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About Kloster

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    Senior Member
  • Birthday 02/11/1967


  • RPG Biography
    RQ2, ADD, RQ3, Superworld, Champions, ...
  • Current games
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    RQ Fan since, euh, long

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  1. I was not in Dragonmeet (too far), and am not even sure to purchase your book (my budget is quite short since my wife lost her job), but I can ensure you that the work you showed us is among the finest fan work I have ever seen about any RPG. So, if there is any error in your assumptions, I don't care: Congratulations.
  2. Yes, this is exactly how I read it.
  3. Sorry for not answering earlier but I was offline. In RQIII, if I remember, attacking on the run meant doing a full move and having an attack because in the middle of your move, you attack (or were attacked). This was a special case. On what I have seen, RQIII rounds were shorter to resolve, but we had years of experience with the rules instead of a few rounds. I can't really compare. I've never seen that. When in combat, you were moving 1m/sr and 3m/sr when outside, so I can't think a way to have such a strategy working. I like crunchy games: I am playing Hero (Champions in fact) since 1986, but even if I purchased GURPS 1, I've never played it (nor any other release). I can not compare. Lucky guy. The Oriflam print was both much cheaper and nicer than the AH one.
  4. Those are the close in maneuvers I spoke earlier. Very useful when used correctly.
  5. In RQIII, the move is per SR. In RQG, the move is done in 1 shot at the SR action.
  6. I think more elegant and simple to have everybody move per segment to have somebody do his full move at his SR (and thus move later because he switches from sword to dagger). You differ, Greg differed, Jason differ and you are the author so RQG is your way. This is OK for me but does not change my mind. I think that in literature, a big monster is easier to strike but harder to kill. Having external target is easier to hit than internal one in melee, but having larger easier to hit than smaller than at a distance seems natural to me, so the dual location table was a gain. Fatigue worked but was too much bookkeeping. See first part of my answer.
  7. A lot of maneuvers: Attack on the run, closing in, pushing, disarm, striking the weapon,
  8. No, you can't move once you're engaged. You can not anymore push, nor close up the range. You can only move up to the point you are engaged in the order of the SR, instead of having a move SR by SR for all the characters. Once engaged, you can only fight or break the combat.
  9. The 10 SR Round with moves and actions (attacks, parries, magic) interwoven. The combat options (partially brought back with Runefixes) that allowed to think tactically (and avoided to wait for the crit in high level combat).
  10. Yes. This is why a large number of mooks is dangerous: The more rolls the higher the possibility of a Crit.
  11. In our playtest, we had a hidden 7 mothers shrine close to Apple Lane, where some converts were going. There is no priest, but that does not forbid our lunar character to try to worship. Recovery was more difficult than for Orlanth, but possible.
  12. As long as you (as GM) need it, and most of the time enough for you (as player), or even too long.
  13. Consider that stolen (if you agree). This is very good.
  14. Yes, exactly. There was solutions, but slow and expensive ones. Yes, how true. I can't speak for global sales, but in France, what killed AH's RQIII was the price. I paid mine over 500 french Francs in 1986. This was well over than the combined price of the ADD PHB, DMG and MM.
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