Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

236 Excellent

About Sumath

  • Rank
    Senior Member


  • RPG Biography
    GM of RQ2 & RQ3, Golden Heroes, and player of CoC, MERPS, WFRP 25 years ago. Just started playing, GMing again. Starting a RQ campaign in 2019.
  • Current games
    D&D, Blades in the Dark, RQG
  • Location
    Battersea, London, UK
  • Blurb
    48 year-old grognard who's returned to RPGs after a 25 year break. Gods, I'm old.

Recent Profile Visitors

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

  1. It could be simpler than that - perhaps just a Moon rune followed by the initials of the phalanx or cavalry section. Although that then begs the question of what New Pelorian initials look like.
  2. There's usually some news coming out of The Kraken convention each year, so hopefully one of the attendees will post any news or indications of when stuff will be released. Anybody going to that this weekend?
  3. Neoteny would raise the potential for a young dark troll, somehow separated from their protectors (perhaps a troll caravan?), and discovered by humans who mistake it for a trollkin. I'm thinking of a similar scenario to the novel Gentleman of the Road by Michael Chabon, where a youth from foreign lands begs to be returned but lacks the language skills to explain their plight. Being the son/daughter of someone important would add the prospect of reward for their safe escort back to their tribe.
  4. I suspect this will be a YGWV answer, as I'm not aware of any images of immature dark trolls, but does anyone know if they look (facially) similar to mature trollkin? I'm sure they are stockier, and easily distinguishable from trollkin by other trolls, but not necessarily by humans. The trollkin in the bestiary have flatter faces (rather like how young chimpanzees have much flatter faces than adults), and I'm thinking this is probably also true for young trolls, and that their elongated jaws develop as they mature.
  5. The Chaosium blog has news today of 'Highwall Inn', a free Ian Cooper HQ scenario set in a snow storm on the road to Alda-Chur, in which a group of strangers are pursued by ghouls and have to hole up in an inn to survive the storm.
  6. I have to say, I like D12s. In terms of number generation they may not be that useful, but aesthetically they are my favourite die. There's just something iconic about a dodecahedron, more so than an icosahedron in my opinion.
  7. I think that if you can't parry a knockback then you should be able to dodge it. Or vice versa. Otherwise what does the knockback attempt consist of? A physical assault that cannot be avoided or blocked would be a strange thing. If someone attempts to push you they may not be successful (that's the knockback mechanism), but avoiding their attempt in the first place is where the dodge or parry comes in.
  8. Thanks for your input, Bill, much appreciated.
  9. No, my post is correct on this - it is p.195, not 196. Yes, agreed. The object of the post was to list things for consideration, it's not intended to be an exhaustive list. Cool, thanks both. That was the main thing on here that I wanted clarification on.
  10. There's not much evidence for this in RQG, but I'm sure I remember it from previous RQ editions, and it is implied by p.219, Shield Attacks, which says 'It is possible to attack with a shield, giving up the chance of parrying that round'. Similarly, it would make sense that one can parry with a weapon if you give up an attack that round. This is something I'd appreciate some thoughts on, as it's something I have in my head, but can't find precise evidence for it.
  11. The total weapon SR in parenthesis on each character's description at the beginning includes SIZ and weapon strike ranks. But as most of the first few rounds are missile and spell casting, there's lots of stuff happening on DEX SRs. It's not until Chadestra uses her spear that we get a melee attack that includes SIZ SR. There's lots of stuff I didn't include in this combat example (e.g. augments, spirit combat, dodging, etc) so maybe I'll do another example in future with more melee.
  12. I've now uploaded v3.0.0. of the combat example. Hopefully all should be okay now.
  13. Following the example combat write-up and feedback received, I’ve drawn up a summary of things to consider when running, or participating in, RQG combat. Some of these are directly from RAW (but mainly sprinkled throughout the Combat chapter), others are interpretations, so critiques are welcome. Thanks to everyone who’s chipped in so far. Generally, there are quite a lot of specific rules governing strike ranks, hence the number of points below (although it’s far from exhaustive), but I’ve tried to arrange them in a logical order and cite rules location where applicable. 1. Changes to Statement of Intent no longer seem to affect SRs in RAW, but you may wish to house rule otherwise. 2. Unengaged combatants can move up to their full movement prior to SR resolution, unless Statements of Intent indicate they will be subject to missile fire or spell casting in that round, in which case their movement should be handled in SR order (p.192 Movement of Non-engaged Characters). 3. In a single melee round an engaged combatant can either attack and parry/dodge, OR parry and cast magic (p.195 Multiple Activities within Melee). 4. Parrying and dodging are non-SR actions (they take no SRs), that can happen at any time in a melee round. Multiple parries or dodges may be made, but each successive parry or dodge after the first in a round receives a cumulative -20% penalty (p.197 The Parry, p.201 Dodge). 5. Attacking and spell casting are SR actions (they always require at least one SR to perform). 6. Use of other skills (e.g. Perception or Communication skills) during combat might be SR actions or non-SR actions at the GM’s discretion (an interpretation). 7. A combatant cannot start taking SR actions before their DEX SR (an interpretation). 8. But with the following exception: Rune magic takes effect on SR 1, unless magic points are used to boost or alter it, in which case SRs equal to MPs -1 are added (p.194, Magical Attacks and Strike Ranks). 9. A combatant cannot attack more than once in a round unless they fulfil one of the following criteria: a. They are using a missile weapon and have sufficiently low DEX SR (p.195, Multiple Activities Outside of Melee, p.211, Rates of Fire). b. Their weapon skill is above 100% and they split their attack (p.202, Splitting Attacks). c. They are dual wielding and parry with neither weapon, but ‘off hand’ attack chance applies (p.224, Two Weapon Use). 10. Only two-handed weapons can be used to both attack and parry in a single round. One-handed weapons (including shields) can be used to either attack or parry during a round, not both. 11. Spell casting success rolls – there are two schools of thought on this: roll on the SR that spell casting begins or on the SR that the spell takes effect. The issue with the second method is when long spell casting periods are involved (e.g. for boosted spells, Sorcery spells or high-powered Spirit magic) that run over a round or more. If the spell roll fails then the player has just sat doing nothing for a round or more with no end result. Rolling on the initial SR when spell casting begins confirms whether the spell will be successful and, if not, the player can abandon it and have their character do something else (an interpretation). 12. Any spell can still fail if the caster takes damage during the casting – an INT roll (as determined by the GM) should be made to see if concentration is maintained (p.247, Types of Spells - see Active Spell and Passive Spell). No MPs are lost if the spell fails. 13. For Spirit Magic, combatants should be able to perceive or feel their spell foci to cast the spell. Casting without a focus takes two melee rounds (p.254, The Focus). 14. Apart from spell casting, SRs reset between rounds, but loaded/unloaded status of missile weapons needs to be tracked and allowed for. 15. If a combatant makes a second attempt at something after failing (e.g. casting a spell, withdrawing an impaled weapon) then they must wait 5 SRs + their DEX SR (an interpretation). 16. Sheathing a weapon, drawing a weapon, reloading a missile weapon, or picking a weapon up – all these actions add 5 SRs each (p.194, Preparing or Changing a Weapon). 17. Dropping a weapon or placing an already drawn weapon into another hand (e.g. to free a hand for spell casting) presumably take 0 SRs, so can take place at any time in the round (an interpretation, based upon p.194 Preparing or Changing a Weapon). 18. Some SR actions can be combined with movement e.g. drawing a weapon (p.195 Multiple Activities Outside of Melee). 19. If a combatant is evading missile fire, they cannot move more than half their movement (p.214, Shooting at Moving Targets). 20. Ambushing or surprising an opponent adds either 1 or 3 SRs to their actions (p.193, Strike Rank Modifiers table), but the ambusher may also get +40% to their attack that round as their opponent is ‘unaware’ (p.223, Attacking from Advantage or Disadvantage).
  14. Yeah, maybe if you pushed them with it rather than swung it.
  • Create New...