Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Merudo

  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 defi
  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 i
  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
  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?
  14. I'd love to see this, and I would definitely run such a module.
  15. What about page 108 of the Keeper's Handbook? Doesn't this imply you can fight back against firearms if the shooter is within 1/5 of your DEX in feet?
  16. I've updated the framework to 7th edition, if anyone is interested.
  17. The Keeper's Guide, page 125 list the values of some armor. Interestingly, the U.S. helmet provides 5 points of armor, and the Military Body Armor provides 12 points of armor. Does this mean that someone wearing both would get 17 points of armor? With so much armor it seems most Mythos Creatures could only scratch the investigators. Or am I reading the rules wrong?
  18. Someone posted a "tier" list of skills on reddit a while back, you can have a look there:
  19. Makes sense, although the ride skill only mentions animals.
  20. What skill makes the more sense to drive a motorcycle? Drive Auto, or Ride? Or maybe even Pilot: Motorcycle!?
  21. I appreciate the concept of Build in CoC7 (combination of Size & Strength) as it makes sense for maneuvers: in general, a strong and heavy person will be harder to push than a similarly strong yet skinny person. However, it makes no sense for the Build of a creature to affect how easily it is to shoot it. According to the manual, if the target is Build -2 or smaller, one penalty die needs to be applied to the shooting skill. If the target is Build 4 or more, one bonus die is applied instead. This is absolutely illogical. If two targets are of identical size, it shouldn't be
  22. Is there any adventure or supplement out there that provides rules for winter sports (skiing, snowmobile, snowshoes, etc)? I'm going to be running an adventure taking place during a snow storm and I was wondering what rules I could adopt. I know "Cold Warning" has a Driving Mishap Table for driving under snowy roads & a Frostbite Table, but beside that I don't really know any scenario that provides rules for dealing with ice and snow.
  23. My main concern is that it's almost impossible to have a well-balanced chase with such a swingy Speed Roll (CON roll). For example, if a Move 8 PC chases a Move 8 cultist, you could end up with the cultist having three times as many actions per turn as the PC, or the PC having three times as many actions as the cultist...
  • Create New...