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drablak

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Posts posted by drablak

  1. I agree 100% with everything @foolcat said above. Another angle to this is the narration of the result. The GM, seeing the result of the damage dice, might have narrated that the cultist moved his head at the last moment, making the shot to the head only a grazing shot as a result (4 points of damage). That would work as well to keep things believable.

    Or the GM might have ruled that, even though it was only 4 points of damage, the cultist was stunned because of the shot and could not riposte.

    Another thing I always mention to my players is that, whatever works for them also works for the opposition. If a cultist sneak up behind a player character and puts a gun to their head, how do they feel about automatic death?

    • Like 1
  2. 16 minutes ago, M Helsdon said:

    Afraid have pretty much lost all drawing time today (eleven hours in A&E with my mum - that's ER - until she was admitted to a surgical ward). 

    It is likely that the next sketch will be of a Sylilan Odalying.

    Our thoughts are with you and your mom.

  3. 2 hours ago, g33k said:

    IIRC the Broo has no readied weapon, so it needs +5 SR's before it begins counting up its DEX SRs & weapon SR's.

    The Broo also has to close range, which will take some SR's.

    Whether "close range" and "ready weapon" can happen during the same SR's is IIRC always a GM call (I often see everyone assume it always happens that way, but believe that to be an error).

    Yes, but the example specifies that both can be done at the same time, so the GM in this case seems to fall on the 'can' side. Here's the quote:

    Quote

    The Broo readies the spear and runs towards Vasana. To cover the distance would need 3 Strike Ranks (1 for every 3 meters), but can be done at the same time as readying the spear, which takes 5 Strike Ranks. This means the Broo will have to wait until Round 2 before it can properly attack.

    You're right though, that only lets the Broo close range and ready weapon (at SR 5), then it has to wait its weapon's SR to strike, so it would close at SR 5 and then strike at SR 12 assuming the average spear SR of 7 for a Broo.

    2 hours ago, g33k said:

    Only ONE attack in a melee round, with a few specific exceptions:

    • Splitting an over-100% skill
    • Dual wielding
    • Firing missiles, not engaged in melee

    Oh, right! my bad. Only missile fire works that way.

    I still don't understand why it can't strike in the first round, perhaps it has a non-average spear SR. Thanks for the clarification!

  4. 10 hours ago, pointyman2000 said:

    Thanks for the warm welcome everyone! Apologies for the constant editing of that one article, but I wanted to not leave an erroneous example.
    You're correct here in that I thought that base SR was when people could start their actions. Phil Hibb's comments on my blog were a great help to realizing that error.

    Could you explain why the Broo doesn't strike in the first round please? I don't understand that. It should strike at SR5, then possibly at SR12 if it has the average spear SR of 7. What am I missing?

  5. 27 minutes ago, Sumath said:

    This is Chaosium's opportunity to give clear guidance on this. A practical example of combat, including missile, melee, spell casting, use of bound spirits etc would resolve a lot of debates around the combat system, give reassurance to new (and returning) players, and act as a great advertisement for the game. Win-win.

    Indeed! But I don't see it coming any time soon. Sadly. So many questions asked, so few answers. And most of the answers only add to the confusion. Basically we're told that we should handle things how we see fit, house-rule what doesn't make sense, etc. Not what I expected of a brand new edition after 30 years of insight.

    • Like 2
  6. As PhilHibbs said the Broo should have been able to strike in the first round at SR 12 (a Broo has a liste spear SR of 7)?

    It also skipped phase 2 for two un-engaged opponents? Shouldn't they have closed before starting on SR? That part always confused me.

    Why does the Broo become engaged only on SR 10? If it takes 5 rounds to both close and ready its weapon, shouldn't it be next to Vasana on SR5? Also, from my understanding of phase 2, the Broo should have closed the range even before SR are taken into account.

    Anyways, this doesn't help remove any confusion for me.

    • Like 1
  7. 40 minutes ago, g33k said:

    HOWEVER... when the MOV'ing parties (either/both) finally come to blows, the larger person will still have a bit of reach, still have a SR advantage; regardless of which (or both) were MOVing.

    Is this (quoted above) a result of that (quoted below), and apply only in cases where both start unengaged?

    4 hours ago, Bill the barbarian said:

    Movement: Any time two fighters meet in melee, no matter how long they’ve traveled to get to that meeting, strike rank should be figured out normally for them.

     

  8. I had the same reaction when viewing those two games. I understand the limitations they were made with (the time zone difference, and the very popular Twitch people involved), but what I was looking for from the designers is a example of the RAW. Sure it's exposure for the game, it's all good, but if you have time only for two games, one from each designers, then perhaps make sure you show the rules as they're actually written. I mean some 5 hours of RQG without a single reference to SR seems like a wasted opportunity. It wouldn't be a problem if those were two online games out of 4-5, but they only made those two.

    • Like 1
  9. 29 minutes ago, g33k said:

    "Resistance Table, or not?" was one of the explicit considerations, and the playtest consensus was apparently strongly in favor of the RT.

    I don't mind the resistance table at all, fwiw. It's easily converted in a formulae that I can do in my head without a problem. But (one example) I don't see (yet) a pattern in the attack & parry table that I can get in my head. Another thing I have trouble with is the SR. They're not impulses I'm told, yet they sure feel like they are. And phase 2. Etc.

  10. I agree totally that more complex isn't a bad thing. For example I've played Hackmaster, and had no problem with it, and if there's a complex system it's Hackmaster! I've also played many games systems over the years (including Harnmaster that someone else mentioned in this thread). The system I played the most all these years is AD&D, which most agree was the most complex version of D&D.

    RQG seems like a great system and I see a lot of people are passionate about it. I just can't wrap my head around it at the moment.

    • Like 1
  11. 1 hour ago, Shiningbrow said:

    I disagree. Firstly, one simple GM screen takes all of that and puts in in one place if needed.

    However, the "ability results" is simple maths (and a quick look up if that math is too bothersome or not written down). The A&P and A&D are pretty simple formulae, and there's not really a need to look it up every time.

    Hit location table - is the same for all humanoids. Other non-humanoid creatures, sure...

    Resistance table is simple maths, so you only use the table when you CBF.

    Strike ranks... annoying, but not exactly hard. Not incredibly different to Initiative (depending on how you play it). Granted, the realism of the combat does mean keeping a closer eye on SRs than on Initiative.

    Now, as I said above, compare all of that with a spell book, or class abilities... you've just mentioned 7 mechanics (not including Specials). These are always the same tables (except HL). How many tables, pages, abilities, spell descriptions, etc do you need handy for D&D?

    There are GM screens for D&D too, you probably know that? What's your point then?

    Simple math: yes, and D&D has simple math as well. Add a few numbers, roll over. All the modifiers are easy to remember. Compare that to a skill above 100% vs an opponent, reduce both by the above 100% skill, recompute the critical/special success, etc. It's not that the math is hard, it's that you pretend it's easier than adding a few modifiers.

    Compare with spell books? Really? What's complicated with spell books? Have you seen the magic systems in RQG?

    Frankly I rarely look up at a table in D&D while playing the game. Let's agree to disagree.

  12. 1 hour ago, Shiningbrow said:

    However, how many tables, references, screens etc does one need to look up in order to figure out the full effects of said combat?

     

    You need the attack & parry table (page 199) or the dodge table (p.200) and the ability results table (p. 143), then there's the hit location table, and is it an impale btw? And then there's a damage summary table (on the GM screen, or read a few pages in the core book), the resistance table, the skill above 100%, the strike ranks, etc. 

  13. 2 hours ago, klecser said:

    Thanks for the correction on the hit location table. I didn't mean to say that there isn't armor at all in CoC. I can see how what I typed doesn't match what was in my head. What I meant is that you don't regularly track armor and hit points for individual body locations as a regular part of CoC like in RQ. A CoC investigator doesn't gear up with a head piece, vambraces, leg pieces, etc. That may exist as a variant rule in Dark Ages. As you say, someone might be wearing a vest, and you check to see if the vest is hit. But it doesn't alter the fact that your hit point total is what would be reduced, not a chest region hit point value. TC clearly wants to know if they are similar and I think it is fair to say that they are not.

    Totally agree with you here, I thought you meant something else, sorry.

    • Like 1
  14. 44 minutes ago, klecser said:

    CoC does not have hit+locations nor armor for separate locations, and as far as I know not even optional.

    Armor p.108 and hit location table p.127. Armor is not often used, and normally you roll LUCK to see if the armor is hit, but there is an optional rule to roll 1d20 for hit location.

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