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drablak

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Everything posted by drablak

  1. Interesting! You're quite observant! Which dice are you referring to?
  2. It's a board game based on the Myskatonic University in Arkham (from H.P. Lovecraft and Call of Cthulhu).
  3. I don't see it that way in the exemple you mention. It's not that he" didn't want to risk pushing the roll," it's that when using First Aid on a dying investigator you can try each round and this doesn't constitute a pushed roll. As I see it, there are two uses of First Aid: stabilizing a dying character (can be attempted once per round until stabilized or dead, not a pushed roll) or to heal a point of damage (can be tried once and may be pushed). On page 65, bottom of the 3rd paragraph of First Aid: "First Aid can be attempted again (by up to two individuals). This can be continued (without constituting a Pushed roll) until stabilization or death." That paragraph is about a dying character. It starts with explaining what happens if it's successful in stabilizing the patient (he gets one hour of grace). If he does not get medical attention in that hour and fails his CON roll, he goes back to his previous condition of 'Dying': make a CON roll per round. Someone (up to two) can try First Aid once per round to stabilize. That's what I understand anyway, and what makes sense to me as a game design.
  4. My understanding is that these are two different applications of the First Aid skill. 1) Normally it can be used within 1 hour and grants 1 hp. This version can be attempted once and pushed. 2) The other use is to stabilize a dying investigator. In that case it can be attempted more than once until the patient is stabilized. The rules mention this: Stating that this is an exception to the "can be attempted once rule," mainly because this only stabilizes the patient. Anyways, that's how I understood it when I read the rules.
  5. Thanks for the help I'll check more closely at the site. I sent a message to my gaming store already, crossing my fingers.
  6. I probably didn't get it right then, the City pop-up listed only cities in the US, and the map widget was broken. I'll check with my local gaming store if they're in the program.
  7. Are there plans to extend the Bits and Mortar program outside the US? Last I checked it was restricted to US.
  8. Just a follow up for @MOB and the Chaosium crew. I'm soon gonna be ready to run Edge of Darkness for my group. I ran Paper Chase with my daughter and it went ok. Good learning curve there. I am a somewhat experienced GM, a bit out of practice perhaps, but mostly I GM'd fantasy stuff (AD&D and the like) and this investigative stuff if another beast. I realized I need to adapt to it a bit (and prepare more), so that first one-on-one scenario was perfect for that. It made me prepare much more for EoD, and I'm having lots of fun with that. So, I'm having fun, this is a great product, and I look forward to running a first group game of Call of Cthulhu!
  9. So, another way to put it is that you just "downgrade" the success level of the attacker by one level per range category above base range and compare those. That makes more sense to me so I'll go with that. So at long range, where you need a hard success to hit, you downgrade result one level, and at very long range, where you need an extreme success to hit, you downgrade two levels. For example if the attacker gets an extreme success at very long range, that's like a normal success which can be dodged with a normal success. If he gets an extreme success at long range, that's like a hard success, and the dodging character needs a hard success to dodge. I like that, thanks!
  10. Thanks for the information, even though I'm sad I can't get my hands on this
  11. I see. Interesting. But doing it like this makes it harder to dodge the further away you are, right? Seems counter-intuitive.
  12. Opposed rolls used in melee are very different than firearms rolls. In opposed rolls, the difficulty is set by the result of your opponent, while in a firearm roll it is set by the distance. If the target dodges, an equal success level results in the target not taking damage. If the difficulty of the firearm is hard, what's an equal success?
  13. Yes, exactly. To newcomers (/waves) this is an added barrier to entry.
  14. Just to make sure I understand this correctly. The rules for thrown weapons on page 108 mention that "... the Keeper should set the difficulty level as for a firearm attack." which means regular success within range, hard up to twice the range and extreme within 4 times the range. I assume that only applies when the defender is unaware of the attack and so has no option to Dodge? A couple of paragraphs above that quote it mentions that thrown weapons may be opposed with the Dodge skill. If dodging, I imagine the regular opposed rolls rules are in effect and so there is no reason to set the difficulty, right? I'm inclined to give either a bonus die to the dodge or a penalty die to the thrower to take range into consideration in that case. Perhaps one die for long range and 2 dice for very long range. Is that what people do as well?
  15. I like that. /makes a note somewhere
  16. Sorry to hear that. I hope things get better for you. Be well.
  17. I can add my voice to those who have RQG, really like many things about it, like @creativehum mentioned, like passions, etc. but has decided to wait until next year (perhaps) to try to run a game. We have 5 pages of 'Core rules questions' and most of those are still unanswered, and some that were answered are still confusing. For someone new to RQ, it's quite something to grasp (everyone has magic, there are 3 magic systems, lots of spells, etc.). I don't need fuzzy rules. @Atgxtg is right that we need extensive examples of play to make things clear. We need clear and definitive answers to core rule questions. So this seems like a great system but I'll pass for now. I'm gonna run CoC instead. If things clear with RQG I'll give it another try. @Jeff and @Jason Durall need to address these issues.
  18. Seems to me people are arguing with me instead of giving their own answers to the OP. I just gave my opinion on the matter. I take it that @Atgxtg and @standardtoaster both agree that armour should be completely destroyed when hit once, so there you go @BloodySpike
  19. I was responding to the OP which proposed that for an armour that has 1 AR, it would be destroyed after absorbing 1 HP of 5HP hit, which I find excessive. Even if the bullet does go through the armour and damages it (absorbing 1 hp), there is a good chance that the next bullet won't hit the same spot, would it? No worse for wear might be contrived, destroyed might be excessive. I personally don't bother with armour damage, the PC need all the help they can get staying alive as it is.
  20. IMO there is no reason that armour would lose effectiveness as you described. Say you have armour protecting your torso and someone shoots a bullet at you. Assuming he hits the torso (there are spot rules for hit locations that may come into play here), then there is a bullet size spot that might be embossed in the armour, but no hole. The damage that went through is the impact, not indication that the armour is broken. All the rest of the armour is fine. What are the odds that the next bullet will hit at the exact same place as the first? Would it pass through if it did? I don't think so. If you want you could accumulate the amount of damage the armour absorbed and set a maximum amount before It becomes useless, but I'd set it at a large amount. Personally, I would not bother with this.
  21. Very nice indeed, but I prefer the Keeper Screen from Chaosium, or the one that comes with Masks of Nyarlathotep. Great art and useful info included! 😛
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