Jump to content

Merudo

Members
  • Content Count

    60
  • Joined

  • Last visited

Community Reputation

13 Good

About Merudo

  • Rank
    Advanced Member

Converted

  • RPG Biography
    None
  • Current games
    None
  • Blurb
    None

Recent Profile Visitors

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

  1. 75% is given as an optional maximum for starting skills on page 48.
  2. We are not talking about an unusual or rare scenario here: an investigator equipped with a firearm is attacked by a monster. This happens all the time in Call of Cthulhu. The fact that the rules are unclear about whether or not the investigator should get a penalty die is disappointing. To paraphrase Sid Meier, “a good game is a series of interesting decisions”. When there is ambiguity or uncertainty regarding the rules, the results of decisions become more arbitrary (GM fiat) and thus less interesting. Hence, easily remembered, explicit rules are more fun than ambiguous or not defined rules.
  3. Mike, when you are giving your thoughts on the rules, are you sharing your own house rules? Or are you an official authority on the matter? I've noticed some of what you said here and on Reddit goes against what is written in the rulebook. For example, you said that a lone gunman firing at a monster that's been attacking them should take a penalty die for "firing into melee". This however goes against example on page 115 of the Keeper's Guide, in which Harvey shoots a dog-like monster without taking a penalty dice for firing into melee, even though the monster previously attacked him with its clawed forelimbs. Does this mean the Keeper's Guide is incorrect and in need of an errata? Or are you advocating for house rules different from the official Call of Cthulhu rules?
  4. To add to the confusion, the Keeper Screen shows the current text under the "Firearms" section: "Target may Dive for Cover (Dodge) but cannot Fight Back unless they are within 1/5 DEX in feet." So, it does seem it is possible to Fight Back against Firearms - if the attacker is within 1/5 DEX in feet.
  5. Was there an errata to the chase rules? I remember the pursuers being 1-2 locations behind the fleeing characters - but now all characters are ordered by MOV, with the slowest fleeing character always two locations ahead of the faster pursuer.
  6. In the next one-off I'll run, my investigators will most likely barricade some doors to stop a rampaging zombie horde (plus a demon). If it makes sense I might give the door HPs, to determine how long the door lasts.
  7. Seth Skorkowsky is nominated for best online content! Most of his youtube videos are about Call of Cthulhu, give it a try if you don't know the guy.
  8. What would be a reasonable number of hitpoints for a door?
  9. When setting up explosives (such as C-4, Pipe Bomb, Anti-Personnel Mine, etc) do I roll for Demolition or Electrical Repair? The weapon table says its Demolition, while the description of the Electrical Repair skill says it can be used instead.
  10. Do Mythos Monsters & other supernatural creatures take Major Wounds? I noticed two monsters make explicit use of Major Wounds (the zombie & the werewolf). What about the rest? A critical hit with a shotgun can do 24 damage, which is over the Major Wound limit of most monsters. Should they fall prone, and/or have a chance to become unconscious?
  11. Thank you for your answers, Mike! They are really helpful! So if use a firearm and a creature attacks you in melee, you get a penalty dice on your turn for Firing into melee combat? That would clear things up - the description of the rule on page 116 makes it sound like you only get the penalty if you shot at a target engaged in melee with a friendly. And wouldn't the Point-Blank Bonus offsets the disadvantage of firing into melee, too? Or do you not get that bonus dice when firing into melee? I have a similar question regarding the Pipe Bomb. The Pipe Bomb does 1d10 damage within 3 yards, half that damage within 6 yards, and a quarter of that within 9 yards. Does this mean the Pipe Bomb does 1d5 within 6 yards and 1d2 within 9 yards? Or do I roll the dice and divide the damage manually? EDIT: I also found this Q&A with you for more details!
  12. Shotguns do less damage at long range. The average shotgun does 4d6 at close range, 2d6 at medium range, and 1d6 at long range. On top of the lowered damage, do I also need a Hard / Extreme success at these ranges? Or is a normal success enough?
  13. How do burn attacks (flamethrower, molotov cocktail, etc) work against monsters? According to the rules, the target must roll Luck to avoid catching on fire. However, no monsters have a LUCK attribute in the manual. How do I know if the creature caught fire or not?
×
×
  • Create New...