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Marc

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Everything posted by Marc

  1. Some of us live in the middle of freaking nowhere, and have crap internet. Video is no good if you don't have the bandwidth for it.
  2. Marc

    New Stuff!!!

    If you're using Windows 10, use the snipping tool( search for snipping to find it ). That's how I have copied out maps from PDF's to Roll20. Also, since the snipping tool is just grabbing what's on your screen, it works for any file that you can display, not just PDF's( Although, that's what I use it for the most )
  3. I had exchanged some email with Todd about this, and he commented that the adjustment should be -5% per magic point, giving a 65% chance. Sorry, should have posted that here.
  4. I'm curious about the design rationale behind the rules for skills over 100%. My initial reaction when I read those was "I don't like this", without a conscious reason why. As I've used them( both as player and GM ), I find I like them less. More complicated. You have to keep reminding each other of how much your skill is over 100%. You also lose the better chances for criticals and specials, which can be important when fighting heavily armored opponents ( Broo with chaotic trait of +9 skin, for example ). I'm strongly leaning to a house rule in games I GM to get rid of that, and your benefit for having a skill over 100% is the higher chance of a critical or special success, but I would like to understand why the rule was written as it is before I do that.
  5. In the Summary of Combat Results sidebar, page 200.
  6. I'm not sure there is any way to share anything on Roll20. If you have a Pro level subscription, you can use( I believe ) the Transmorgiphier(sp?) to transfer stuff between games you have set up, but, other than creating something in the Marketplace, I don't know of any way to share maps, etc. FWIW, I'm thinking about doing a couple of video tutorials on the character sheet, one on setting it up, and one on using it. Still in the planning stage.
  7. Actually, if you look on the Skills page of the character sheet, you will see a Luck Rune next to each Skill Category bonus. When you click on that, a dialog box opens, asking for the current skill percentage of the skill you are checking. When you click on submit, it does the experience check roll.
  8. I'll put in another vote for roll20.net. I've been running a game there for over a year now, and have had good results. The RQG character sheet there is very helpful. Here's a link to a short help file I put together for it: https://drive.google.com/open?id=10xGE1V_Mkd_WCUrW5LumAm0tJS6evfgC It is still a work in progress, so any feedback is appreciated.
  9. Actually, just this second got a sixth player. Maybe next time!
  10. Well, on the one hand, I'd like to say yes. However, on the other hand, I am specifically doing this to introduce RuneQuest to new players. If I don't get a sixth player before the game starts, I'll let you know
  11. I've already got 5 players signed up, so it may happen sooner than May 14th, if an earlier start works for everyone that signs up. Room for 1 more player!
  12. I've set up another one-shot on Roll20. The game will start on May 14th, 7PM US Central time. I'll be running one of the retired convention scenarios. Same "Looking for Players" page. Check it out!
  13. I posted this in the Chaos Library forum, but thinking that there might not be a lot of traffic there, thought I post again here I'm planning on running the characters in my Roll20 game through "The Fainting Spirit", but there are some parts of it I'm not sure I understand. The Honor Contest. What's happening here? Do the champion and mirror actually fight( sword attacks, etc ). I don't really have any ideas what the mirror champion can do? Obviously, calling in the Dancers in Darkness. But what after that? I'm not looking for specific things, just ideas on what can be done. In Nourishing the Clan, it talks about the process taking a full turn. Was that really a full turn( 25 melee rounds ), or a melee round. A full turn seems like a very long time, giving the Lune at lot of time to attack the party. Also, it mentioned that Sendestra would try to give the daimon 3 magic points on the first attempt, and says that gives her a 75% chance for success. But she has a Love(Family) of 80%, and the scenario said you had to subtract 10% from the passion for each magic point you want to give to the daimon, which would make it 50%. Something isn't adding up correctly. I think that's it for now, will probably come up with others
  14. Yeah, I also run a game on Roll20, and I have told the players that, once I make a decision, the discussion is over. I'm perfectly willing to hear "What about..." comments, but I won't let it go on too long. That spoils the game for everyone. I made the roll, which surprised me. In the game I run, I make all perception and lore rolls, and keep track of any exp. checks until the end of the scenario.
  15. What is the wording on that? Dont have my books to hand....certainly POW gain rolls to get stuff to sacrifice are still Yearly unless your a Priest, Shammy or the like so people wont have a ton of RP Yeah, that works for cults with a Holy Day each week. According to the RAW though, that's only Babeester Gor, Eiritha( maybe, could just be for priestesses ), Ernalda, and Issaries. None of the other cults in the core book mention weekly holy days.
  16. 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.
  17. 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?
  18. 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
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. Take a look at the rules for shooting into melee, on page 214. I would use those rules for this situation.
  24. 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?
  25. 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
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