "dying" 15+ times i finally managed to parry an easily telegraphed, side sweep than I'm pretty sure wasn't even a fencing move and just for fun.
  4. As a GM, i don't consider the back side shielded, and do consider the front and shield side shielded. And you can bet every single person without a shield gets their opponent a +10% attack bonus. And when my hypothetical players say "hey dude that rule sucks" i say NO, IS THIS GAME THAT SUCKS!!! and i throw the books out the window (and they land over someone you dislike) and pick up RQG books from the shelf and then there's some 80s hair metal riff and and grandma (who was bringing cookies to the table) starts clapping.
  5. That would work if the shielded side gave a -10% attack chance, but what you propose gives an mechanical advantage to melee weapons at parrying, a thing shields are renowned to be better at. Plus, the rule is quite clear it says "unshielded side". A fighter with a one/two 1h weapons or a 2h weapon doesn't have a shielded side, making all their sides unshielded.
  6. And a sword being better at parrying than a shield (no "attacker on the other side" thing somehow is????
  7. We know!!! It's amazing. I always overlooked the shield thing, and i think that small 10% really makes wonders for shield use!!!. Right now we playing CE and i rather give shields a small (+5 medium +10 large) defense bonus instead?
  8. Welcome to GM from hell, hosted by yours truly, Icebrand; today's topic: "Every side is an unshielded side if you don't carry a shield" My players should be so happy we don't play RQ3 lol 🀣🀣🀣 We use 1 skill too (houseruled into CE) because it's faster, easier and cooler (though less realistic)
  9. Which implies literally everyone gets the flanking bonus if you don't use a shield. Which is weird from an rpg but pretty realistic if you ask me, since supposedly shields are several times better than parrying with a weapon!
  10. You are invisible and attack an enemy, what are the bonuses for this? Success in move silently and unengaged opponent: 1- Melee attack from the front? 2- flanking melee attack? 3- 1&2 with ranged attacks? What happens if you fail the move silently? And then the same questions all over, but the opponent is engaged with a 3rd party.
  11. Heroes? I don't have that one, wasn't actually aware of it's existence... I guess I'm using the mummy from gateway
  12. I don't have that on my phone i guess when i get home. Also someone help me edit the spoiler thing in the message body, can we do that here?
  13. Yeah i didn't want to use RQ3 mummies, I'll check the revenant! As for power it doesn't really matter you don't really need POW to cast battle magic in CE, you only need temporal POW pts, which undead usually can have. I'll check out the revenant when I get home from work!!!
  14. So, i got scenario 4, Revenge of ~~Muriah~~ Mumm-Ra (how do I use striketrough text?). [Spoiler]For the un-initiated Muriah was a little girl in the town of Weiss, her parents were thieves and then they got sick, and the town didn't help them and they died. Muriah cursed the townspeople and ran into the wilderness, where she died. 20 years later her broo minions (jackalman, slithe and monkian) are attacking the town, and the adventurers will (hopefully) foil them.[/spoiler] This got me thinking muriah doesn't appear at all in the book, and I'm totally fixing this. She actually died and became MUMM-RA under the patronage of the four ancient spirits of evil (unholy trio + the devil). Now, the "normal" version on her is just gonna be a mummy child champion of these gods (runelord+priest on all appropriate cults), which should give her access to a ton of chaos magic to challenge those pesky adventurers. Now, questions! 1- is there a mummy monster for CE? Do we have mummies in RQG? 2- How would you do evil spirit empowerment? I was thinking on STR+CON+DEX+SIZ (hey it's a chaos spell) multispell, but I'm open to ideas. 3- should i stick with appropriate spells or should I go wild and give her her true abilities (worried with telekinesis & lightning which are orlanthi spells...) Heres the image I'm showing my players, enjoy!: https://ar.pinterest.com/pin/428193877074622975/
  15. If i do add runes/passions I'm going d20 like in Pendragon, but it's a lot of work, doesn't fit the chartsheet, and I'm not sure how to implement mid game tbh
  16. Oh yeah, i also use the seasonal skill checks and worship (i even give them a free pow check since i really don't like how the game greatly encourages players to just cast (random spell) for checks. As for 3 RP, where are those supposed to come from? Why does everyone have 3? The meta game of CE strongly encourages to get 18POW (and priest rank) ASAP, that means literally everyone will get (near) 0 runespells until they are priest rank. While rune points greatly mitigate this, giving them 3 to start means they will have 3 until RP (or at least RL) unless it's one of those cults with #of spells required; if i gave them 0 they would have the choice to buy spells or aim for higher rank, now it's a no brainer.
  17. Hi all, and happy friday!!! Today i want to talk about what you think are the best rules of RQG, you know, stuff that sets it apart from vanilla BRP, stuff that makes you say "this is why RQG is my favorite edition! (Then of course I'm gonna add them to my CE campaign because I'm as dense as a hungry uz πŸ¦› LOL) My favorite are: * A single skill for attack and parry (but thats kinda from BRP) * Rune Points (i gave my players 3 points to start but i feel it was a monumental mistake haha) Well, that's it!
  18. Completely agree!!! I had my players roll 2d6+6 for all (and they could swap 1 stat for another with my permission), but my other option was exactly like yours, but INT and SIZ were 3d6+6 drop lowest (to be honest your method seems better, i just used BGB options) I also gave them INTx10 personal skill points (on top of the previous XP) because borderlands recommended 4 characters with 60-80% weapon skills (borderline impossible to generate with the rules) and i started with 3 players, and also gave them CHA/2 battle magic points instead of the 0-6 points you get in CE depending on previous experience. To top it off i use 1 skill for both attack and parry, as per BRP default for a couple decades now, but again, from BGB. Also using RQG-like rune points, but i gave everyone 3 points to start and im regretting it HARD.
  19. And all that stuff is fine and amazing, i meant the +60 stats part
  20. Kareena in apple lane charges *AT LEAST* 10 gold wheels (TEN???) for casting healing 6. Seriously? If some adventurers murder her i wouldnt even question them, she had it coming...
  21. it means i dont like the spell really... Like, what benefit does this bring to your game? It seems... out of place? I dont know, im strongly oppinionated and headstrong (but easily swayed)
  22. Well, now that I think about it, if every npc i roll can be potentially used as a PC... I'm a cheatass too, FML 😞
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