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cmagnificent

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  1. After scouring the book a little bit, it does look like the mechanic for knocking someone unconscious would be doing an aimed shot for the head and doing enough damage to do so. In fairness, knocking someone unconscious via blunt force trauma is a lot more dangerous than its commonly portrayed, and for me that fits the high consequence combat nature of the game pretty well. If you wanted a truly non-lethal option, you could probably get away with a STRvCON resistance roll and it would feel pretty fair in play.
  2. Using Form/Power Runes to augment skills is supported in the rules (rqg: 227 - "A Power or Form Rune may be used by an adventurer to augment any skill used in accordance with that Rune." If the concern is about about the augment being too power or too useful, what I can say from experience at my table is that the "per session" limitation for Rune augments makes when/where to use which Runes at which times a more strategic and calculated decision then "press x to power up". That and because the language is so open-ended, the question of "in accordance" comes up and there have been times I've told my players no because I didn't think the connection was strong enough to justify an augment, and there have been times where my players have asked about a potential combination and I've asked their reasoning and they've just laughed answering, "that's a great question," and we'll move on, without the augment, etc. Considering what I've been reading that many other people allow people to "refresh" their Runes for augments mid session, or after a certain amount of time has passed by GM fiat, and I have been running the much more restrictive season/session limitation, and in that much more limited frame, allowing players to augment with Form/Power Runes hasn't substantially upended the power levels or balance of the game, I think it's probably okay.
  3. I tend to like the once per session per Rune/Passion restriction because it encourages my players to explore different facets or aspects of their character in different situations and I can track their usage of their go-to Runes and Passions as a metric to see how I'm doing in terms of challenges and obstacles. I don't think either way would end up making too much of a difference unless the time scale of the scenario is super important to its structure.
  4. My understanding of the limitation is that a character can make one attempt at inspiration per situation/scene, and a given Rune or Passion can be used for inspiration once per Season. So, in a given session, a character is inspired by their Earth rune when trying a communication skill. They cannot use the Earth rune for inspiration for the remainder of the session/season, and in that situation/scene where they are attempting that communication roll, they cannot use become inspired again, even for a different ability roll. Later in the same session, the party is in combat. The character cannot use the Earth rune to inspire their Axe skill, because they have already used the Earth rune that session/season. They can, however, attempt an inspiration with a different applicable Rune or Passion, as it is a different scene or situation. My players will prefer inspiration, specifically Runic inspiration to any other augment because Runic inspiration doesn't have the potential to make their attempt at the desired skill worse, just makes using the Rune in the future harder (or impossible in the case of a fumble).
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