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About mrjam

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  1. Thanks everyone for the answers. Has the authors ever commented in the past about this issue? I'm looking for some design/development insight: it is the forth iteration (counting only "official" Runequest) of the system, so there will certainly be a design reason about this rule.
  2. Hello, I'm trying to understand the concept behind strike rank. I understand the relative advantage of a longer weapon and a bigger SIZ against a smaller opponent in determining who strike first. But I don't understand the absolute higher speed that a longer weapon and a big SIZ give, i.e. I have difficult to figure why in a combat: - between two high SIZ and high DEX combatants, with long reach weapons (and so a pretty low strike rank), the combatants could have theoretically many attacks (provided they split a high enough weapon skill); - between two low SIZ but high DEX combatants, using small weapons, these combatants could use fewer attacks (due to the higher strike rank) than in the above situation. So, same DEX (18), same weapon skill value (i.e. 150%), but different SIZ and different weapon length give different number of attacks in a round while pairing combatants with the same characteristics (big vs big, or small vs small). Am I missing something? Thanks
  3. On page 83 of the rulebook it is indicated that it is the PC that roll a spot hidden skill roll using the NPC stealth skill to set the difficulty level: "Wherever possible, the situation should be framed in such a way that the dice are being rolled by the player. [...] If the investigator is attempting to use their Stealth skill to furtively follow a non-player character, the player would roll the dice and the Keeper would use the non-player character’s Spot Hidden skill to set the difficulty level. If the situation were reversed and the non-player character were following the investigator, the player would roll the dice against their Spot Hidden skill to see if the tail is spotted, but this time Keeper would use the non-player character’s Stealth skill to set the difficulty level."
  4. In this case the player should roll spot hidden against the stealth skill of the NPC, so going from 49 to 50 for the player gives just a +1%. My understanding is that the NPC skill set the difficulty level, not vice-versa.
  5. Hello, it is not clear to me the math about the skill rolls difficulty level in 7e. Just as example, stealth vs spot hidden: it seems that the difference in success probability against an NPC with 49% spot hidden or an NPC with 50% spot hidden is pretty substantial (you use your full stealth skill against 49, just half against 50), while you have the same success probability against an NPC with 50% and an NPC with 89% spot hidden (half skill). Have I misunderstood something? Thanks
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