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Kloster

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Everything posted by Kloster

  1. A Bladesharp 10, that an Humakti slowly increased and put to a spell Matrix (RQIII).
  2. I completely agree with you, Axe Trance is not broken, work perfectly fine in a RQIII rules environment and (I think) is not overpowered. Sword Trance, which is basically the same spell for swords instead of Axes is thus (for me) not broken. But It causes problems in a RQG rules environment, especially because: - the way abilities over 100% are managed compared to RQIII. - the possibility to parry with the weapon that attacks the same round (in previous Chaosium RQs, it was possible only with 2handed weapons). - the multiple parry with same weapon/shield (imported from Stormbringer). - the single weapon skill (instead of Attack and Parry skills in previous Chaosium RQs, also imported from Stormbringer).
  3. It is bad only if Attack and Parry are the same skill. Otherwise, I don't like it, but it works.
  4. As I have written above, I couldn't find anything about that. But I also write ' although it can be possible to apply something '.
  5. Yes. At least, this is what I understand reading the rules. If someone can tell me I'm wrong, I will be very happy.
  6. RQG P223: Defenseless or Unaware Opponent: An attacker has a +40% chance of hitting an opponent when that opponent is on the ground, otherwise immobilized, or unaware of the attacker.
  7. Yes, with RQG, a high weapon ability, whatever the reason (high skill, bladesharp, sword trance, ...) will cause this. To evade this effect, you need numerous opponents, clever use of magic, ranged weapons or running away till the spell expires. Kloster
  8. Attacking from the back is a situational bonus that gives a bonus to attacker (+40 if unaware of the attack), not a malus to parry, although it can be possible to apply something. The number of parry is the only point I have found that is sure to reduce Parry. Kloster
  9. Attack and Parry for a single weapon are now 1 single skill (like in Stormbringer). This is for me what causes problem, because this is what requires to have 18 trollkin on your Humakti to be able to touch him, not Sword Trance. The problem is aggravated by the 'Anti Parry effect' (and by the RQ2 skills modifiers in the case of a giant). Ehem, nobody told him? Frankly, I haven't checked if the table is the same as in Stormbringer. Kloster
  10. Yes, true. This more a problem of the mixing of the skills (Attack and Parry) than anything else. The problem occurs when somebody has a big attack (whatever the way): As it is possible to parry with the attack weapon in the same round and you parry with the same skill, a good fencer can not be attacked by a giant's club and the small rapier will eat the club point by point. Kloster
  11. In fact, for me, the potential problem comes more from the single skill that replace Attack and Parry skills for each weapon, like Stormbringer. RQIII Axe Trance (the basis to Sword Trance creation) increased only Attack percentage. If Parry is not increased, Sword Trance does not protect it's user and the horde of trollkin would attack somebody with a manageable level of defense. GM would need 10 trollkin instead of 20. Kloster P.S. I don't like the Anti Parry, but for other reasons
  12. I'm not in the position to choose because I'm not the GM. But we should not be so harsh: RQG contains points that don't please me, but also points that are big progresses (Rune points being one BIG improvement). Kloster
  13. I don't know what will be the availability of MP matrixes and magic crystals in the campaign I'm playing, but it will certainly be lower than that. Whatever the case, of course, 2000% is a lot, but in fact does not change much things compared to 300% and is a waste of MP. Whatever the case, Attack % will be 100% (reduced to 95%), with 20% special and 5% critical. The defender parry will be reduced to 5%. Kloster
  14. Sword Trance does not exist in RQ2. And even if RQG is based heavily on RQ2, it is not fully compatible. I would be concerned if Sword Trance was breaking RQG. Agreed. No, you're not alone, and I don't claim either. A lot of going back from RQIII to RQ2 are not pleasing me, but they are not broken. Kloster
  15. Both Bladesharp and Sword trance would trigger the'Antiparry' because the ability is boosted over 100% (RQG p144), but none of them would allow splitting, because none of them put the natural skill over 100% (RQG p202)(it it were not before, that is). Kloster
  16. That is what ambushes are for. Kloster
  17. As I already explained, Dispel Magic 2 or Dismiss Magic 1. I don't care what breaks RQ2 rules: I don't play RQ2 anymore since I discovered RQIII in 1986. It solved most of what bothered me in RQ2. Kloster
  18. Intelligent opponents don't stay close to somebody that cuts through them. They use smart, magic, ranged weapons or flee. Kloster
  19. That would mean the 1st short sword armed trollkin would attack (after all the spear armed one) with the opponent suffering a -240% to Parry (and the last a -340%). Ouch! Kloster
  20. And I hadn't understood what you meant. No problem here, but that means a more complete errata and an extension (no pun intended) to Rune Fixes is needed. Kloster
  21. This I agree wholeheartedly. The addition of Sword Trance, the Attack/Parry skills fused together and the way RQG manages skills over 100% makes this deadly for non intelligent opponents. Kloster
  22. 1) RQG P260: Dispel Magic Variable, Ranged, Instant - This spell eliminates magic: 1 point removes 1 magic point of spirit magic or intensity of sorcery spells; 2 points removes 1 point of Rune magic spells. The total points of the spells must be eliminated to destroy the spell. Dismiss Magic works the same way but is twice as powerful-each point of Dismiss magic removes 2 points of spirit magic or intensity of sorcery spells; 1 point removes 1 point of Rune magic. So, a Dispel Magic 2 would remove the 1 Rune Point of a Sword Trance spell, whatever the number of Magic points spent. 2) In the Runequest Core Rules question thread, P3, Jason said (November 17, 2018): Q: How does Dismiss Magic work on Runespells with extension? A: As normal. Q: Does extension make the main spell bigger and harder to dismiss? A: Why would it do that? Extension makes the spell last longer. That's all it does.  Hoping this clarifies. Kloster
  23. Yes. Right. Yes, of course you can. Risky, but can be worth it. Dispel and Dismiss specifically have to beat the Strength or the Rune Points, not counting the Magic Points used to boost the effect of the spell. Kloster
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