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Mankcam

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Everything posted by Mankcam

  1. Yep, Lodril is a good choice here, go with that I reckon
  2. I agree with all of the above statements! As much as I love the nostalgia of RQ2, and I was also very comfortable using RQ3/ BGB for many years, the way forward is with RQ6. It managed to make the system feel interesting and fresh, and is true to the heart of the earlier editions. IMO RQ6 is the best version so far, and one of the best games on the rpg market today.
  3. Yes, my mistake, I did mean to mention that I did like the RQ3 Skill Category modifiers, except I thought that they should have been much greater value, around double to triple what they were.
  4. Mankcam

    Dodge in RQ6

    Ah yes, I remember that thread. I think it managed to sort it out by clarifying that Evade uses the Opposed Roll mechanics, and so does Acrobatics if it is used to replace such. So the big difference here is that even if you succeed in Acrobatics then it does not automatically mean you negate damage, as the best skill score wins with Opposed Rolls, as opposed to Parry rolls which are Differential Rolls. So its more of a gamble with Acrobatics in some ways. I wonder if there are situations where you can't use Acrobatics in combat?
  5. RQ6 wins out for me at the gaming table, I feel that the combat effects make the combat scenes much more interesting. There's a few more dice rolls, but the actual combats tend to be fewer rounds due to the options available which can progress the melee much quicker. Compared to this, RQ2 can fall in the same pattern as with most older games where combat is a focus purely on a numbers attrition mechanic. I do like how in RQ2 your Characteristics play a role in your base skill chance, I think it makes them more important. I never understood why RQ3, CoC, Elric etc didn't do it this way. Despite being a big RQ3 and CoC player, it wasn't until MRQ and now RQ6 that I thought there had been an improvement in this part of character creation. One of the things I've always liked about RQ2 is that it covers so much ground for a slim rule book by today's standards. Very concise, with heaps of flavour immersed through it. I think I will love reading the RQ2 Classic Edition for the sheer nostalgia value, and I can port most of the Gloranthan Classics campaigns on the fly to RQ6, its pretty simple. I really love the old RQ2 cover, it's a limbic system thing I think :-)
  6. Mankcam

    Dodge in RQ6

    I'm only recently crossed over from BGB to RQ6, I knew I had read about the Acrobatics somewhere but I didn't have the book to check at the time. I've had the RQ6 book in my collection since it was published, but only recently am I using it at the gaming table, so I'm still finding things out about it myself. So Acrobatics can be substituted for Evade on some occasions, hmm... it is pretty powerful if it acts like Evade with no Prone, so I'm assuming that its not meant to be like RQ3 Dodge, otherwise everyone just chooses Acrobatics. I wonder what situations can warrant the use of it in combat?
  7. This was a pretty good one: https://www.youtube.com/watch?v=jQPXbAIKA94
  8. If combat is the focus of the drama in your HQ sessions, perhaps use Extended Contests instead of Simple Contests for most combat scenes, just to portray the struggle and unpredictable nature of combat.
  9. Mankcam

    Dodge in RQ6

    'Defend' is a reasonable word, but 'Parry' works better, because in RQ6 you cannot defend yourself to any great extent unless you have a weapon or item to parry with. There is no action point spent on dodging in RQ6, like you would do in RQ3. It is assumed that, if you are not trying to defend yourself at all, then the attacker would be able to make an attack roll at an advantage (I think 'Very Easy' - double %, or possibly even an 'Automatic' success). So unless the defender is standing still, it is assumed that there is a bit of movement and dodging happening, and this is why the attacker must make a roll to see if they hit the defender. You can try to Evade, but this is mainly when you want to jump to cover to avoid missile weapons or blasts etc, as it leaves you Prone - in a melee this would certainly be a disadvantage to your next action. I don't mind it in many ways, as Dodge was too powerful in RQ3. It often meant it was always better to dodge than to have a shield or to parry with a weapon, so no one would take those options, it was very unbalanced. For more cinematic fighting styles there is the Daredevil combat trait which allows you to use Evade in melee and not end up Prone, so this essentially works like RQ3 Dodge, except it is only for particular fighting styles rather than being a default option. I wouldn't try home brewing too many new rules; especially avoid directly porting the RQ3 Dodge skill to RQ6. If you do this you'll have the same issues of unbalancing that RQ3 had in regards to Dodge vs Parry, and it will negate the relevance of the Daredevil combat trait. One homebrew option that won't break the system is to rule that if a defender is unable to Parry, then that defender has Passive Defence (no Action Point cost), and the opponent's attack roll % is reduced by the defender's DEX. It's not a big modifier, but simulates a more agile character being slightly harder to hit. Another option may be to rule that a successful Acrobatics roll incurs a Hard modifier on the opponent's attack roll - again this isn't a big modifier, but it does have some benefits. Both are reasonable options if you are crossing over from RQ3, and shouldn't impact too heavily on the system at all.
  10. I finally checked out the Old Soot download - Clarence this is going to be very impressive!
  11. Easiest solution is just to pledge for either the Hardback or the Leatherette. We can always update our pledges from there later on if need be :-)
  12. I'm in !!! Actually I prefer hardcovers with no dustjacket, so I'm really happy that $30 USD gets me the hardcover book as well as the screen. Although my finances are tight at present, this was a 'no-brainer' purchase for me. I have the RQ2 boxed set and the book in that was softcover, so I've been yearning for the hardcover version ever since, just as long as it had the full colour art on the cover the same that was on the box. This KS is excellent value to have a recent printing of the rules in hard cover and have the GM screen as well. Even if I run RQ6 at the gaming table, this will be a great legacy item in the bookshelf, and its great to show newbies how much further ahead of the pack that RQ2 was in the early 80s compared to D&D and the competition back then. Thanks Rick for making this happen!
  13. I'm looking forward to the upcoming RQ6 Classic Fantasy, that will be good fun An official critters book for MW would have been a good thing. Not sure if we actually see any new official MW products at all now Thank god for good ol' tooley1chris, who has almost single handedly kept MW alive with his supplement spawning. Deserves an award for recognition I reckon!
  14. Move over citizen, these amphitheater seats belong to the Judean Peoples Front. Or is it the Peoples Front of Judea?.... https://www.youtube.com/watch?v=gb_qHP7VaZE
  15. I think I may have even preferred the earlier versions of Call of Cthulhu as they felt much more simpler than the rules presented in 6E, and there didn't seem to be an issue with anyone hand waving stuff. It just didn't seem to garner much rules-lawyering from what I remember. In regards to CoC 7E, the Pushing mechanic is a nice touch, however I really don't think it is any better or worse than a +/- mechanic like in classic BRP or RQ6, especially if going with a slightly more simplified version of the modifier as with OQ or Renaissance. I love the presentation of the CoC 7E books, the artwork looks great and that deserves alot of recognition. This is a product that may actually grab new players, as it will certainly hold its own on a bookshelves in the game stores. While I like most of the new bells and whistles with CoC 7E, my main concern is that I don't like the system incompatibility issues. Personally I would like to see one core build as a central system for Chaosium BRP, with genre/setting rules coming out off that. At this stage I would not be concerned whether the core build came from RQ6 or CoC 7E - both systems have their merits, but I don't see how having two inconsistent versions of the core mechanics is going to be a good thing.
  16. I have all the other products you have suggested, and I am certainly keeping my eye out for the upcoming Red Cow campaign. However I may end up getting the Gathering Thunder pdf purely from a completest point of view, and see if there is anything to salvage. Thank you both for your quick responses, greatly appreciated
  17. I know Sartar Rising is not in keeping with the current depiction of Glorantha. The artwork portraying the Orlanthi as 'Celtic-Vikings' is certainly a little wrong now, given the Thracian, Halstatt, Gallic, and Mycenaean influences on current Orlanthi in the more recent Sartar books and the G2G (which I greatly prefer) However I'm wondering if the content still valid, and the plot able to be used to run a canon campaign? I have the pdfs of the first two books, but not Gathering Thunder, and wondering if I should buy it to complete the campaign. Having said that, does Gathering Thunder actually complete the Sartar Rising campaign, or is it left unresolved for subsequent volumes (which may not be ever completed)?
  18. Very sorry to hear that there is no English translation
  19. Then this certainly needs an english translation as well !!!
  20. I would love to see this content reprinted for RQ6 rules, perhaps even reworked with content from HQ Pavis Gateway To Adventure. However, as much as I like idea of classic reprints, I agree that the way forward is to support updated or new content for the contemporary rule sets.
  21. Purely from a roleplaying pseudo-mythological point of view, I thought the Holy Trinity concept could be portrayed as the Divinity being distilled into separate conceptual avatars, the Father (Divine), Son (Mortal Bond through The Savior), and Holy Spirit (Essence). That's very broad brush strokes. Conceptually one could possibly view Essence akin to Animism (without the pagan trappings) just for purposes of explaining miracles associated with dealing with Spirits and the like. I'm still sitting on the fence whether it would be a good fit rather than just having Theism explain the whole concept, as it is a very loose interpretation of Animism. Personally I wouldn't make the distinction myself, and I would just use Theism to explain it all. With the Holy Trinity concept currently existing in contemporary Catholic theology, it may be best to steer clear of such discussions in case of inadvertently offending someone who feels that their current belief system is being trivialised or bastardised for the sake of gaming purposes. Sorry if I may have already done so; it was not my intention.
  22. The Merrie England book has Christainity portrayed quite well. It is currently available as a BRP edition, although the earlier one was for MRQ so porting to RQ6 from that is simple. Even so, the BRP version is pretty easy to convert. If just using RQ6 corebook, yes I think you could easily build a medieval priest using a mixture of Theism and Animism. The majority of clergy would just be scribes, with a few having access to blessings through Theisism, but perhaps specialists called 'Spiritualists' may use Animism to deal with spirits. The concept of Father, Son, and Holy Spirit almost ties Theism to Animism, rather than having distinct segregations.
  23. Actually I feel that Chaosium putting MagicWorld on the back burner also kinda liberates it in some ways, leaving it for the fans to tweak to their hearts content, like we used to do with the rpgs back in the 80s (my teens). Bring on the BRP OSR I say!
  24. As I sit here drinking my Friday night beers listening to some rock music, I am musing over these Revolution D100 mechanics while my kids run havoc in the background...Some great ideas coming out here with these rules. Using core structure from MRQ D100 SRD yet streamlining things considerably. This could be one of the most interesting developments in BRP mechanics for many years. Really updates the system and makes it feel fresh again. A lot of thought has gone into these mechanics. I will discuss a bit further once the effects of these beers wear off, but I must say I am happy to have got on board with this project.Very impressive
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