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Kloster

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Everything posted by Kloster

  1. Daredevils was a good game. It used the same system as Bushido and is fine for pulp adventures. Justice Inc uses the Hero system V3. It is correct, but a bit heavy. I think the system is better for supers than for pulps.
  2. Never having a Rune (instead of losing one) is a completely different matter. RAW, you can't do as you explain, but it is (for me) correct. Gods, yes, for sure. Humans (or trolls, or ducks, or ...), I don't know.
  3. That means that the right answer is: Because Jeff or Jason (or somebody else in the creation team) decided it. This seems to me logical because going to 0 would mean loosing a rune, which I can't see possible.
  4. RQG p416: "In the case of opposed Runes, the opposing Rune’s value must be decreased accordingly. Because the opposed Rune must have some value, 99% is the highest any opposed Rune can be rated, with the opposing Rune at 1%."
  5. Given the scarcity of Rune Points, I think the cost warrant the experience check, even if the spell is cast in a non critical situation. After all, when casting, you impersonate your god, and the risks are there (in case of fumble).
  6. As I understand, paired runes can not go above 99%, leaving the 2nd part at 01%. For the runes that are not paired, I still don't have made my mind.
  7. Runefix 1 contains part of the RQ3 rules for non lethal combat.
  8. Yep. To stay with common cults, an Humakti (for whom killing somebody unarmed from behind would be dishonorable, whomever it is) would have (for me) a very different opinion of what is honorable or not than an Uroxi (for whom NOT killing a chaos creature would be dishonorable, whatever the conditions, even if unarmed and from behind). If I GM RQG, I would have Honor a relative thing, but honestly don't know exactly how I would manage that.
  9. Kloster

    Shaman

    Agreed. Also agreed.
  10. Kloster

    Shaman

    I was asking myself the same question, and I have reread the rules especially for this. The answer, for me, is that nothing in the rules forbids it, contrary to RQ3, where rune levels were explicitly forbidden to be shaman except where explicitly authorized (or even required). I think this is a good point that the rules don't prohibit it. Of course. The rules should not forbid it, but the world has to give guidelines and rules, absolute or relative. It is logical that most cults restrict the activities of their members, especially the high ranking officials as rune priests and rune lords. This makes the cult book mandatory to know the details. Same for me.
  11. Same for me. For sorcery, we also always roll (whatever RQ version), because Criticals and Fumbles have effects.
  12. Yes, that's right. Only live, powered crystals have to be attuned. Dead crystals and MP matrix don't need it.
  13. With RQ3, you would also have to split your parry skill if you want to do several parries. I would stay with a ruleset put attacker and defender with the same rule: Either several attacks and parries with a cumulative modifier, split, or simply only 1 attack and 1 parry.
  14. I play it the way you do, but this nonetheless allow all those who have MP storage to start an event with all the storage full, and when they have enough storage, they almost never use their own MP. This was especially important with RQ3, when the resistance roll was MP vs MP and not POW vs POW.
  15. I would also say no, whatever the kind of spell Spirit, Rune or Sorcery).
  16. Same way, any piece of jewelry in contact with the body is automatically touched, so should count, even if not seen.
  17. Hello Jeff, Why having use RQ2 instead of RQ3 for basis? Is there problems with RQ3 intellectual property, or is it purely personal preferences (or is there other reasons)?
  18. I would say yes. I would also say yes.
  19. Logically no, because darksense is about darkness variation. Logically yes, because darksense is about darkness variation. I don't remember if there ever was a rule, but we always played it's range was equivalent to sight. Because of previous answer, I'd say yes.
  20. I understand that in this case, the arm would take normal damage, minus 4 (the armor value). With special attack (parry in this case), the armor counts normally.
  21. As you, I have understood as 'being resolved as a normal melee attack, and parried with the spirit combat skill', the normal spirit combat phase being done at SR12.
  22. Sweet dreams are made of this.
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