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Marc

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Posts posted by Marc

  1. I've got some questions about the Sorcery rules.  I've got one player in my online game running a Sorcerer.  There are a couple of areas where I felt the rules were incomplete, and have decided to come up with some house rules.  Obviously, there are several areas where the Sorcery rules are incomplete, just two that I've house ruled so far.  They both relate to casting a spell.  Even though I can find nothing at all about moving while casting a spell, it seems to me that you  shouldn't be able to( or at least not very much ).  I've also decided that any significant distraction should require a concentration check, not just receiving damage.

    My player objects, strongly, to both of these.  I'm trying to be reasonable, so I thought I'd see what others have done, if anything.

    My justification for not being able to move is the statement in the rules that while casting, the sorcerer is in a semi-trance.  That seems to me to preclude moving.  The player happens to have a cavalry mount, and also feels like he should be able to ride the animal while casting a spell.  I disagree with that as well.  I've no problem with him sitting on a motionless mount.  

    As for a distraction requiring a concentration check, that just seems to make sense to me.  The player points out, correctly, that the rules only specify receiving damage as a trigger for a concentration check.

    My gut feel is that it seems like an experienced Sorcerer could be a very powerful spell caster.  I am concerned about play balance without these house rules.

    Another question is regarding to the time it takes to cast a Sorcery spell.  This is an area where I'm tempted to house rule to reduce the time, by either eliminating the 1 melee round delay, reducing the SR cost to 1 SR per MP, or maybe both.  I'm curious to know what the rationale for those rules is.

    My player seems pretty upset about these house rules, and I'm trying to be fair.  But I am concerned about play balance in the long term.

     

    Marc

  2. On 8/27/2018 at 9:59 AM, creativehum said:

    I was finally sent an email telling me that because I used copyrighted material the files have been hidden.

    Further, I should wait for the GM Pack because what I need will be available then.

    While I completely understand this from a legal standing, I'm disappointed for a great number of reasons.

    It would be nice if they would tell us when the GM pack woukd be available. It was supposed to be before Gen Con, but tgat was almost a month ago. I understand that "stuff" happens, but this far past, with no idea of whats going on is a bit crazy.

  3. I hadn't really paid a lot of attention to the Sorcery rules at first, because I didn't think I would need them right away. Now, however, I have a player that wants to run a Sorcerer, so I've taken a close look, and have a question( actually, I suspect I'll have many questions 😁). I saw in several spell descriptions references to ivercoming a targets magic points.  I thought in RQG spell were resisted with POW, not magic points. Are Sorcery spells handled differently?

     

    Marc

  4. Ok, with the Bestiary PDF available tomorrow, I've decided to try to kick off an online RQG campaign, assuming there's enough interest.

    I'm planning on twice a month, my preference is 1st and 3rd Thursdays, other Thursdays are possible. 

    Start at 7 or 8 US Central time( UTC-5 in the summer ), each session 3-4 hours long.

    We'll use PhilHibbs Google Sheets character sheet.  I'll store them on my Google drive, and share to the players.

    I don't have anything specific in mind.  The campaign will be based in Dragon Pass, with possible forays to Prax, Dorastor, other places that I have old RQ2 and RQ3 supplements for.

    As we go on, I'll probably come up with things based on character family history.

    We'll start out using Skype for audio, and rolz.org for dice rolling.  May move to roll20.net at some point.

     

    Marc

    • Like 1
  5. I haven't seen any mention of it ending when damaged in RQG.  However RQ2 said "If the character using the spell takes physical or magical damage the FIreblade goes away".   I'm trying to remember, but when I ran an RQ2 campaign back in the early '80's, I think we kinda missed that part of the rules, and the Fireblade was maintained.  In hindsight, I think some kind of roll would be appropriate.  Maybe a resistance roll of INT vs damage?

  6. I seem to recall in one of the discussions prior to the release of the core rules that an editable pdf character sheet was going to be made available. Is that still the plan? I did find a downloadable sheet on Chaosiums website, but it wasn't editable. Unless I was doing something wrong.

  7. The way the rule reads( if I've understood it correctly ) is that you have to either split attacks, or reduce both combatants skills.  

    I can definitely see scenarios where I would MUCH rather keep the higher chance of a crit or special.  Say to get past the iron plate with Protection 4 and Shield 2 on the Rune Lord you're fighting, which means any normal attack success just bounces off.    

  8. Anyone thinking/planning on running a game on a VTT?  I live(literally) in the middle of no where( ~100 miles east of Kansas City ).  I'd love to get into a game, but the chances of a face-to-face game out here are virtually non-existent.  I did run an RQ2 game back in the early '80's, so I could run one myself, but I'd really rather just be a player.

    Anybody?

     

     

    • Like 1
  9. 3 hours ago, Psullie said:

    Well I just watched or rather listened to the recording and though it was fun. I was sceptical about RPG's as a spectator sport but the gang was light heated and good fun so it was entertaining - I suppose the fact that cast were as new to the game as the audience helped. 

    What might be interesting would be a few short clips showcasing combat, augmenting, spirit combat etc, which is what. I imagine, most would be interested to see how the mechanics actually work.

    Maybe Chaosium could do a few "tutorial" type videos, showing combat, sorcery, spirit combat, etc.  For something like that, it might be better to have all the people in one location, kinda like the Critical Role model.  

  10. 19 hours ago, styopa said:

     

    As one of my players already pointed out, if he really wanted to drive his favorite runic value up, on his 'off days' he'd try repeatedly to augment using its (low) opposite Rune in hopes of a fumble and a nifty +1d10% gain to his preferred rune.

    Note that the section "Becoming Inspired" states that gamemaster approval is needed to make a roll.  If a player in a game I was running asked for something like that, they'd have to come up with some really ( I mean REALLY ) good justification for a roll.  

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