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Kloster

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Posts posted by Kloster

  1. 54 minutes ago, Ali the Helering said:

    Yup, just saying what the historical archaeologists said when I was there.

    No problem. I was just remembering an other possible explanation for the presence of molten lead.

  2. 57 minutes ago, Soccercalle said:

    I think that Humakti have a strong weakness in not being able to be resurrected. That should be compensated by having spells that other cults doesnt. True Sword is a strong war spell that doesnt belong to all fighting cults.

    The compensation for Humakti is reusable sever spirit.

    • Like 1
  3. 1 hour ago, Crel said:

    I don't know for sure, but I have a friend who has been playing in the same game for about 15 years. His father started GMing this campaign with my friend, his brother, and a few friends when they were starting high school. Same characters, too.

    They beat me. Our's is 'only' 13 years old, and just to answer, there is no recording, nor blog.

    • Like 1
  4. 12 hours ago, Soccercalle said:

    Is ANYONE using the fatigue rules from RQ3? I think very few used them even in the days of RQ3.

    I have used them, but not anymore. They work well, but too much bookkeeping for too few results.

    • Like 3
  5. 6 hours ago, DreadDomain said:

    Add a Hard success result at half the skills. This is mainly for opposed rolls but also for flavor (a Hard is better than a Regular but not really a special) and some maneuvers (Aimed Blow requires a Hard roll)

    I like this one.

    • Like 1
  6. 3 hours ago, svensson said:

    One of the things I disliked about RQ2 and 3 was that each weapon had Attack, Parry, and Handedness percentiles. It annoyed a lot of players because percentiles awarded for skill had to be dispersed into so many picky sub-groups.

    RQ2, yes. In RQ3, your skill apply to categories of weapons (1H sword, short sword, 2H sword,...), not individual weapons. Your skill is the same with a broadsword and with a bastard sword used 1 handed, so in fact, after several fights where various weapons are used, you have less skill values for combat with RQ3, even with dual skill for attack and parry, than with RQG, where you start with half value with weapons in the same category.

    3 hours ago, svensson said:

    In my games, I'm careful to observe the handedness rules on pg. 226 of the RQG book: players designate their handedness at creation; off hand weapon use begins at 05%+Manipulation Bonus. This comes from my real-life experience as an SCA heavy fighter and a proud member of the 'Secret Society of Sinister Southpaws' [i.e. a left handed fighter]. I had to work hard to acquire any kind of skill with my right hand, and even then I was never really proficient with it. Seriously, if you want to watch  something close to 'combat comedy', watch two lefties fight right handed for awhile. It really does look like cows on ice.

    Completely agree on that. In fact, on this, RQG is more generous than RQ3, as RQG starts off hand at 05%+modifier, but you can use the half value for similar weapon, as RQ3 gives 05%+modifier (and with just above average characteristics, RQG gives 25%higher modifiers).

    By the way, in my younger times, I had 12 years of fencing, and even at the end, I was unable to do anything with my sword in my left hand, so 05% is even perhaps generous.

    3 hours ago, svensson said:

    Back to the main point, yes, the rules in RQG have up-gunned quite a bit. If you're careful with cult and profession selection and have good attribute statistics, it's not hard to generate a character that's within one or two skill bumps from Rune status right out of the gate. However, the opposition is also up-gunned. Most opponents are 65%+ percent in their main weapons, most 'character-level' opponents are 85% or better. Trying to play an RQ3 warrior /soldier who's main weapon attack is 60% is not advisable in such an environment.

    Completely agree. But I said I am using RQ3 combat rules. We use RQG creation rules RAW, so the skill values are RQG's ones.

    • Like 1
  7. 12 hours ago, Godlearner said:

    LOL, how is this even close to RQG RAW?

    This is much more closer to RQG than RQ3: RQG character creation, RQG skill list, runes passions, economics abstraction, chase rules, rune points, new sorcery, cult descriptions, new shaman rules, spirit combat,...

    11 hours ago, Godlearner said:

    Combat mechanics in RQG are very different from previous versions.

    Yes, true.

    10 hours ago, JustAnotherVingan said:

    Main differences are only a single skill for weapons instead of separate skills for attack and parry, the multiple parries/dodges rule,

    This is exactly my main problem with current combat rules (with the 'over 100%, but this one is more generic). And it was easier to use the old rules than to try to adapt the new ones.

  8. RQG RAW except:

    - pure RQ3 combat.

    - no 'over 100% reduction'.

    - replace the '1 adventure per season' with 'max 2 or 3 weeks of non standard activity per season'.

    - experience is like RQ2 or RQ3, rolled after each adventure and roughly 1 week of downtime.

    4 minutes ago, JustAnotherVingan said:

    Elmal is still worshipped separately from Yelmalio, although being able to transfer from one to another without a penalty (so long as you can convince the priests you are sincere) is a thing. They are the same god but a lot of people won't like you if you say that.

    I like this, but I never had an Elmali player (and only 1 Yelmalion, from Prax's Sun County).

  9. 4 hours ago, SevenSistersOfVinga said:

    We don't spend too much time on foci but if you are carrying a body there is no Disruption attack for you,

    You can RAW. It is just longer, except for the few spells that explicitly requires a focus (of which disruption is not part).

    • Like 1
  10. 1 hour ago, davecake said:

    (a sorcerer cannot know a spell at higher than their Read/Write skill, and a human cannot know Auld Wyrmish at high than 25%).

    1 hour ago, davecake said:

    But I’m unsure if Auld Wyrmish even has a written form, so maybe it means Old Pavic? 

    IIRC, a human can not speak Auld Wyrmish higher than 25% (although I play the score can be higher, but only for understanding, not for speaking), but there is no limitation for humans on written form.

    • Like 1
    • Thanks 1
  11. 18 hours ago, lordabdul said:

    That is, if SRs dictacte that the attacks come in the order of Trollkin 1, Trollkin 2, Great Troll, then either the player parries both trollkins and suffer -40% for the Great Troll, ignore one trollkin and get -20% for the Great Troll, or let both trollkin hit "for free" to be at full skill against the Great Troll.

    This is exactly how I would do it if I were using multiple parries.

    • Like 1
  12. 3 hours ago, PhilHibbs said:

    I think a strict reading of the rules would mean that each arrowhead has to be enchanted separately, so that's 1 POW per arrow.

    This is how I have always read it.

    3 hours ago, PhilHibbs said:

    If that is enforced then I wouldn't expect a lot of enchanted iron, but raw iron still hurts trolls and elves just as good.

    Ditto.

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