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deleriad last won the day on March 21 2019

deleriad had the most liked content!

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About deleriad

  • Rank
    Senior Member


  • RPG Biography
    Started with RQII back in 1982. Ran and played in Call of Cthulhu, Ringworld and Stormbringer. Have since run many campaigns in RQ3, DC Heroes/(MEGS as now is) & CoC. Currently running MRQ. Have played in Champions, Star Trek (FASA), V & V, Cthulhutech. Played D&D just twice in my life, Traveller once. <br />
    <br />
    Contributed to early issues of Dagon, Tales of the Reaching Moon and had an article printed in Heroes, right next to one by Jonathan Tweet.
  • Current games
    Mythras - a bit of Luther Akwright. The One Ring.
  • Location
    Edinburgh, UK
  • Blurb
    Blurbidy blubidy blurb.

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  1. Just dug my copy off the shelf. Think I also got it at Convulsion. It's one with the blank Gamesmastering chapter. I remember my group going back, starting to make characters and discussing what to play with them but it just seemed to go on and on. Looking back at it now, the authors seem to have decided that the main problem RQ3 had was that it wasn't detailed enough.
  2. I did spend a while back experimenting with something this. Using d120 (d12+d10) for "hard skill tests." A fumble was rolling over your skill and rolling 100+ or rolling a natural 120. 116-119 was a failure regardless of result. It might be interesting BRP variant where you modify dice rolled rather than skill value but you really needed a d16 as well.
  3. Well it only matters if it matters. For example, if you are trying to climb in the middle of a scenario and you only have a certain amount of time to make your climb. If you fail then the GM might say "you can't see a safe hand hold anywhere. Do you want to wait 5 minutes while you look around for a different way up or do you want to try again right now at -20%?" That kind of thing. If the player tries again immediately and fails you can say "looks like it's impossible in these conditions. I guess you could take a chance and try again right now at -40%. If you fail this time you fall." Player thinks. "How far would I fall?" GM says "Hard to say. If you make a luck roll you'll fall the equivalent of 3d6 metres before stopping on a ledge. Otherwise, I'll roll 3D6*10 metres." Player realises that's death staring them in the face etc. On the other hand if you are spending a day trying to navigate a high pass and fail a climb roll the GM says, "you spend the day but can't find a way through. Try again tomorrow." Which is all to say that the results of a failed roll don't have to be death. Sometimes, it just time. That's fine until time is critical.
  4. Speaking of just the rules elements of MRQ1 for now. I had been out of role-playing for a fair while when I stumbled across the existence of MRQ1. The last two RQ3 campaigns I had run finished in 1997 when I moved to Canada. All I had done since then was the occasional CoC 1 shot for mostly non-gaming friends. Prior to that I had run a lot of RQ3, contributed to the RQ Digest and so on. Opening up the book, about which I literally knew nothing, my first impression was "god, this is cheap and nasty." So I started to go through the rules and created some PCs to see how it worked. My reactions were along the lines of: "No General Hit points!? Did I miss them in the rules somewhere? Surely not. Actually, you know, thinking about it, this is a genius idea." "Hero Points! woo hoo. I've been using hero points in RQ since 1985. Hero points buying heroic abilities?! Oh, bad idea. Actually, heroic abilities are a bad idea." (About 9 months later I watched how motivated my players were to gain them. I hate being wrong.) "Skills as two characteristics added together. Neat." "No resistance table! Excellent!" "shortened skill list. I like it." "Opposed rolls. I do like me some opposed rolls. Lots of really neat ideas in here and at least the production standards are better than Daughters of Darkness." "What's going on with 'rune magic'? Are their some pages missing? This is awful." "Ok so Strike Ranks are an initiative system with the word Strike Ranks attached. I'll try it out then see if my players prefer RQ3's Strike Ranks. (Reader: they didn't.)" "One skill for attack and parry, works for me. This is going to be so easy to teach." "Combat. Belay that previous comment. Has someone torn out some pages and eaten them? This just doesn't make sense. Let me re-read that a few times. Nope this is simply inconsistent. Let's look online to see what's going on. Bloody hell, this is a mess. Right then, lets adapt some of my old RQ3 house rules about opposed rolls and combat. Successful parry but lose the roll? double the AP of the defending weapon, job's a good un. This actually works out ok." "Runes?!? Come on, really. I mean I know it's called RuneQuest but it's not called 'Dig the runes out of your freshly slain victims and use them Quest'. (About a year later, running Blood of Orlanth I started to find really interesting things to do with tangible runes and became moderately in favour of the idea apart from the whole stabbystabbytakeyourruney thing.) By the time I had finally grokked the book I felt like there were all sort of neat ideas in there and it felt the first really fresh take on BRP since Nephilim. Admittedly I would have to spend a fair time hacking it into something I could actually run but when I did run a 1-short for a bunch of people I had never met at an Edinburgh meet up we had a great time. It would go on to form the start of a campaign that would last 3 years and revitalise my enjoyment of Glorantha. Ultimately, MRQ1 showed all that was good and bad about Mongoose. Good, they actually published material. Bad, the utter lack of professionalism. You never knew what the brown stuff in your sandwich was going to be when you bought a Mongoose book.
  5. It always comes down to what happens when a character is only within melee range of another character for one SR but the enemy's SR is higher. Now remember that in RQ3 SoI's are much looser and can be adjusted/changed by adding your DEX SR. Given the usual issues around movement and engagement if one person wants to run past the other you pretty much work through a flowchart. Does the "defender" know what's going on? Is the defender able to do anything about it? what does the runner plan to do if the defender attacks and so on. After all that it turns into Quantum movement for a while. if the runner gets past then the runner will end up at point A, a certain distance away from the defender. If the defender can plausibly attack the runner then the defender resolves the attack at the SR when the runner turns up. depending on how much of a grid you are using and the length of the defender's weapon the runner could be in a variety of places. This may be significantly earlier than normal but remember your Melee SR is an abstraction based on a whole melee round of jockeying for position whereas this is (sort of) a non-melee attack. The attack happens, someone loses a leg, the wave state collapses and the SR sequence resumes. Mostly my RQ3 days consisted of me saying "you want to get to the balcony, that's about 8m away so you'll get there on your DEX SR+2. The trollkin with the loaded sling will fire at you while you're running. The other one is getting another stone so won't be able to fire until SR 6." Unless other people were involved, I would often batch a series of actions around one person or area rather than counting all the SRs. We would generally play with some figures, various dice for markers and a sketch map to one side showing the area so distances were always somewhat approximate. A round often consisted of a bunch of discussion about what players planned to do and my feedback on what I thought that might entail, at which point they might adjust.
  6. That's actually not the case. In RQ3, SRs were explicitly made into a hybrid impulse/initiative system. In RQ2 they were explicitly an initiative system and RQG rolls back to RQ2. To be precise, RQ2 consisted of three different timing system. Melee SRs - used for determining who goes first in melee combat.[1] DEX SRs, used to indicate order of actions in non-melee combat. (i.e. missile or magic attacks) Movement: used for dealing with movement and actions that don't interact with combat. In general, if two combatants are not engaged in melee the idea is that they close with each other on one melee round then attack and parry on the next. Where it gets complicated is when one person joins a pre-existing melee. If you add an offset to the third person's melee SR for movement then it starts to turn into an impulse system. And then things start to get really hairy. In RQ3, the authors embraced the impulse side of SRs and the game started to bog down. I mean I played RQ3 for more than 10 years in multiple campaigns and it works OK providing you handwave most of the interactions into yes you can/no you can't/add X SRs to your attack. It seems to me that if you took all the most immersion breaking failures of an initiative system and married them up with all the most cumbersome elements of an impulse system, what you end up with is SRs. If you look at all the ground-breaking elements of RQ1/2 that were copied and influenced RPG game designs for the next 40 years, the one thing you don't see is the SR system. There's a reason for that. Probably in RQG you should take one of two options. Handwaving. If someone wants to try and move past an armed and ready enemy, make up something e.g. Attack vs dodge out of the normal SR sequence or Dex vs Dex, with the enemy getting a free attack if they win. If they're X far away then maybe someone can cast a Befuddle first. Or, if consistent application of rules is your preference, use RQ3 style impulse counting in order to integrate movement and action. Providing you know what you want to do and everyone's on the same page then it won't matter. Either way there will be (as @EpicureanDM has posted while I write this) there will be "some awkward bits hanging out" so choose what is least awkward for you. [1]There was an option in RQ2 to use DEX SRs for combatants who were already engaged before the melee round started but that was largely forgotten about. Even back in 1979, the authors felt that pikes being "faster" than daggers for people in close combat made no real sense.
  7. Indeed. You see some of the same ideas in Mythras applied to damage: e.g. magic tends to increase the chance of you doing maximum damage not increase the amount of damage you do. Likewise modifiers tend not to stack, characteristics tend not to increase. Some variants have hard caps on skill values, Mythras by default tends to have a soft cap. It's fairly hard to increase your access to Magic Points. Lots of ways in which Mythras tends to have deliberately created narrower bounds to the game than standard BRP. I actually really like it. I find if the game stays within certain boundaries that success is measured more through the things you have successfully achieved than by, say, having skills over 200% or the ability to routinely inflict 20-30 points of damage on a normal hit once you're all magicked up.
  8. Back in the early 80s when I joined Edinburgh University's RPG society, it was split in half. Half played AD&D and half-played everything else except AD&D. (No one played D&D.) A small number of people crossed over. The society was even called "The AD&D and Roleplaying Society." I was of course in the non-D&D half and we all had an immense sense of our superiority. After all, AD&D was just roll-playing and 10th level fighter could survive a fall from orbit. How stupid was that!!?! I like to think (or at least I hope that) I have grown up since then. Admittedly I've only ever got round to playing any version of D&D twice (both times were poor experiences but that was more down to the people than anything else) but would happily play in a game of D&D if it happened that way. I also think that we're going through a golden age in game design for all manner of games, including RPGs, where there is a real focus on what makes a game a good game. What I have seen of D&D 5e is that it tries really hard to be the best possible game of D&D that it can be and it seems to do really well at that.
  9. I think this is an excellent approach and I really like it. Rather than having to manage your powers through book-keeping and efficient spending of resources (which I realise is a thing that some players enjoy) you focus on actually using them. Instead of making "stunts" something you have to succeed at with a negative modifier you can use your resources to achieve them. In that respect it follows the same logic as special effects which I think is an under-appreciated and fundamental innovation that the Mythras line has brought to BRP games.
  10. The DEX rank approach in Big Gold Book etc is much closer to a standard initiative system than the SR system in RQG. To generalise: With an initiative system, each character performs its action(s) on its initiative number. (There may be sub-phases in which all movement, all ranged attacks etc happen.) With an impulse system, a character performs its first action on impulse X, then each subsequent action happens y impulses later. Y is variable and depends on "how long" the action takes. Roughly speaking, an impulse system is action-based while initiative is character-based. DEX ranks are a bit more complex because sometimes you end up performing additional actions with 5 DEX ranks between each one. So they have some impulse-like elements. RQ SRs are much closer to an impulse system in that you perform your first action on a certain SR then any subsequent actions after a variable number of SRs based on how long it takes. Unlike a pure impulse system, your impulse count resets at 12 (unless you're casting spells). The authors have tried to make SRs act more like an initiative system but it is still, in my eyes, a hybrid that is further down the impulse line than DEX ranks. Historically speaking, Ringworld was a pure impulse system that was virtually un-managable. The earliest BRP book and CoC was basically a pure initiative system. Mythras is an unusual kind of initiative system where you act once on your initiative and if you have any actions left you act again when your initiative cycles back round. Because I had a spare hour and I'm a bit of a game mechanic geek, I did have a look at whether it was possible to make SRs into a pure initiative system. Didn't look like it was going to work and you end up with a lot of numbers and overhead simply to figure out who goes first.
  11. In pure game mechanics terms that is precisely the issue. If you can attack and parry with a shield in the same melee round while still being able to attack with your main weapon then you always will providing you have the SRs. Failing that you will attack with shield and weapon then parry with your weapon, remembering that your chance to attack with a shield is the same as parrying. If you can attack with a cestus while wielding a 1-h weapon you will. It won't take long for the experience rolls to stack up. (I realise that there is a risk to so-doing which is a failed attack vs a successful parry.)
  12. That is only in reference to a knockback attempt in Jason's post not a normal shield attack. (My bad because I think I managed to confuse the two rules.) Though it does of course depend on what is meant by dual wielding. If I have a cestus on my left hand I can attack with weapon and cestus but what about punching someone if (for argument's sake) my cestus fell off? Or sword plus chair-leg etc.? What this reminds me of is MRQ1 where a late change in the combat system wasn't properly reflected in the rulebook leading to all sorts of confusion. I suspect there has been some crossed wires somewhere.
  13. Historically the answer to that is "yes." If you invest in a lot of off-hand training, your off-hand skill will eventually be better than simply using half your normal hand skill. (Technically you also need 1.5 times the normal DEX requirement but that is only DEX 10 (after multiplication) for Broadsword so not really a big deal.
  14. This is the biggest change to RQ2/RQ3 SRs since, well 1977. As a summary, providing you are wielding two weapons and have the SRs to use them you can attack with both them while still being able to parry/dodge. Shields are now considered to be a "weapon" for this purpose. The sentence in the rulebook page 219: "It is possible to attack with a shield, giving up the chance of parrying that round" is no longer true? At the risk of being philosophical - what else counts as a weapon? Something like a cestus? Presumably yes. A natural weapon something like a scorpion folk stinger or Broo headbutt? (In past RQ these were counted as additional attacks that could be made so would conform to the ruling.) Another natural weapon like fist, kick or headbutt. The result of this ruling is that any character with a Melee SR of 3 or less (i.e. DEX SR 1, SIZ SR 2) will always be able to attack twice each round with different "weapons" without needing to split attacks while parrying/dodging normally. I don't know if that's how RQG was played during playtesting but it is massively different to how RQ2/RQ3 worked. In the example of combat on page 206, Vasana drops her sword in order to make a shield attack.
  15. So just to be clear on this: If I am wielding two weapons then I can attack twice in a round without needing to split my attacks and can still parry? OR If I am wielding two weapons then I can attack twice in a round without needing to split my attacks but I cannot parry (or dodge) if I do this. I presume the latter. I also presume that this refers to attacking with two different weapons. i.e. I cannot wield sword and parrying dagger then attack twice with a sword (unless splitting.) Overriding the text in the rulebook, this is allowed with weapon and shield. Does this also apply to using natural weapons (e.g. kick and sword)? According to the rulebook a shield attack occurs on SR12 and prevents you from parrying (either at all or with the shield, it is unclear but presumably the latter.) Does your email override that?
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