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Marc

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About Marc

  • Rank
    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
  • Blurb
    Not much else I want to share

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  1. Marc

    Movement Rate

    I wouldn't say it's an error from an older edition. My copy of RQ2 indicates that movement in melee was 3m/MOV unit( 24 meters for humans ), and running( actual term used was Flight/Chase/Unhampered movement ) was double that. It may be that they considered the melee rate to be running, but I never did. I can say that, back when I was young and foolish, I was a fighter in the SCA, and fought in a few tournaments wearing armor, with sword and shield. I never ran during those fights! In any case, I'm going with the 24 meters in melee, 48 for running, and leave it at that.
  2. Marc

    Movement Rate

    That's exactly what I have always done. I also interpret the "Movement of non-engaged characters" to mean those characters not currently in any combat(missile or melee ), and not targeted for any combat by the current statements of intent. So, if a character is moving, but someone has said they're going to shoot him with a composite bow on SR x, we figure out how far the target could move by SR x, and determine if the shot is still possible.
  3. Marc

    Movement Rate

    Jason has recently posted some answers on the Core Rules thread that confused me. Rather than pollute that thread, which is supposed to be where we get official Chaosium answers to rules questions, with a discussion on this, I thought I'd start a new thread. The first post I noticed from Jason was this one: I replied to that, saying that I'd always thought the text on page 54 was a mistake, and the the word "meters" should be "MOV units", and referenced the text on page 82: Movement is rated in movement units (MOV), each unit equaling 3 meters. All human adventurer can move 8 movement units in a melee round (up to 24 meters), unless stated otherwise. Jason quickly replied to that: Which really surprised me( the answer, not that he replied quickly ). When I played RQ2, I had always gone with 8 MOV meant you could move 24 meters in a melee round, and RQ2 also explictly stated that the running speed for bipeds was MOVx2, which implies to me that the melee move of 24 meters was walking. So, I'm curious how others have interpreted this.
  4. Marc

    Augments once per session

    I have to agree. Given the possibility of the negative consequences of a failed( or fumbled! ) augment attempt, there is no way the GM should require a player to attempt an augment.
  5. Marc

    Training time

    Well, as I said, I'm not sure what I would do for a house rule. I would like to see training time be dependent, somehow, on current skill level. It seems to me that taking a full season, doing nothing else is a bit extreme to be able to improve a skill that is currently at 25%. As I said, I've got ideas, but with a lot of holes. One is how any how rule should interact with the other rules for skill improvement from the "Between Adventures" chapter. I'm sure, if I continue with this, I'll find more. That's the problem with house rules, making sure there are a minimal number of unintended consequences!
  6. Marc

    Training time

    I've never really been happy with how training is handled in RQ:G. Needing to spend an entire season to train a skill seems a bit much. Particularly when it seems to me the amount of time you spend should be dependent, at least in part, on how good you are to begin with. In both RQ2 and RQ3, the time you spent was dependent on your current skill level. In RQ2, you had to pay more for training at the higher skill levels, and you could only spend 100L/week on training a skill. RQ3 was simpler yet, you needed to spend a number of hours equal to your current skill to get a chance for it to increase. So, I'm curious what other people think. Does it make sense to have to spend a whole season to get to add 1d6-1 to your 23% Track skill? Should the time it takes to earn the roll be based in part on how good you are to start with? Right now, not sure what I would do for a house rule to change this. I've got ideas, but they have a bunch of holes in them. Would love to hear what ideas, if any, others have on this.
  7. Marc

    RuneQuest Core Rules Questions

    Another question about casting Sorcery spells. In one of our game sessions, our sorceror wanted to change how the intensity of a spell he was casting was allocated between strength, duration, and range, after he had started casting. I allowed it for that session, but said I was going to review the rules, and come up with a final ruling between sessions. After reading and thinking about it, I ruled that, because the sorceror is in a semi-trance while casting, the range, duration, strength and target all had to be specified in the statement of intent of the round when the casting would start, and could not be changed after that. He could, per the rules, abort the spell at any time, but he could not change those parameters. The player was ok with the range, duration, and strength being fixed at the start of casting, but feels he should be able to change the target during the statement of intent of the round when the spell would take effect. He feels that, because sorcery takes so long, if the target shoud be killed, incapacitated, or moved out of range before the spell went off, he should be able to change the target, rather than have to have wasted all the time spent casting the spell. So the question is, what is the intent of the rules on this? Can the spell target be changed after the sorceror has started casting the spell? Or, for that matter, can how the intensity of the spell is allocated between range, duration, and strength be changed after casting has started?
  8. Marc

    RQG Sorcery - Protective Circle

    I asked if Rune or Spirit spells could be cast on a Protective Circle in the Core Rules Questions thread. Jason responded that he thought so, but would check with Jeff. That was about a month ago, haven't noticed anything else since
  9. Marc

    Acid explanation

    I agree, don't apologize. In fact, I've been thinking recently tha TOO many people have been answering questions on the core rules questions thread. I thought it was intended for official Chaosium answers. With people other than Jason, Jeff, and Rick answering, it becomes harder to figure out the "official" answer. Having a separate thread for a rule discussion is a Good Thing.
  10. Marc

    Narl's Apple Lane Campaign Report

    Really enjoying reading this. I'm about to run that scenario myself, and reading this is very helpful. One question, where did you get the paper miniatures?
  11. Marc

    Change log for updated PDF's

    Thanks for putting that together @Rick Meints, I really appreciate it.
  12. Marc

    Strike Ranks advanced questions

    At this point ( since you said the player had been playing RuneQuest for a long time), I would say: GM: Hmm, well, you must have been distracted this melee round, and you do nothing Or, if I was feeling generous: GM: Well, apparently, you decided to delay the spell, and it goes off now, at SR 8. For a new player, I'd be more forgiving. If someone has been playing for a while, I expect them to know the rules.
  13. Marc

    House Rules

    In my game, the players get to choose to either reduce the opposing skill, or keep the higher chance for a special or critical success.
  14. Marc

    Change log for updated PDF's

    I've done a bit of searching, and found a couple of options for comparing 2 pdf files. I'll give them a try, and see if I can generate some kind of change log. Not sure how it will work out, but worth a try. I knew Chaosium was a small company, but I didn't realize how small. Frankly,given their manpower availability, I'd rather have them working on new supplements, and answering rules questions( thanks @Jason Durall!) than trying to come up with a change log after the fact.
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