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PhilHibbs

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Everything posted by PhilHibbs

  1. PhilHibbs

    Crimson Bat

    I killed the Crimson Bat! Three times! (casts Lie spell)
  2. Of course it exists, and that's why some people love RuneQuest, and not everyone feels the need to "solve" the "problem" in the way that Pentallion does. I could go on all day boring you all with character death stories. Dissolved by a gorp, killed by a Vigor spell, eaten by the party trickster, beheaded and added to a Thanatar belt, self-disemboweled in the first minute of the game... you don't get memories like those with most game systems, and I wouldn't change it for the world. If you see it as a problem, then by all means fix it. But it is core to the basic RuneQuest experience, and always has been.
  3. Ok, I've had time to think about it, and maybe the best answer is simply to always do this. Split pre-melee movement into a separate round. If you aren't engaged at the start of the round, then you aren't engaged. At the point that you come to be engaged with an enemy, either because you moved up to them or they moved to intercept you as you came past, then for you the round is over and you both pick up afresh at the start of the next round. There may be a need for a specific "charge into combat" option, for instance to interrupt an enemy spell caster or archer. It would certainly be frustrating to be only 3 meters away from someone, and having three arrows in you before you got to engage them. Or maybe not, you just end the round early and they have to carry over their action into the next round, at which point you might be able to hit them before the spell is cast. Basically, I'm looking for some kind of mechanism to remove the artificiality of the situation. The characters, in the world, don't know that a melee round is about to finish, so making tactical decisions around the melee round structure is unsatisfying. On the other hand, they can see the world around them better than we can, and the melee round structure is only a poor analogy for "what is going on in the world". Since we cannot make fully informed choices based on the tactical situation in the world (we can't see every rock and tree branch and low doorway), maybe making tactical choices based on the RuneQuest mechanics is a stand-in for that.
  4. L5R uses the slowest-states-first mechanic. Although that gives a double advantage to the initiative winners, it leads to some interesting tactical situations where the player who rolled low sets the agenda for the round by declaring first.
  5. It does, but I think it does not bypass the sorcery Ward Against Weapons spell. For that you would definitely want the bigger number, as it's a resistance table roll.
  6. I was just about to quote that (although it's now been quoted three times so far in this thread, excluding this re-quote), and say, if this clause does not apply to Heal Wound, then what spells does it apply to? Axe Trance & co have a similar "extra MP for extra effect" mechanic; if it applies to them then where is the difference in wording that gives this away? As I've said earlier, I will probably houserule it that the MPs used for healing are not part of the spell, and are not lost if Countermagic happens. But I am of the opinion that this is a houserule, and that the RAW mechanic is that they are part of the spell, take time, and count against Countermagic.
  7. There are games that make this part of the mechanics, but RuneQuest is not one of them. I would not enforce any kind of order among the players, and I'd let them co-ordinate their statements if they want. Or are you referring to PvP?
  8. No way would I allow that. Or... I don't know, I'd have to think about it.
  9. That's what the spell says. Use Air or Movement rune in place of a Fly skill.
  10. According to the chart on page 151, from SIZ 8 up to 18, each point is 5 or 6 kg. From there to 21, each point is 15kg, and then it escalates rapidly. The game deliberately doesn't give an ENC to kg conversion, but 1 to 1 sounds about right on average. That might break down if you're carrying lots of pillows or gold bars but those are edge cases. Delta: Low end delta:
  11. The computer game Payday 2 has had numerous cthulhoid elements building up for years, and this is the latest news:
  12. I don't think that is the way that it is supposed to work. I think the MP used for healing count against Countermagic.
  13. It's 6 SIZ per point, not 6 ENC. So point 2 is correct. Generally I would not worry too much about carried equipment, but maybe SIZ 12 with lots of stuff carried might need 3 points rather than 2.
  14. I haven't used the RQ6 or Mythras systems, but I made a character creation workbook in Google Sheets back when I was running Mongoose RuneQuest 2. It will need a little bit of updating to add new skills, and cultures and occupations. But here is is for anyone that wants to update it and share it. https://docs.google.com/spreadsheets/d/17zYgxx5JXfIOca5Y8oqypGpS5R1o2hGU5dYlZkq7CVs/edit?usp=sharing
  15. v1.9.4 Alpha 3: https://docs.google.com/spreadsheets/d/1jFumGppIXtLuLKXwZ2cX_4OV-kK0RQjqLdQll5WnSxY/edit?usp=sharing Added all the Spirit and Rune spells to the translation sheet, ready for French and Spanish translations A few are missed out, where the word already appears, e.g. Knowledge, Parry, Shield. If the spell needs a different translation, that will be tricky. I can add them with a zero-width space if necessary.
  16. When you have selected a cult, and click the arrow at the top of the Cult skills column. After filling in cult skills, it fills in the Spirit and Rune spell pick lists. Will do. What changes are needed to make the CharSheet printable? Just the HP and MP tracks down the sides? I can just add those to the CharSheet.
  17. Well, I don't know if that was an influence or not, I thought that the maximum damage bonus was for a critical. There's been some discussion about it recently with alternative ideas being thrown around, that's what confused me.
  18. What are you expecting? He said it's wrong, it just means that specials normally do "double" damage (impales and slashes do double weapon damage, crush does double damage bonus). It makes sense to me. It's a mistake, he's clarified it, job done.
  19. It bypasses static armour like Protection or Shield, but not sorcery like... whatever Damage Resistance is called nowadays... Ward Against Weapons. At least, traditionally that's the case, I think it still is in RQG.
  20. Jason has stated that the "takes twice the damage" is just a clumsy way of saying that the hit does special damage.
  21. v1.9.4 Alpha 2: https://docs.google.com/spreadsheets/d/1Fv_JaLVS_N8T4FO_SQT-gtdDcitXzPLAhcCCXSuidIQ/edit?usp=sharing Completed entering the list of cult spells, with help from @AutumnDawn Spells only available to rune lords, priests, and shamans are not included - this is for character creation, so only spells available to initiates are included. Although this populates the pick list, you can enter anything you like. You will get a little red triangle indicating that it is not in the pick list, but that can be ignored (or just remove the validation). The pick list is just to make things easy. Where a cult has for example "Summon Earth Elemental (small or medium)", I have not included the size limits so you need to look these up yourself, and put 1, 2, or 3 next to the spell to indicate how many points you have access to.
  22. I suppose it depends how you interpret it. You could say that the Heal Wound goes off on SR1, and the MPs start flowing through the spell into the target. So if the spell is resisted or countered, you don't lose the MP that go towards the healing. If you boost it with MPs to overcome countermagic, it takes the extra SR, you lose them if the spell fails, but once it's cast, you start spending the MPs to heal. I don't think that's the way it's supposed to work, but I might houserule it that way if only to avoid people losing the Rune Point and the MPs if there's an unexpectedly large Countermagic in play.
  23. Are you talking about the table on page 199, where it says "Defender takes damage, with no armor protection" for all of the entries except critical attack vs critical parry? That just leaves that one outcome open to question, and I think it still ignores armour. They probably just ran out of space.
  24. The point about 01-16 being a special and 01-04 being a critical is still valid though. *Edit* Ah, but the question is about maximum damage vs ignoring armour, and so nothing to do with specials. Ok, my bad, question is still unanswered. I still think it's both!
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