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Marc

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About Marc

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    Advanced Member

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  • RPG Biography
    Started playing RPG's in the early 80's. A friend ran an Original D&D campaign, I started 2nd Edition RuneQuest, and another friend ran Traveller. When the 3rd edition of RuneQuest came out, I started a campaign in the Harn universe. Things sat for many years after that. Just recently started a 3rd edition game set in Dragon Pass.
  • Current games
    I've been running a 3rd edition Runequest game, we're planning on switching to the new version when it comes out. Looking for the PDF's to start with
  • Location
    North Central Missouri, USA
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    Not much else I want to share

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  1. I think he was keying on the "stress" thing a bit too much. He's new to RuneQuest. I sent him a message, explained my point of view, and he responded. I'm pretty sure we understand each other, and he has laid out his criteria for awarding experience checks, which, after he thought about my comments, and assuming I'm understanding it correctly, has shifted to be more like mine. He stated that he had originally understood it to mean the result of the skill check had to influence the story/adventure in a significant way. After reading my message, and going back to the rules, his understanding has changed, to something similar to my understanding. So, it's all good.
  2. So, I've just started playing in a new campaign on Roll20, with a GM and party that I've never played with before. Pretty excited about it! However, during our first session, something happened that surprised me. My character had gone around to the back of a tent that several emissaries from different clans were having a meeting in( one of the emissaries was from my clan ). I wanted to know what they were talking about, so I tried a Listen roll. I succeeded, and heard a few phrases, and then a companion managed to trip, and fall through the back of the tent! However, that's not the point of this post. After I succeeded with the Listen roll, I was ready to check the box for an Experience check later. That's when the GM said that I wouldn't get an experience check. I don't argue much with a GM during play, and sent him an email later. We've resolved that, but it got me to thinking, What do other GM's do for this. In the game I'm running on Roll20, and in my old RQ2 and RQ3 campaigns back in the early to mid 80's, I pretty much gave an experience check whenever I had asked for a player to make a roll. My thinking was that, if I am asking them to roll, the outcome will have an impact on the character, and so, they deserved a check. What to other's do? Is it pretty much automatic if you succeed? Or is there some other criteria that must also be satisfied?
  3. So, I've seen several references to weekly holy days in this thread, but have never found anything in the rules that documents when said weekly holy days are for each cult. In fact, I was playing in a game for a while where, because of that, our only options to regain RP's were the seasonal holy days, so tended to be less likely to use RP's the week after the seasonal holy day.
  4. Marc

    Runequest PbP?

    I'd like to toss my hat in the ring to play in one of these. I'm currently running a game on Roll20, and would REALLY like to play in a game, somehow. Face to Face is not an option for me and I haven't found any other RQ games on Roll20. Well, was in one, but the GM decided it required more of his time than he could afford. Marc
  5. Hey, I've set up a one-shot game of RuneQuest on Roll20, and thought I'd mention it here, in case there is any interest. I'm mainly trying to expose more people on Roll20 to RuneQuest. So, if there are people here that are interested in RuneQuest, but haven't been able to try it out( maybe because, like me, they live in the middle of freakin' nowhere! ), or people that are curious about playing on a VTT, check it out. Here's a link to the "Looking for Players" page for the game: https://app.roll20.net/lfg/listing/188083/runequest-rig-oneshot We'll be using the pre-gen characters from the core rules. I'm planning on one of the scenarios from the GM Screen pack, so if you've read that, we'll have to chat before I add you to the game. Marc
  6. Where in the rules does it say this? Looking at the text on page 390, it says: Knowledge of a sorcery spell can be inscribed into an item— such as a scroll, book, piece of jewelry, weapon, or some other small token—through ritual enchantment, instead of using a point of Free INT. The enchanter, who must know the spell, must sacrifice 1 point of POW to create the inscription. For each point of POW added to the inscription, the base strength, range, or duration of the spell is increased by 1, without requiring any manipulation by the sorcerer. This enables the sorcerer to create spells with a greater intensity than their Free INT would allow. The way I read that, all the initial inscription does is allow you to cast the spell without tying up a point of Free INT. Additional points of POW added to the inscription allow the sorceror to add additional levels of intensity for strength, duration or range, without requiring manipulation at the time of casting, and therefore allowing you to cast the spell with the "baked in" manipulation not using any of the caster's Free INT. I don't see how that gets the caster out of providing the required magic points, and the strike ranks they take.
  7. I had interpreted the rules as "Rune magic always fires on SR1". Then, I was about to post a question about it on the Core Rules Questions thread, when I found, on page 194, in the section labeled "Magical Attacks and Strike Ranks", Rune magic spells always take effect at strike rank 1. If more than 1 magic point is used to boost a Rune magic spell, or otherwise increase its effects, 1 strike rank is added for each additional magical point after the first. Which makes it pretty clear that, yeah, sometimes, Rune Spells DON'T go off on SR1.
  8. There are some other disadvantages to Sword Trance. It's not spelled out in the spell description, but I believe Jason commented on this somewhere. Maybe the Core Rules questions thread? Or there might have been a thread on Sword Trance. You might try searching the forum for "Sword Trance". Basically, like the Arrow Trance( described in the Bestiary ) spell, when you cast this on yourself you go into a trance, and you can ONLY do sword related things. So, you can attack and parry, but only with your sword. You can move to get to another foe to attack. You can cast sword related spells( Bladesharp, for example ), but NO other spells( like Healing ). So, there are a few ways to deal with a Tranced foe( Axe Trance, Sword Trance, Arrow Trance ). If you happen to know Dispell magic at a high enough level, that would be the first choice. If not, but you have Rune Points left, a Dismiss Magic works( common spell, known by all Initiates or higher ). Failing that, pepper him with arrows, which can't be parried.
  9. Take a look at the rules for shooting into melee, on page 214. I would use those rules for this situation.
  10. By "final version", do you mean there is a final version of the free scenario that is available, or the version that will be included in the Pegaus Plateau book?
  11. Curious what maps you're referring to. Looking at the Dragon Pass map from the GM Pack, I don't see anything where this village is supposed to be. The map in the scenario indicates that Boldhome is to the northeast, and HighWyrm is to the northwest. I'm assuming that Farfield( or Fairfield, whichever is correct ), is west of Roundstone, and north of the river that runs through Roundstone
  12. Thanks for doing this. I have frequently found my self searching Jason's answers, this will be much easier. You might want to include Jeff's comment about training time:
  13. Marc

    New Rune Spell

    Interesting Jeff. But the rules state( pp. 313-314 ) : An adventurer gains access to cult special or associated cult Rune spells at the same time they sacrifice POW for Rune points. For each point of POW sacrificed, the adventurer acquires the right to cast an additional cult special Rune magic spell. So, I'm somewhat confused. I can see the rationale for the donation, but, unless there's something else somewhere else in the book, I don't see that the rules require it. Am I missing something?
  14. How do you add mastered Runes and Techniques for Sorcery? I thought I had seen it once, but can't find it now.
  15. Wondering what the official view is on how often a character can actually leap using the Leap spell. The spell description says a fully encumbered person can jump 6 meters high, or away, for the spells duration. I assume that's not just once during the spell's duration. I'm going with once per melee round( plus you get your normal movement in that round ), but I could see arguments for once every DEX SRM.
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