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EpicureanDM

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Everything posted by EpicureanDM

  1. This looks like the sort of advice I'm looking for. What's different in RQG that invalidates some of these tips? That's the sort of advice that I can't find. Some of this seems like they would work in RQG, like the idea of "spell barrages." That's a neat trick that I can demonstrate via NPCs to players. If it does still work in RQG, what's the mechanical explanation for that tactic? How would I execute it? By explaining this stuff in sufficient detail (how did it change from RQ2/3 to RQG?), new RQG GMs can get a veteran glimpse into how the rules all connect to each other. I read an old thread on these boards about the interactions between Axe/Sword Trance, Bladesharp, and combat skills over 100%. It contained experienced RQ2/3 GMs pointing out some very subtle differences in the spells and combat system in RQG. These discussions help new RQG GMs find the seams and pitfalls in the system so that they can be prepared at the table when problems arise. That's another good tip. What's your experience with this at the table? It feels very swingy to me. If the only way the party's opponents can hurt them is via a critical, then a large group of archers (what ratio of opponents to PCs do veteran RQ GMs consider "large"?) feel like a nuisance (the GM rolls six or eight Attack rolls at 45% at 1d6+1 damage, which is a little dry and perhaps anticlimactic) until a critical suddenly drops a PC. But maybe that's the only way for rank-and-file archers to feel like a threat, so giving three archers Multimissile 3 is just how things are done in RQG? OK. How often have you deployed opponents on trained war-animals in your game? Do you find them tricky to run compared to more standard RQ fights? What do you know now that you wished you'd know when you ran your first fight featuring mounted combatants? There's good tidbits in here. Is the concept of "Natural Defense" found in RQG? If not, it's the sort of thing that only experience can teach (and share). Do you have a rules reference for "jinky" running? You mention that charging archers in combat is a good idea, unless they're very skilled or are using magic. Does "very skilled" refer to them being able to shoot more in a round to incapacitate you before you get there? Are there other skills that you're thinking of? What sort of magic makes it a bad idea to charge archers? Are we just talking about magic that boosts their chances to attack and deal damage or do you have other spells in mind that would discourage charging them? Maybe Mobility or Leap?
  2. This is in the vein of what I'm looking for. You mention two opponents lobbing Disrupt at average POW PCs and how dangerous that is. But why? Close the loop on that bit of advice. Is it because if a PC takes 4 x 1D3 damage to general hit points over two rounds, they might be one glancing blow (maybe 2hp of damage to a location after armor) away from zero hp and death? What does your party look like in the general strokes that you felt comfortable unleashing two Large Dehori and a six-trollkin slingers squad (among others, including a powerful troll Rune Priestess, I presume) against them? The Bestiary says that elementals have one hit location and no armor. There's also no mention of combat skills, so they presumably can't Parry or Dodge. They can be hit and damaged by ordinary weapons. It sounds like as long as a PC doesn't fumble the attack, they just need to succeed on an attack then roll damage. This makes elementals feel like "semi-intelligent terrain effects" to me, which obviously require a priest around to control them. Is that a fair way at looking at them? What sort of impact did you expect the Dehori to have in the battle? What was their intended effect? Were there some strengths or weaknesses in your party that you wanted to connect with?
  3. Thanks, Kloster. That's a good starting point, but it's what I consider general advice. It doesn't translate directly to the table when I'm behind the screen looking at my players. What is a fair number of ranged attackers should I throw at a PC with 100% Broadsword? Three archers? The PC can't use their Broadsword skill to parry arrows, so now I need to worry about Dodge instead. If none of the PCs have invested in Dodge (and given how Dodge can be all-or-nothing), what sorts of encounters and opponents should I be throwing at my party? How do I know if I'm throwing too much (or too little) at my players? If the archers get in a lucky shot or two and the PCs are suddenly in deep trouble, what spells or tactics would help the PCs even things up or run away? What are the best strategies for PCs to get the upper hand on archers? What spells? Is it better to use all your SR to charge the archers and engage in melee? Does RQG's combat system encourage or reward that tactic? That's the sort of information I'm looking for. I'm interested to hear from veterans of RQ3/RQG about how the combat system (and other systems) are used to best advantage in an RQ fight.
  4. I recently started a new RQG campaign more than 25 years after my last experiences with RQ3. My old group only played RQ3 for a couple of years and I wouldn't characterize us as squeezing the most out of the rules. 😉 I read posts here and other places about how experienced RQ players and GMs conducted combat. I get the sense that there's some strategy or common wisdom around casting spirit or Rune magic before fights, combining ranged attackers with skirmishers to put pressure on, releasing allied spirits against your enemies during battle, and more. These tactics are mentioned in passing, but rarely in the kind of detail that could be useful to a new/returning RQG GM. Can anyone point me to examples or guides that pull the veil back on advanced RQ combat tactics? I'm less interested in general advice ("Some opponents will send allied spirits into combat to harry PCs.") in favor of specific details illustrating real experience at the table ("Don't use allied spirits against the PCs unless one of them has stats or skills at X or X%. Spirits of [this strength] are a good match for PCs of [this strength].") I'm looking for the war stories that you'd tell when reminiscing about a memorable fight, but ones that illustrate a clever use of the rules to overcome your opponents. Most of my players come from D&D backgrounds, so specific examples that differentiate RQG combat from D&D that include tips and tactics would be especially helpful.
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