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Scout

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Everything posted by Scout

  1. That does make sense. Thanks all.
  2. Scores over 100% Just to confirm, if your skill is reduced from 130% to 100%, you calculate special/critical success chances on the 100%? Just seems a little odd that the more skilled competitor also suffers a little from this rule.
  3. I mean there are a good few variations on a similar theme when attacking/parrying.
  4. This attack v parry thing is a bit much to remember 😕 I know there's a table, but it's another table alongside the Resistance table you have to look up. EDIT: So a shield's special damage is Crushing?
  5. Thanks jajagappa. And using the dagger in the second example would occur at SR 1 in the second round?
  6. Page 194: Magical Attacks and Strike Ranks "[T]he first magic point used in the spell has no strike rank modifier. Any subsequent spells require 5 strike ranks to prepare, even if the same spell is being used." "[C]asting a spell such as Bladesharp or Fireblade on a weapon held in the hand and striking with it in the same round only involves adding the normal strike rank to cast the spell to the normal strike rank for that weapon for that melee round." Let's say I'm wielding a Dagger (SR 3), and in the same round, I cast Bladesharp on the dagger. Do I go on... SR 8: Prepare Bladesharp (5) + Dagger (3)? Next round I do the same so again I go on... SR 8: Bladesharp (5) + Dagger (3)? I'm just not sure about the magic point cost and the first magic point being free. Does this remain true for the second casting of a spell, the third, fourth? Also, can you walk around with a spell already stored and prepared and ready to cast, effectively giving you SR 0 (because the first magic point has no SR cost)? Sorry, probably over thinking this.
  7. Ok thanks all for the information. I'm going to stick with RQG 👍
  8. Thanks for the womble. RQG seems to tick most boxes, but one thing I'm a dubious about, is the notion that pcs are much more powerful than in earlier editions of the game. I quite like the 'hero-to-zero' advancement, where being a farmer means something in the community. I mean, slaying dragons is also important, but it's less grounded for me. Does RQG get away from this?
  9. I've bought RQG but was wondering how RQ Classic differs from it rules-wise. RQ Classic also appeals to me because it has a much smaller page count. Wasn't there an issue with the magic system though? Also, is RQ Classic married to Glorantha or is it separate? The idea is to use RQ Classic with the original supplements like Apple Lane and all the other pdfs Chaosium have made available again.
  10. This is ideal! Thank you very much Pentallion
  11. Scout

    Yelm's Route

    That's great. Thanks Joerg.
  12. Scout

    Yelm's Route

    I think you're both right Thanks all
  13. Scout

    Yelm's Route

    RQG Page 139: "One day in Glorantha is the time needed for the sun to traverse the sky from east to west." Page 160: "His path across the sky is towards the north" and "When his path is towards the south, he is a sickly pale yellow" Is there a problem with Yelm's route across the sky? Probably not but I can't figure it out.
  14. Can we expect the Drivethru pdf to be updated with the latest errata soon? I just downloaded it and it still has some errors in it that have been corrected in the (I assume) Chaosium pdf offering.
  15. Page 152: In Sight (end of paragraph) "The gamemaster may choose to change the time scale from melee rounds to" The sentence seems incomplete.
  16. Page 149: "A special success heals 2D3 damage; a critical heals 1D3+3"
  17. Not sure if the Head is called a limb anywhere else in the core rulebook, but on page 148 it says... "Limb: An adventurer cannot take more than twice the possible points of damage in an arm or leg from a single blow"
  18. Page 149: Example (2nd column second example) "Her skill in First Aid is 20%. Sorala gets a 4 on the first injury, a special success! Rather than the normal 1D3 for a success, Sorala heals 1D3+3 hit points" Special success heals 2d3, not 1d3+3 (that's a critical success)
  19. Page 148: Example (2nd column): Harmast has 4 hit points in the head and a total of 10 hit points. He takes 10 points of damage in a single blow. His armor protection (1 point) is subtracted, meaning he has suffered 9 points of damage in the head. He takes 9 points of damage to the head, which is more than twice his total for the head hit location, but less than three times. It knocks him out. Harmast is now unconscious, with 2 total hit points remaining and will lose 1 hit points each melee round until First Aid or healing magic is applied" Seeing as the Head can take more than twice its hit points in damage and Harmast took 10 which is reduced by 1 due to armor, shouldn't Harmast be left with 1 total hit points, not 2? The rules make a point of calling out a 'Limb' can't take more than twice its hit point in damage - so I assume the head can.
  20. I'm reading all this background here and thinking .... what? This setting really is something else! If anyone figures out how to fudge the numbers so my group and I can experience Apple Lane (and Snake Pipe Hollow), please post it up. We've never had a look at Glorantha and I am very excited to GM it.
  21. That's what I thought Thanks for clarifying
  22. Thanks womble. When you say rounding mathematically, what does that mean exactly, to the nearest whole number or up, down?
  23. I'm not sure that is what they mean because they are instructing you to find the percentage of the failure range. At least that's what I think.
  24. Page 7: "Whenever a division result creates a fraction, always round in favor of the players." Page 142: "The chance of a fumble is equal to 5% of the adventurer’s chance of failure..." Page 143: Ability Results Table Ability ratings 11-20 have a fumble chance is 97-00 but going by the above rules and rounding in favour of the players it should be 96-00? For example: 11: 89 x 10% = 8.9 / 2 = 4.45 rounded to 4 = 96 20: 80 x 10% 8.0 / 2 = 4.0 = 96
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