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HreshtIronBorne

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Everything posted by HreshtIronBorne

  1. Really? I thought it was referring to total rune points you could acquire. Wow.
  2. I was thinking of some kind of disruption shotgun sort of thing as well. 2 or 3 linked disruption matrices with a healthy MP storage matrix to power it all. The rules in RQG state that POW for an enchantment can come from sources other than the enchanter, so even an adventuring group could create a disruption 3 matrix with 3d10 MP storage in a year or so if they go up in POW regularly.
  3. I was wondering what kind of weird and whacky stuff players or GMs have come up with using the Link Spell Enchantment Condition. It specifically says it can be used to make interesting effects. Considering how the new rules encourage generational gameplay and Rune Point caps meaning supporting retired PCs or family can continue to contribute to the success of the clan and the adventureres, I am thinking we will be seeing a lot of interesting stuff. I have already looked through the Alternate Plunder thread but, I am not sure how much of that is within the realm of creation by a clan in Dragon Pass. Link Spell Conditions: This enchantment links together specified spells to create unusual effects. Expending 1 point of current POW allows the enchanter to tie together any or all spells enchanted in the device. This essentially creates one very complex spell. To cast any one of the spells that are linked together requires casting the others as well. If the enchanter later wishes to link more spells, they must expend another permanent point of POW.
  4. @g33k from what I have read of it and attempted to play it feels much more like 4.0 with encounter powers and all that jazz.
  5. There is also mention of needing to make pilgrimages as part of the shamanic taboos section. How does this jive with any of the spirit travel rules? Does a character that ends up with some of these taboos just lose all their available adventure time? How do we calculate legitimate spiritual travel times and stuff?
  6. There is also mention of needing to make pilgrimages as part of the shamanic taboos section. How does this jive with any of the spirit travel rules? Does a character that ends up with some of these taboos just lose all their available adventure time? How do we calculate legitimate spiritual travel times and stuff?
  7. They are less effective if you aren't a giant or huge monster. A 3d6 damage bonus would yield a maul swing of 2d8+3d6+18 on either a special or a crit. So crushing weapons are great for big baddies and better than others for consistent special damage. Also, no stickage.
  8. Are these going to be freshly rolled characters, the pre-gens, or some Rune-Masters maybe? I would love to see examples of rune level play.
  9. I am a little fuzzy on the intent of armor layering. Specifically the ** notes for leather armors in the chart which state ** Can be worn under any other armor, with a cumulative encumbrance penalty. Instead of leather, this could also be quilted or thick cloth. It has the same qualities as described for leather. I haven't seen anywhere that describes a cumulative penalty and the chart shows all the leather pieces weighing 0 ENC. Wouldn't everyone want to wear some form of clothes if they are weightless and 1AP? The description of Linothorax, Quilted: This armor covers the chest and abdomen, and is made up of several layers of quilted leather. It can be worn underneath other armor. Price: 20 L. States that it can be worn under armor, but the chart shows nothing to indicate this. How much armor can a warrior get strapped into? I cureently have a starter Humakti that is wearing a Linothorax, Quilted and a compliment of leathers (trews 1ap 0ENC, vambraces 1AP 0ENC, and cap 1AP .5ENC) under his starting armor (p. 71 Heavy Infantry Heavy scale hauberk (5 pts. protection) or disk plate cuirass (5 pts. protection) and studded leather skirt (3 pts. protection), plate greaves and vambraces (6 pts. protection), closed helmet (5 pts. protection). He ends up at 8 in the abdomen, 6 in the head, and 7 everywhere else, right? What does he end up weighing in at?
  10. I understand but, my question really comes down to what should I do as a player. For the starting Humakti example with a main hand broadsword skill at 80 (+15). Should I have a 40% LH Broadsword +manipulation bonus? Should I have 05% and have to train it up? If I start at 40% because of my main hand experience does it then begin to train separately onve I pick a sword up and fight with it off handed? Does manipulation bonus get nerfed when you use your offhand? I like the idea that knowledge with a weapon helps use it in the other hand, basic principles apply and instincts are being built.
  11. Literally in that same page preceding paragraph it says they all start at 05% in the off hand which makes me wonder what the heck the intent was overall for gaining or maintaining multiple weapons skills per hand. Does my Humakti get to pick up a broadsword at 40 some percent in the left hand because he started at 80 (+15 manipulation) at character creation?
  12. I don't think any of the pre-gen characters are dual welders no matter how many individual weapon skills they have. The rules state everyone is right handed and left handed weapons have to be tracked separately. .The player must keep track of the individual weapon expertise of the adventurer with each weapon as used in each hand. Training or experi- ence in using a weapon left-handed does not help the right-handed attack or parry with the same weapon, except that the half effectiveness rule applies. For example, use of a dagger left-handed, allows the adventurer to use it right-handed at half the left-handed ability. This leada me to believe we would see an npc or pre-gen clearly indicate a left hand broadsword skill if they were going to be built with RAW.
  13. I also noticed in the section on maintaining spells and riding that better trained mounts make maintaining active spells possible/trivial. Under Mounted Combat Skills P.167 Controlling an animal during battle requires concen- tration. An active spell such as Fireblade is impossible to maintain due to the concentration the spell needs. A cavalry animal is trained to remain under control in combat: Ride rolls are not needed and active spells can be maintained. A trained war animal fights for itself and the rider needs only to sit on the animal, so that Ride rolls are not necessary and active spells can be cast.
  14. Why would attacking with a shield render you unable yo parry but, an even shorter dagger can parry and still attack in the same round?
  15. I had not seen that in the rulebook. Good catch. That still leaves me wondering whether or not you can fireblade two weapons or ever use a spell like Create Wildfire like the rulebook to suggests to boost a fireblade?
  16. With Firblade now being an Active spell I am wondering how it is to be used at all? The rules for Active spells state that fighting is a big no no if you are maintaining an active spell. Would someone need to be maintain the spell on your weapon for you?
  17. Has Jason stated whether they intended to allow a parry after attacking with both weapons? I don't see why anyone would ever NOT attack with both weapons if you could just parry if you ever get swung at.
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