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gochie

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Everything posted by gochie

  1. "Any adventurer using a weapon in each hand may use them for two attacks, two parries, or one attack and one parry." (p. 224) Even the Second Printing Corrections state: "Two Weapon Use topic, first bullet changed to '...may use them for two attacks or attacking with one and parrying with the other, as desired.'" Either one is basically RQ3 rules. Very true that you get a major advantage when facing an opponent that is attacking someone else.
  2. I agree, but it would be a bit strange if iron could hold enchantments when it produces a sort of nullifying field. I figured the success reduction stems from the character being the target of the spell (not the iron item directly), thus the spell has to pass through the iron field to hit the target. You're right that it's nowhere in the rules though, but I don't see it making sense to be able to target a sword made of pure iron with a spell and only have -5% (for the 1ENC).
  3. Possibly... Can unenchanted iron even be enchanted considering their anti-magic properties? Either way, armoring enchantment doesn't exist anymore (yet?) and these NPCs are human Orlanthis, so this was clearly an oversight/mistake.
  4. Correct, for dual wielding. But with a single weapon you can Parry with the same weapon you attacked with, but with 2 weapons attacking in one round, if I was to restrict Parry, why would Dodge not be restricted as well? In RQ3 we kept it really simple. You had 2 combat actions per round, attack or defend. The only way to attack more often was to have over 100% and split your attacks. Going from that to "sure, just equip a 2nd sword and you can attack twice and still parry/Dodge normally with very little disadvantage" is a big jump in power... Overpowered even, when compared to sword and board or 2 handed weapons.
  5. Originally (in the PDF I read), it both said they were enchanted and that spells had a % chance of not affecting them or being successfully cast by them. I guess this was edited properly and they no longer have the countermagic effect.
  6. I'm honestly not sure... What reasoning could I give to allow one and not the other? You normally can parry with the same weapon you attacked with...
  7. Even as a real-life munchkin myself, I find giving both skills the same increases to be a pretty big stretch. I also believe there was an oversight in the rules when it comes to dual wielding... It makes no sense to have a rule specify that the left-handed weapon starts at 5% and then later have a rule state that it is always at a minimum of half the right-handed skill. As a GM I'm not even sure I would allow 2 attacks + normal parry (which is not what is written in the rules, it's just what Jason said in the Core Rules Question thread) - the downside is just too small...
  8. I think being inherently left handed is a sign of bad "luck" and draconic, but dual wielding doesn't make you left handed. I'm sure any warrior culture would have some dual wielders, and it would be a sign of advanced combat ability.
  9. There are inconsistencies throughout several books about enchanted iron vs unenchanted iron. The NPCs in the gm pack, for example, mention the chance of failure for spells, yet have 9 armor plate.
  10. And you consider that all "Broadsword" modifiers affect left hand weapons as well?
  11. Hm. Guess I missed that somehow. I guess that means if you want to increase it at character creation you're wasting quite a few points before they even start increasing the skill.
  12. I'm very certain you start at a 5% base, not half your right hand skill. Lefthanded 1h sword is a completely separate skill from right handed 1h sword. As @PhilHibbs said, put points into it at character creation if you want to dual wield decently well (or use Sword Trance to get 100% in it anyways).
  13. Definitely do not add the 1D6 from learning a new spell. That is for learning new sorcery spells after character creation, as @jps just said. You don't add a base 1D6-1 to your initial alchemy or navigation skill just because you would've started with that when initially trained. The starting percentages from homeland/profession/cult in adventurer creation are what you get.
  14. Honestly seemed like he posted that as an afterthought to counter all the arguments before it. It makes sense, but it really should be in the description, especially since the bestiary (with Arrow Trance) came after the core book.
  15. I'll fight anyone for it. I may or may not have season-long Sword Trance precast.
  16. Then again, couldn't any Shaman go find a CA healing spirit and steal the spell from it? And then he could teach it to whoever he wants. Or you could torture a CA priestess and force her to teach you the spell (if you were so inclined).
  17. Like it or not, you're welcome to house rule it as "Arrow Trance", but RAW, it isn't. I definitely wouldn't blame any GMs if they chose to house rule it though.
  18. The difference is the spell alters the adventurer, not the weapon, and boosts the Sword skill - ie. any and all sword skills. For 1 guease, having no shield, and an amazing chance to parry, +sword HP is the best gift to get imo.
  19. You start an adventurer with an automatic 3 Rune Points. You sacrifice for 2 more and cast Sword Trance (1) with Extension 4 (lasts a full season), and pump it with as much mp as you can (let's say 10mp for +100% with any sword). Dual wielding swords, which grants you 2 attacks per round, means you survive by parrying with one of your swords. So you take the +50% sword HP for one (or both) of your swords for an awesome 18 damage block at 200ish% chance of success. At 200%, you could effectively block 6 attacks before your Parry chance drops to 100%. Also, make sure you cast a countermagic or a cheap protective spell everytime you go into battle so Sword Trance doesn't get dispelled first, and you should be fairly safe from dispels.
  20. Your Humakti sacrifices 2 extra POW to have a season-long Sword Trance right at the start. Take the increased sword HP gift and you Parry at 200+% with an 18hp sword. Give your second weapon skill to left-handed sword, and you have probably close to (or over) 200% to hit with 2 attacks per turn (and you can still Parry normally). Any melee opponent will die very quickly to this brand new adventurer.
  21. Not sure giving spirits to a starting adventurer is kosher... But we sure house-ruled it in RQ3!
  22. Not gonna lie, Sword Trance is more OP than shield imo.
  23. Something I haven't thought of... You could turn an allied spirit into a spirit cult?
  24. Yeah I think you guys are right... It definitely seems like heroquesting would be a requirement for godship. Even if it's not full "godship" and more just being able to accept POW from people. Perhaps true godship would be divided in multiple hero quests, where one would grant immortality, one would enable you to transfer POW, one would let you own/create rune magic, etc.
  25. I didn't know the rules that well back then lol.
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