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Barak Shathur

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  • RPG Biography
    Gamer since 1982. D&D, Drakar & Demoner, MERP/RM and now RQ/BGB
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    RQ/BGB
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    Sweden

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  1. So, we had our session, battle ensued, here is the combat report: The situation: two PCs in a rowing boat in the wee hours of morning, hunting a giant eel under the wooden platform of Laketown (we are playing in Tolkien's Middle Earth using MERP modules). Two more PCs are supporting with crossbows from the platform. They are hunting a giant eel that has been plaguing the good fishermen of that town. While steering through the thick mist among the huge timber piles they suddenly hear a cry and a big splash, and hurrying toward the sound come upon an upturned boat, a fisherman desperately swimming away from it, and a 10' eel gorging itself on the spilled catch. The creature hasn't noticed the approach of the adventurers, so they aim and let loose from the boat with bows (the one's on the platform haven't caught up with them yet). The first roll is 100, a fumble, and the character's poor compatriot is hit for special (double) damage in the leg. To make things worse, the fumbler rolls max damage, so the leg is impaled for 18 points! However, since it has 5 HP, only 10 are taken to general HP but the leg is maimed. The unlucky fellow falls, bleeding (since he took more than the leg's total HP in one shot) and is incapacitated. Until his leg is healed, he has one combat action less than normal and can only crawl and fight from the ground (at half skill). He manages however to roll under CON x3 and the bleeding stops by itself before it has started. Next round, the remaining bowman in the boat misses again (they get -25% due to mist, darkness, the eel moving and showing only partly above water). One of the characters up above, who is a dwarf and thus doesn't get a penalty for darkness, scores a hit though. A decent shot, but far from knocking the eel out. Now however the eel becomes aware of the adventturers in the boat next to it, and being very aggressive (and stupid to boot), attacks them. In the following round it reaches the boat while the PCs in it ready their melee weapon (battle axe and spear) and rams it with the full force of its body. Since I'm combining RQ3 with 4 (and a bit of BGB), I'm using RQ3's rules for intentional knockback. The eel is very big and strong so both men in the boat are affected, but they both succeed with their DEX rolls and keep their balance. They strike back at the eel (the one with the maimed leg lying over the railing and swinging his battle axe feebly at half skill) but fail to do much damage. Next round, the one still standing manages to injure the eel with his spear, and it now lunges into the boat at him (they gonna need a bigger boat), managing to bite his leg and doing 7 points of damage. Since they've both taken off all armour in order not to sink like stones if they fall in the water, this leg too is out and we now have both PCs in the boat knocked down. A quarrel from the crossbow dwarf grazes the eel but it's still in business. In RQ4 it costs 5 MOV to move from lying to kneeling, and 5 more to move from kneeling to standing. I rule that the spear guy, whose leg is injured but not incapacitated, is able to get up to kneeling position in the initial movement phase (if he refrained from any actions in the combat phase he would be able to move up to twice his move again). He gets up on his knees and stabs at the eel (if it was above him he would get -10% to his attacks, but it's in the water below so he can fight as normal. He misses though. Now, however, the axe guy manages to get a decent blow in across the eel's spine. 10 points is enough to knock it out, and it is soon floating upside down in the bloody water. The wounded warriors haul the 120 kg beast onto the boat and limp back to the quay, where they are greeted by the cheering fishermen. Next session they will get healed by the high priest of the Fishers' Cult and the campaign will commence. The system didn't get fully tested since there wasn't any movement to speak of, but everyone agreed the combat flowed smoothly. I will keep using RQ4's combat system with RQ3 going forward. Cheers!
  2. So I see the combat system, including HP, DB, specials, knockback, damage and move calculation as good updates to RQ3, basically (and better than any other BRP iteration I've come across for my money). That's really all I need from RQ4. But what about you guys? What would you keep, and ditch, from RQ4?
  3. I should add that clearly, as has been stated by others, RQ4 was a work in progress. We’ll never know how it would have turned out in the end. But it contains some nuggets that function really well with the BRP system IMO.
  4. So maybe not everything in RQ4 is stellar. I guess the parts I appreciate are the ones that seem to address what I consider more or less serious problems in RQ as a whole, solutions that unfortunately were never implemented in later BRP iterations (though some, like the hit location damage levels, as per the above were). The way I use it is to incorporate those parts into RQ3 and, voila I have a game that functions very nicely. The session got canceled tonight so I can't give a full report yet...
  5. Thanks to you and David for sharing these nuggets of role playing history! Do you have any recollection of any details of what Greg was opposed to?
  6. Thanks! Very interesting to see that the complaints the designers list regarding damage bonus overlap exactly with mine. Also, to me it seems the combat rules *are* a simplification in many ways of RQIII’s rules. Take strike ranks. Instead of the cumbersome entanglement of weapon strike order with movement within a round, SR becomes simply order of actions, with movement handled separately before and after the ’melee phase’. Another one is knockback, which I like as a concept. But instead of having to remember to compare the damage of a blow to the recipient’s size, knockback happens with increasing severity at 10 point intervals regardless of size (very large creatures reduce this by 10). Or fatigue: instead of fatigue points, you do a stamina roll just before combat or other times when it would be useful to know if you are fatigued or not. The more you carry, the more likely you are to be fatigued. To me, RQIV was like a revelation. If someone implemented these rules in a BRP game and put it out, I would buy it.
  7. I introduced it to my campaign officially last weekend but my players managed to stay out of trouble the whole session. They have, however edged right up to danger and on Sunday sparks will fly if all goes right. I’ll keep you posted. In the meantime, I’d like to echo this: Any inside info would be fun!
  8. In that case I think I prefer RQ4's version: All weapons do double rolled damage on a special. In addition, crushing weapons cause at least 1 point of damage for each 5 points rolled regardless of armour, slashing weapons cause bleeding and impaling weapons impale.
  9. Ok. I’ve only played RQ7 on Roll20 as a player, so I wasn’t clear on that distinction. Thanks.
  10. And, apparently a bit of RQ4, as in three levels of damage to hit locations and double rolled damage for specials and criticals for all weapons.
  11. The pdf I have is called "RuneQuest 4 - Adventures in Glorantha" and is from 1993. The DB table goes STR + SIZ DB 01-05 -4 06-10 -3 11-15 -2 16-20 -1 21-25 +0 26-30 +1 31-35 +2 36-40 +3 etc. (STR + SIZ/5, rounding up, minus 5) It's a damn shame it wasn't published, in many ways it's the version I like the best that I've seen so far. It really seemed to solve many of the problems with RQ, IMO. Edit: at least in terms of combat mechanics and general game system. I haven't studied chargen or magic closely, for that I use RQ3 and BRP.
  12. In RQ3, as in BGB, the progression goes 1d4, 1d6, 2d6, 3d6, so the jump is quite a bit bit bigger than that. And the doubling of rolled weapon damage for all specials and criticals makes it more likely to get a spectacular result, only that it's with one in every five blows, rather than every single one. And it's more skill dependent.
  13. I'm going to try combining RQ3 with the combat system from the unofficial RQ4: Adventures in Glorantha from the 90s, that only exists as a pdf as far as I know. I am looking for feedback. I'm really excited about the combat rules in RQ4, which seem like the natural evolution of those in RQ3. The improvements, as I see them: Damage bonus progression goes +1, +2, +3 etc instead of 1d4, 1d6 etc. The reasons why: going from 0 to 1d4, as in RQ3 (and most of the BRP family) is such a huge leap, one more point of STR on SIZ than the human average means you do up to almost 50% more damage with most hand weapons? This has always been my biggest gripe with the BRP systems. The RQ4 version has smoother progression and makes the difference between characters with higher and lower stats less huge. Damage to hit locations: three damage levels (1 x, 2 x and 3 x location HP). The reasons why: this, together with the lower DB, reduces the problem of limbs flying off all the time. It now takes a serious instead of an average hit with a broad sword to sever an arm or a leg. This seems to have been implemented in the latest RQ version btw. Death at 2 x general HP instead of 1 x HP. The reasons why: again, together with the change to location HP, makes your PC less likely to die from an unlucky hit, which I think is a Good Thing. It's still pretty deadly though. All weapons do double damage with specials and criticals, not just impaling ones. The reasons why: I think it is a Good Thing, and especially with the reduced DB you need this. Now the specials become really decisive, while regular hits tend to cause minor wounds, rather than "whoever gets in the first hit wins the fight". This is how it should play out IMO. It also makes skill much more important, since you get more specials with higher skill. It's also a Good Thing that letting your impaling weapon stay in the wound becomes optional. It seems both unfair to spear users and a little weird that you could do as little as a point or two in damage with an impale and still get your weapon stuck. Move is calculated from SIZ and DEX rather than a flat rate for each species. This makes much more sense, for exampe not all humans are equally fast. Duh! Combat sequence: everyone gets to move MOV stat in meters, then combat in SR sequence, then extra move for those who didn't fight fully or at all. Combat options include attack twice but no parry, or just one attack or parry but extra move later, or no actions and double move later. The reasons why: retains SR but detaches it from clunky combat round segments. Allows for many different tactical options instead of just ping pong. Rules for getting up from prone. Different options for fighting prone or kneeling. Takes 5 MOV to get up from prone to kneeling, 3 MOV from kneeling to standing. The reasons why: rules for getting up from prone was missing in RQ3. This is a good system and I like it better than the BRP version. I think all this will combine well with RQ3! I will also use some of the rules I like from BRP, like multiple parries, complementary skills, cooperative skill use, and maybe fate points. Thoughts?
  14. Standard RQ dwarves are much weaker than humans due to their low SIZ. When humans got their SIZ bumped from 3d6 to 2d6+6 (I think between 2nd and 3rd ed?) dwarves were left at 2d6 so in terms of calculating damage bonus they fell way behind. This does not reflect WFRP well, so I would bump dwarf SIZ to 1d6+6 (as more recent BRP iterations tend to do).
  15. Not exactly. My proposal was actually that if you attack and parry in the same round with the same weapon, the attack (limited to one unless you have over 100% skill) is counted as one "parry" in terms of the cumulative -30%. For example, first you parry at full skill, then you attack at -30%, then you parry again at -60% etc. Or attack at full skill, parry at -30%, parry again at -60%, etc. I see.
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