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Kloster

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Everything posted by Kloster

  1. No, no need to go D20 (Heretic!). We use 'larger margin is the winner when quality is equal' since 30 years and RQ3.
  2. The word Urox is from the RQ3 era. It is used (at least) in 'Dorastor, land of doom'.
  3. Yes, I know, but when I see something about 7 dwarves in a scenario, I can't think to someting other : 'The magnificent Sven' is the scenario in Wharammer (1st ed, IIRC), where a group of 7 characters led by a dwarf named Sven try to protect a small hamlet from attacks from a group of Orcs/Brigands. Any similarity with 'The magnificent seven' is of course completely unvoluntary.
  4. It works well with RQ3 and 'Land of Ninja' (no surprise).
  5. The rune spell allow for creation of spirit and rune matrixes. The spirit spell allow only for the creation of spirit spell matrixes.
  6. Opponents can also be over 100% and reduce your chances. In that case, Runes, augments, passions and spells just put you at starting point.
  7. Yes, RQG sees far more use of Rune magic than all previous versions, thanks to the Rune Points, but be careful that the return to the RQ2 duration of 2mn can cause a far more conservative use of Spirit Magic, because players want to be sure they have their buff active 'til the end of the combat
  8. In fact, not. IIRC, the first wave of spanish flu hit India in april or may '18, and the second in september or october '18, far before the colonial troops came home. The spreading of the epidemic in asia seems to have been caused by merchant ships, like the ones that went from Brest (westernmost french harbor where american troops landed) to africa, asia and americas.
  9. I never had this problem because we always used all options we could find to 'play dirty': Hitting the weapon or the shield to destroy it, playing on range and SR, trying to disarm or push, using knockback, ganging on one (when you could parry only once) to remove quickly one opponent. Of course, the GM were using the same tricks and the combats were quite often very short. This was (and in some case still are) the way we think tactically.
  10. Agreed. My main point is more: 'What is exactly, in game terms, a Heroquest?' Exploring or recreating a myth is a good 'in world' answer, but what does it means in game terms?
  11. It is (still) not, but don't forget that in 1918, in 1 month, H1N1 went to 'a bit more contagious than usual' common flu to a monster that, according to Pasteur's Institute, killed 50 millions people worldwide (for the record, whole WW1 is estimated to 18.6 millions) and then, disappeared in 1957, becoming the father of all seasonal flu viruses. I know, what I just wrote is vastly simplified, but it shows us what can become an uncontrolled pandemic.
  12. And I thought France's situation was bad!! We're still at half the spanish flu (but it hit more severely France than the US).
  13. You probably end being initiated in a non-standard cult. Same for men.
  14. In fact (and this is the mistake I did originally), the skill value being augmented does matter because the chance of success is capped to 95% (in fact, the formula I gave are wrong because I didn't take in account the fact that it can't goes below 05%), so if it is above 45%, you will benefit of the 50% bonus (for a critical) on your crit and special chance, but not fully on your success chance. If you are above 75% (as in PhilHibbs original test with a 90% skill), you don't even fully benefit of a standard success augment. On the contrary, if you are below 20%, you are not fully affected by the -50% of a fumbled augment. This is one of the cause of the breakpoints, the other being the granularity of the crit, special and fumble table for the augmenting skill.
  15. Here are the full calculation I've found for every value of skill and augmenting skill below 490% (above that, Special% should be capped to 95%). It is easy to see that to get a good benefit of the augment, the skill should not be above 65%, and if it is above 75%, the gain will be even lower because the max probability of success is 95%. Critical: ((Skill+50Crit%*AugmentCrit%)+(Skill+30Crit%*(AugmentSpecial%-AugmentCrit%))+(Skill+20Crit%*((Min(95;Augment%)-AugmentSpecial%))+(Skill-20Crit%*(100-Augment%-(101-AugmentFumble%)))+(Skill-50Crit%*(101-AugmentFumble%)))/100 Special: (((Skill+50Special%-Skill+50Crit%)*AugmentCrit%)+((Skill+30Special%-Skill+30Crit%)*(AugmentSpecial%-AugmentCrit%))+((Skill+20Special%-Skill+20Crit%)*((Min(95;Augment%)%-AugmentSpecial%))+((Skill-20Special%-Skill-20Crit%)*(100-Augment%-(101-AugmentFumble%)))+((Skill-50Special%-Skill-50Crit%)*(101-AugmentFumble%)))/100 Success: (((Min(95;Skill+50%)-Skill+50Special%)*AugmentCrit%)+((Min(95;Skill+30%)-Skill+30Special%)*(AugmentSpecial%-AugmentCrit%))+((Min(95;Skill+20%)-Skill+20Special%)*(Min(95;Augment%)-AugmentSpecial%))+((Min(95;Skill-20%)-Skill-20Special%)*(100-Min(95;Augment%)-(101-AugmentFumble%)))+((Min(95;Skill-50%)-Skill-50Special%)*(101-AugmentFumble%)))/100 Failure: (((100-Min(95;Skill+50%)-(101-Skill+50Fumble%))*AugmentCrit%)+((100-Min(95;Skill+30%)-(101-Skill+30Fumble%))*(AugmentSpecial%-AugmentCrit%))+((100-Min(95;Skill+20%)-(101-Skill+20Fumble%))*(Min(95;Augment%)-AugmentSpecial%))+((100-Min(95;Skill-20%)-(101-Skill-20Fumble%))*(100-Min(95;Augment%)-(101-AugmentFumble%)))+((100-Min(95;Skill-50%)-(101-Skill-50Fumble%))*(101-AugmentFumble%)))/100 Fumble: ((Skill+50Fumble%*AugmentCrit%)+(Skill+30Fumble%*(AugmentSpecial%-AugmentCrit%))+(Skill+20Fumble%*(Min(95;Augment%)-AugmentSpecial%))+(Skill-20Fumble%*(100-Min(95;Augment%)-(101-AugmentFumble%)))+(Skill-50Fumble%**(101-AugmentFumble%)))/100
  16. Ok, after taking in account Windchild's remarks, here are the calculations for a 90% skill, possibly augmented by a 55%, 65% and 75% skill: Without augment: Critical 5% Special (18-5)=13% Success (90-18)=72% Failure (10-1)=9% Fumble 1% With 55% skill augment: Critical ((7*3)+(6*8)+(6*44)+(4*44)+(2*2))/100=5.13% Special (((28-7)*3)+((24-6)*8)+((21-6)*44)+((14-3)*44)+(3*2))/100=13.57% Success (((95-28)*3)+((95-24)*8+((95-21)*44)+((70-2)*44)+(2*2))/100=70.21% Failure=(100-(1.49+70.21+13.57+5.13))=9.6% Fumble ((1*3)+(1*8)+(1*44)+(2*44)+(3*2))/100=1.49% With 65% skill augment: Critical ((7*3)+(6*10)+(6*52)+(4*33)+(2*2))/100=5.29% Special (((28-7)*3)+((24-6)*10)+((21-6)*52)+((14-3)*33)+(3*2))/100=13.92% Success (((95-28)*3)+((95-24)*10+((95-21)*52)+((70-2)*33)+(2*2))/100=70.07% Failure=(100-(1.37+70.07+13.92+5.29))=9.35% Fumble ((1*3)+(1*10)+(1*52)+(2*33)+(3*2))/100=1.37% With 75% skill augment: Critical ((7*4)+(6*11)+(6*60)+(4*24)+(2*1))/100=5.54% Special (((28-7)*4)+((24-6)*11)+((21-6)*60)+((14-3)*24)+(3*1))/100=14.49% Success (((95-28)*4)+((95-24)*11+((95-21)*60)+((70-2)*24)+(2*1))/100=71.23% Failure=(100-(1.26+71.23+14.49+5.54))=7.48% Fumble ((1*4)+(1*11)+(1*60)+(2*24)+(3*1))/100=1.26% This is now more in line with what you have experimentally got. And you are right, the breakpoint is caused by the fumble % going from 99-100% to 100%.
  17. If you survive the birth, why not. I would say yes.
  18. You're right. My calculation is wrong here.
  19. I already had a look, and I didn't find any mistake, but I also redone my maths and also found nothing, hence my question. Fairly possible.
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