Jump to content

DavetheLost

Members
  • Content count

    23
  • Joined

  • Last visited

Community Reputation

16 Good

About DavetheLost

  • Rank
    Member

Converted

  • RPG Biography
    Been playing RPGs since '77. Written and published a handful of solos for Tunnels & Trolls
  • Current games
    Currently play mostly old school games. A big fan of Stormbringer 1e, which makes OpenQuest a delight.
  • Location
    Canton, NY
  • Blurb
    When not gaming I am a self-employed artist.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. DavetheLost

    A Couple quick questions about Pirates & DRagons

    Wishing Ken a quick recovery from surgery. And keep your head on Peter. P&D at Cangames might tempt me to go again. I'm only 90 minutes away.
  2. DavetheLost

    Green Hell revealed!

    This is happy news. I saw some early mentions of Green Hell, loved the concept and have been completely unable to find it since getting into OQ. Now I know why.
  3. DavetheLost

    Long spear?

    Thanks Newt. That does make more sense now. Long spears and certain polearms can be set to recieve a charge with a change stance action, and a change stance action to go back to using them for melee. And they are all two-handed. Short stabbing spears are one-handed and cannot be set to recieve a charge, although they can be thrown. Lances, obviously cannot be set. Flex for spears made a certain amount of sense for medium spears that you might use with one or two hands, but no issue from me with dropping it. Makes things simpler.
  4. DavetheLost

    Long spear?

    In the weapons tables the group of spears have the characteristics of flex and set. The long spear has the characteristics of 2H and LS. I assume that the characteristic of 2H for the longspear overrides the flex for the spear group and the longspear requires two hands to use. My question is about the LS characteristic. It states that it allows the weapon to be used as a longspear and to be set against a charge, with a "Change Stance" action required to change its usage. Does this mean that unlike other weapons with the "Set" characteristic a longspear requires changing stance to switch from using it set against a charge to using it to thrust at an opponent? It's not quite clear to me what the game mechanical differences between longspears and shortspears are. I understand that pole weapons are two-handed, and can be set against a charge. I presume that they require a change stance action to set or to return to using as a melee weapon after setting them, is this correct?
  5. DavetheLost

    Bronze Chainmail

    I am quite happy imagining that Gloranthan bronze has somewhat different properties to our real world bronzes. I see the word "bronze" as being the closest English translation and closest Earth metal in properties.
  6. I would hope that a GM and players could come to quick agreement as to what is or is not an "attack spell".
  7. DavetheLost

    Weapon Damages

    you are right, I was specifically thinking of the case of a single archer. Dodging multiple arrows is not going to happen. Nor is dodging an arrow from an archer you can't see. A nice big shield is definitely your best defense.
  8. DavetheLost

    Weapon Damages

    RQ has always had a realistic combat system. To me this is a feature, not a bug. I can attest from personal experience that one good hit is all it takes to knock you out. I did SCA heavy combat and even though it was "just" bruising damage it was not unheard of for people to quit the field after taking a heavy blow, especially on a lightly armoured body part. I also had the joy of dropping an axe through the end of my thumb, half severing it. That wound took my hand out of commision for weeks, and it was a small wound. See also bow hunting. One hit from a broadhead arrow will drop a big game animal. A deer or elk is about man-sized and you cannot convince that all those hunters are scoring critical hits every time. A replica Viking spear or Dane axe is easy to drive through flesh and bone. We tried it last year on a roadkilled carcass donated for the experiment. Cleaving ribs is easy for an average strength and size man. In my experience and opinion weapons don't do enough damage. Armour values relative to weapons values in RQ are about right. Weapon damage relative to hit points could actually be higher for a realistic game. Getting injured hurts, a lot. Much of the initial shock and trauma heals fairly quickly, if it doesn't kill you. But there will be residual stiffness, reduced mobility, etc. That an RQ character can actually take more than one injuring weapon hit and still fight is pretty damn heroic. Dodging a missile attack is not all that far fetched. I would assume it means that rather than standing there like a static target for teh full round you are moving. A dodge would indicate you are actively trying to throw off the archer's aim. Again a dodge is an abstraction of a number of a factors in play into a single die roll. In this case it is everything making the shot more difficult that the shooter has no control over. It makes sens to me, especially as you can see where the archer is aiming and see when he is preparing to release as well as the relese itself. An alternative might be to apply a penalty to the archer's Ranged Combat skill to reflect the difficulty of shooting at a moving target...
  9. DavetheLost

    ZWEIHÄNDER

    I have Z. I took a look at 600 page pdf, closed the window and never looked back. The old school art is nice, some of the ideas are good, but 600 pages is way beyond my limit these days. I might go half that for rules and setting. That assumes a fair bit of white space, illustrations, decent sized font, and core rules simple enough that I don't need to open the book often during play.
  10. Interesting take away for me is that in OpenQuest, and, at least, the 2006 edition of Mongoose RuneQuest Fanatiscism is specifcally called out as applying to melee attacks only. But in Chaosium RuneQuest it applies to any attack.
  11. DavetheLost

    Starting Magic?

    Specifically for the Crucible of the Dragons setting, but also applies in general. When starting off new characters to do you allow them to pick from the whole list of Battle Magic spells or only specific ones available from their hometown, cult, etc? I am letting my players choose from the full list for initial spells, but subsequent spells they will need to find a teacher for, and that will limit the list. Some spells will be very hard to find a teacher who knows the spell, and that is before getting them to be willing to teach it. I think it will make for interesting roleplaying opportunities while also allowing players to have the spells that are most important to their vision of their characters.
  12. I have never been one to let nit pick parse every word for possible lawyerly meaning analysis destroy the fun of playing the game. I go with what the GM (usually me locally) says and play on. In this case, I think for RQ as long as you are attacking you are good, at least by the rule as written Besides, that archer who cast Fanaticism on himself can be dealt with in the same manner as .other archers, get under cover, return fire or charge him. The spell is just as scary in close combat.
  13. I was less clear than I meant to be. I meant ranged weapon combat. Yes, the spells are ranged attacks and specifically stated as allowed.
  14. OpenQuest closes the window on this spell stating that it applies to close combat and unarmed combat attacks. But adds that the target may not attempt to parry, dodge or cast spells. The last point is clearly different to the RuneQuest version. In reading the text of the three RuneQuest versions given above there is nothing that specifically speaks to ranged combat, such as archery, but given that the weapon skill examples are all close combat weapons and reference is made to an inability to parry, which is only relevant n melee combat, I think the intention is that the spell apply to melee combatants. But the window is there.
  15. DavetheLost

    History Question about Characteristics

    I was reading through the "Advanced Skills" in Pirates & Dragons" today and noticed that a significant number of them used CHA as one of their base stats. Something like that goes a long way to keep CHA from being a dump stat, it actually has mechanical use. As for APP vs CHA I think there is a strong case to made for them being different attributes. Whether one, both, or neither should be in a particular game is I think an open question. But I am sure we can all think of examples of physically unattractive people who were none the less possesed of great personal magnetism and leadership, and contrawise people of great physical beauty but no magnetism beyond that.
×