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Blindhamster last won the day on October 20 2020

Blindhamster had the most liked content!

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About Blindhamster

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    Senior Member


  • RPG Biography
    Have played RPGs for about 22 years at this point, fairly varied from D&D 2e and its later editions to stuff like mouse guard, the various star wars RPGs, some of the 40k and warhammer ones, Shadowrun, Dresden Files and quite a few others over the years. I also am one of the people to work on the Unofficial Elderscrolls RPG. Most recently I've gotten into RuneQuest and dragged my roleplaying group with me!
  • Current games
    RuneQuest, D&D 5e, Starfinder, Dresden Files and Shadowrun 6th Edition.
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    I'm pretty chilled out, am a programmer by trade and tend to like rules to make sense and be fairly structured, removes ambiguity which makes things easier to explain

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  1. IMO, it's because not only is it slow, its comparatively unlikely to be successful compared to Rune Magic or quite possibly spirit magic. If a character wants to be good at spirit magic, they need a good POW, how likely that is depends on the tables character generation rules, but it's also a lot easier to increase POW than any other attribute. It's not unlikely that a character made to be good at spirit magic will have a good POW at creation If a character wants to be good at their rune spells, they need one really good rune, maybe a couple. Which is easy to have at creation. I
  2. Think it's you that maybe needs an attitude check to be honest. Icebrand literally is just saying they don't take forum posts as canon - which is a totally fair and, in many ways, correct approach. On top of that, they stated english isn't their first language (although, frankly, nothing they said was worded in a snarly or rude manner - and English IS my first language). Anyway, yeah I agree that Sorcery kind of sucks currently, it's too slow to be useful as a PC thing typically (except for non combat applications, where it can be EXCELLENT, so long as the sorcerer PC is clever and rememb
  3. considering characters dodge skill is already likely to be worse than their weapon skills (at least their preferred ones) that seems like a bad idea tbh
  4. I think if you track dodge and parry penalties together, dodge is fairly useless except where the character has essentially no comabt skills and has an amazing dex. at least with them tracked separately, there is a point where trying to dodge is likely to come up. So for my table at least, I'll stick to tracking their -20s separately.
  5. if there was a way to show someone with ambidexterity through a trait system or something, or perhaps through particularly high dex, treating each hand as separate for parries would be good
  6. i run it as subsequent parries after the first (regardless of what weapon/shield is used) are at -20% cumulative. subsequent dodges after the first are at -20% cumulative. it's easier to dodge and parry than to parry twice because your weapon has to get to multiple places in shorter time, similarly dodging multiple times is more difficult because your body has to move around even more contortionist like. This is a reasonable read of the rules as well IMO. The note that Jason has said ALL subsequent defenses regardless of type are at cumulative -20s is baseless from the rules, a
  7. This actually makes so much sense. I actually also love this
  8. i assumed there were requirements to get it at all (it isnt currently a thing in RQ:G so i don't know the specifics). Yes it should require at least Professional level in both ride and a bow skill.
  9. if you check, i too had said 1d6 damage, following normal fire damage rules...
  10. think i prefer the simplicity of just saying your Bow skills are no longer limited by your Ride skill.
  11. again, not based on how its setup. Says lanters with candles go out if dropped, oil and whicks can be dangerous, roll on the following table. Not saying you're wrong in theory, but the way the system is setup, perhaps the type of oil used for lanterns is more flamable because people believe it will burn and the world is magical? who knows. Either way, it has a 15% chance to set a fire by the rules. - for clarity, the reason i hightlight this isn't because I don't think taking into account the materials around and if they'd burn makes sense, it's because if you don't *know* lamp
  12. the reason i raised it, is because the rules for lamps include the possibility of them creating a fire if dropped 15% chance of it happening when dropped.
  13. this is a fair point, although it makes the idea that dropping a lamp can create a fire questionable too
  14. yes your suggestion for following the fire rules is exactly the conclusion i came to.
  15. just basing that on core book page 159. It doesn't matter which part of the makeshift bomb hits the target assuming its brittle material. Potentially if its meant to be harder, it could be dex x4 or even 3. that being said, treating it as a weapon skill isn't a terrible idea if you want to limit its effectiveness I guess?
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