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Kloster

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Posts posted by Kloster

  1. 28 minutes ago, Alex said:

    Hot take, switch to a D10 system!

    But with my numerical computing hat on, I dunno how you only compare tens dice and determine 'success by a margin of thirty'.  You're also having to do a high-low one shannon comparison of the units.

    If your skill is 83% and you roll 52, you say 'Success by a margin of 30'. You have to make the full calculation only if your opponent is also with 'Success by a margin of 30'. In that case, your exact value is a success of 31 and you compare with the exact value of the opponent. If the quality (Critical, Special, Success, Failure, Fumble) is different, you don't even compare the values.

  2. 6 hours ago, Alex said:

    I'm now getting visions of roleplayers ending up like darts players, and being super-proficient when subtracting two-digits numbers in multiples of five, but if asked to perform other arithmetic calculations, are suddenly stumped!

    (OK, doesn't quite work for RQ3 players, as they need to need to know how that works with 1-4, 6-9, 11-14 and 16-19 too...)

    In fact, it is even easier with RQ than with D20, because most of the time, you only compare the tens (announcing 'success by a margin of thirty' or 'special by a margin of ten'), and only when the number and the quality are the same, you need the full calculation. This has probably be less than 50 occurrences in more than 30 years of play, i.e. around 1 or 2 times per year.

  3. 22 minutes ago, Akhôrahil said:

    Pendragon's system or any system where you count the margin of your roll versus your skill works for this. It basically requires moving to D20 for resolution though, as the math is just too annoying otherwise.

    No, no need to go D20 (Heretic!). We use 'larger margin is the winner when quality is equal' since 30 years and RQ3.

    • Like 1
  4. 15 minutes ago, jajagappa said:

    Ur-ox simply means "first" or "original" ox, and so became a designation for Storm Bull in the HW period when all deities seemed to get named (instead of having a title like Storm Bull).  Urox is also a similar sound/meaning to Aurochs, the great cattle of the Godtime.

    Whether you want to use one or the other or both is up to you, but RQG has not been using Urox to this point.

    The word Urox is from the RQ3 era. It is used (at least) in 'Dorastor, land of doom'.

  5. 15 hours ago, Baron Wulfraed said:

    Snow White

    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.

  6. On 10/22/2021 at 4:52 PM, Darius West said:

    -7 Mostali wander down the road, (perhaps from Delecti's Ruins?) carting the body of a human girl in a glass coffin.  The party is not overly armed or armored and their destination is unclear.

    The magnificent Sven?

  7. 7 hours ago, Martin Dick said:

    I agree, that it's a great fight scene, but especially as a long time L5R GM, there's a lot more going on in an iaijutsu duel than just an attack and a failed parry and I don't really feel that the scene from Sanjuro is modelled particularly well by the RQ combat system.

    It works well with RQ3 and 'Land of Ninja' (no surprise).

    • Like 1
  8. 13 hours ago, lordabdul said:

    I would still probably make a roll or two because not rolling at least once before doing something important in RQG seems weird, but it wouldn't be a pass/fail roll, it would likely be to see how well the PCs get into the heroquest (and, conversely, how bad I can mess with them with more or less surprises).

     

    12 hours ago, jajagappa said:

    It's not much fun if you get your players all psyched up for a heroquest and then you slam the door in their faces.  It would be like starting CS Lewis' The Lion, the Witch, and the Wardrobe, and the kids get into the wardrobe, and it doesn't go anywhere - it's just a wardrobe full of coats.  There should always be opportunity to get in so you can tell the story.

    Now, where you end up when you arrive is a whole different question.  Did you land your house on the evil Witch of the East?  Meet the kindly White Witch who gave you lots of sweets?  Land face down in the mud?  End up in the Underworld or the Trickster's Madhouse?  That's where your preparations come into play.

    A roll is certainly possible, but should not be a barrier.  Instead, take the opportunity to see how closely they align themselves to the quest/story.

     

    12 hours ago, soltakss said:

    Yes, there is not much point starting a HeroQuest and not getting anywhere.

    Just go on the HeroQuest.

    What happens on the HeroQuest is important, what you do on the HeroQuest is more important.

    Thanks.

     

    • Like 1
  9. 16 hours ago, soltakss said:

    Passions can augment your skill, as can Runes, so you can get a couple of boosts, in addition to spells such as Bladesharp. So, you could go from 80% attack to 140% attack relatively easily, which reduces parry chance by 40.

    Opponents can also be over 100% and reduce your chances. In that case, Runes, augments, passions and spells just put you at starting point.

    • Like 2
  10. 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

  11. 17 hours ago, svensson said:

    Secondly, India provided the Empire with over 30% of her fighting troops, especially infantry. When those troops came home, they brought the disease with them. This made India a locus for infection far outweighing just the colonial [white] presence.

    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.

    • Like 1
  12. 7 minutes ago, StephenMcG said:

    I didn't mind that, what I hated much more was when attack rolls were in that 70-90% space.  You were almost always hitting but almost always getting parried, simply waiting for the lucky impale or critical.

    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.

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  13. On 9/29/2021 at 5:26 AM, Alex said:

    Covid-19 doesn't seem likely to be a species-killer, but this sort of deeply paranoid Flat-Earther thinking might very well be some day.

    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.

  14. On 9/29/2021 at 2:04 AM, svensson said:

    The day my father passed, the United States exceeded the number of direct-cause deaths [that is to say, it's on the death certificate as the proximate cause] due to COVID than we lost during the Spanish Flu of 1918-20.

    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).

    • Like 1
  15. On 9/25/2021 at 8:27 AM, Arcadiagt5 said:

    The key difference in my analysis is that I don't think the value of the skill being augmented matters - it's the source of the augment that determines the average return (which rises to about 20 across the board when the source ability reaches 100). 

    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.

    • Like 1
  16. 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

     

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