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g33k

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Everything posted by g33k

  1. Hmmm. I'm kinda not digging the enslaved vendref in cities vis-a-vis the Oasis folk of Prax, each embedded in a raiding tribal culture of riding overlords. The similarities seem too many; too much "lather, rinse, repeat." Maybe that just is the way it is...
  2. Eiritha provides. 😉
  3. It still costs to be healed; even if the injuries are impermanent, even if you've go a friend to cast the spells. It costs MP's, maybe POW... some sort of compensation seems just. Even if it's payment-in-kind, contributing POW/MP into an item, or the like.
  4. That was the HR that I used... hrm... at least as far back as 1980; possibly a year earlier? Also the mirror on a Nat1: always a miss, but also a Fumble if the re-rolled d20 was also a miss. Furthermore, I allowed Natural 1's & 20's to "explode" -- you could keep rolling-up a 20 to get more-and-more potent Crit's, had to re-roll 1's to get worse-and-worse fumbles. I had someone roll 4 20s in a row, once. And a GM (to whom I taught my HR) rolled 3 20's against one of my PC's.
  5. I'm pretty sure crits/fumbles originated widely in fandom, and "official" publications simply formalized the notion, gave it the veneer of being "official." To point to any particular rulebook as the "first" would be... misleading, at best.
  6. Yeah; I find the lack of such tactical options an odd pairing with the generally "simulationist" bent of RQ's rules.
  7. I really want the AA Atlas in a hardcopy editition, not just PDF. This doesn't appear to be available on Chaosium's webstore at this time... is that correct? Any idea when (if?) a reprint might happen? Or is it aimed at becoming a PoD product, that just hasn't been set up yet? TYVM!
  8. Just so long as they recall that every rules-tweak their PC's can use, so can the NPC's!!! 😉
  9. Oh, c'mon! Get yer head outta the sand and stop ducking the issue!
  10. A while, yet. One fan here says they saw a FB post indicating the ms. was mostly complete, but that leaves a LOT of time still needed to get art, do layout, etc (Chaosium isn't really doing the "well, this bit of art is meh, but it fills the space, so good enough" bit); and no indication as to whether they planned to 2nd-draft the ms. or otherwise put the thing through revision-cycles. In other words, "a while, yet."
  11. See, now here we part ways. I agree there are lots of improvements and so forth (not all of which are purely 5e-isms); it may in many ways be the "best" version of the "D&D" brand... But to me, 5e doesn't "feel like" D&D/AD&D; it feels like a different game using some of the same tropes. I wish there was better language than "feelz" but offhand I don't see it. I'll pick out a few specifics; these aren't the only issues, but they are examples... The slow progression of Proficiencies is a key bit of how the warp&weft differ from "D&D-esque;" HP-bloat is one of the features I most disliked, but the steady level-by-level march upwards in competence is something I miss (so 5e kept the worse, there). Having Dragonborn & Tiefling as core PHB races for PC's are more like embroidered details than warp&weft (easy to HR them as non-core), but also contribute to it feeling like a different game. The amount of recovery/buff available via Short-rest (vs Long-rest) is another area where it just feels different. Wiz/Src/Brd/War ... 4 core Arcane casters feels different; and the extreme combat-ability of the Warlock, even at 1st level, feels VERY different. To reiterate: I find 5e to be prob'ly the BEST of the D&D's. Most of the differences -- that I cite above -- I actually prefer. I just don't think it really "feels like" the game I (used to) call D&D. Edit: But I do agree that more effort should have been made to "streamline" the RQ2/RQ3 chassis for RQG; a high degree of back-compatibility could have been maintained, while still updating/modernizing the core rules.
  12. I need to review the Shaman rules; am I totally misremembering, or isn't there a "bargain" or other non-hostile way to the same end? I'm inclined to agree that a Cult Spirit should be mostly WILLING to assist senior-ish Cult members, such as RQG caliber PCs... without needing the same sort of beat-down you use to enslave a hostile spirit!
  13. Not needing a DEX mod on successive rounds of nothing-but-movement: 2 rounds, 3 rounds, 4 rounds... however many rounds the SoI is "I move..." (and if there is an "until," that condition isnt satisfied; nor does a foe or other obstacle intervene). OTOH, it looks a lot like a Phase 2 movement, at this point, and entirely off the SR scale.
  14. OP: Printed copy, or PDF, or both? I believe the full-scale maps will be Redbubble'd, so one could get (printed) maps that way... but CHECK my beliefs if this is an important point for you! @Chaosium: will hardcopies of the maps be available any OTHER way than redbubble, i.e. shipping by default with printed books ordered from Chaosium?
  15. Got it: Denning. "But Esrola dug a den deep into the cool Darkness of the earth, where the heat and burning could not reach her, and was safe from the Withering Rot. (n.b. cool dark storage is also where long-term staple foodstuffs were kept).
  16. I see 2 "good" ways to resolve this; I do not see that either is more-supported by the RAW than the other... 1. As you suggest, a "conditional" SoI -- I will do 'X' until the gate opens enough, at which point I will go through. 2. Because it isn't even clear the Lifting PC can lift the portcullis (or by how much), that SoI is nonsensical; you need to wait for the gate to BE open before your SoI to dash through it, roll under it, etc. Assuming they lift this round, you can SoI for it NEXT round. I allow for a conditional SoI as per #1, but only a single condition in combat situations, and (I'd need to think about it) the uncertainty of "just how open" & "how do I actually execute the act of 'going through' the gate" might be too much, or I might apply some extra penalty or "must roll to succeed" or somesuch. But in the end... I don't think it matters. No world-simulating ruleset can be 100% complete, or it would be the size of the world. Players will always find exceptions and loopholes, and the GM will always need to issue rulings. So, we have resolutions (at least 2, I may have missed some) that don't violate either RAW or (imho) common-sense / verisimilitude. Pick one and play! Discuss after-session if your group wants to HR the issue.
  17. Maybe allude to hibernation, vs. the Pestilent Cold? "But Esrola dug a cave in the snow, and sat snug and safe within, where the Pestilent Cold could not find her." Not seeing the complimentary one for Whithering Rot...
  18. So... bronze & many other metals are the bones of fallen Gods; various crystals are their blood. Is there any difference between the blood of gods dead & fallen, vs. e.g. blood shed by Orlanth or another still-living god? Also: does it matter WHICH god? That is, do powers follow the powers/natures of the god whose blood you are using, e.g. Storm Bull's blood works best with Air magic, Berzerk, and anything anti-Chaos? Or might there be limitations, e.g. a drop of Yelmalio''s blood couldn't be used with Darkness or Water magics?
  19. I only do "Phase 2" movement when 2 conditions are met: 1 - The moving SoI involves moving as the entirety SoI, and never becoming Engaged. 2 - Every other SoI (missiles, spellcasting, position on the battlefield and chance to Engage, etc) has NO CHANCE to affect the moving character.
  20. The ordering CAN matter, because someone with a low SR may bypass a defender and get an attack on another party, due to their low SR. What if the later-SR attack of the bypassed defender proves disabling -- that is, the low-SR attacker got dropped by the defender, short of the target?
  21. Not a new SoI replacing a SoI within the same melee round; sorry for being unclear! I meant a new SoI on a new round. However, I would allow a SoI to allow a character to begin moving and still be moving at the end of the round, planning to keep moving next round, with the SoI next round being something along the lines of "keep moving (all round, into next round)" or "Finish moving, and Cast / Engage in melee / etc." Is the movement this round (this round SoI) a continuation of movement begun last round (last round SoI was "move all round long (or to position X; or until event Y; or etc)")? Then you're still in motion from last round, go on SR1. Were you doing something ELSE at the end of last round? Combat, casting, whatever. Then SoI for movement is a new thing happening, a new decision the PC made, a new action undertaken. Go on your DEX SR.
  22. Actually, all the way back to RQ2 (and so far as I can tell, continuing in RQG) there has been a sort of "mini-melee-round" effect in the Strike Rank system, wherein each SR's-worth of action gets fully resolved before moving to the next SR. Did someone's sword-arm get disabled on SR4? They cannot attack with it on SR5 when their SoI said they would. I agree that the interface between Movement & SRs/actions needs some extra attention/clarification from Chaosium. I just posted to the Rules thread.
  23. As a RQ fan, I certainly prefer RQ content I can play directly! The day they opened orders for RQG was, I think MOB said, the single biggest day of webstore sales ever recorded by Chaosium; and they ran out of stock (as I understand it) MUCH faster than they expected to. So it's going gangbusters for them!
  24. I am inclined to give an "it depends" here... Are they CONTINUING motion begun / SoI from the prior round? Because it's nonsensical to have them "frozen" in one place across multiple SR's of action. If their position could matter, I think it makes sense to resolve it as continuous motion; they are moving on SR1 (and if their position during movement couldn't matter, then by definition this choice doesn't matter within the game). Is the movement a NEW decision, a new SoI? Because if it's a case of, "I have completed a prior action, and made a new tactical evaluation, and will begin moving to <X>" then I think a delay of DEX ranks is appropriate and correct.
  25. Agreed! More or less, that is...there are no "impulses" defined in RQG, so saying "SR are not impulses" is... tautological, I guess. SRs are also not supercomputers, Gungans, nanoseconds, Mi-Go, or James Tiberius Kirk. But given the notion of "Impulses" from Ringworld RPG, we can agree that RQG SR's are not that thing. Let's not get all Quantum Mechanical about position and time: for purposes of the tactical battlefield a character has a position at every SR -- otherwise, what will the DEX22 Elves with readied Elf-Bows be aiming at??? Granted... on some SR's there are no tactical considerations, so we may not CARE exactly where a given character is, so we may not figure out the details. But the concept has meaning! "SR4" includes all the actions AFTER the actions of SR3 and BEFORE the actions of SR5. It also includes the tactical "state" of the battlefield... who is upright, who has fallen, how many Left Legs are laying around the battlefield, who is Engaged, who is not... and who is moving; and, because we need to know if a foe might be able to Engage them, aim a missle at them, target them with a spell, etc: we need to know (or be able to determine quickly & easily) where they are. Have they had time to complete their "I duck behind the doorway to crank my Dwarven Crossbow" action? Are they sitting durulz for anyone to target?
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