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Blindhamster

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Everything posted by Blindhamster

  1. Do Chaosium sell printed copies to the UK? Just wondering how cost effective it would be to buy the PDF from them. Would the cost of shipping make it a bad plan overall?
  2. Cooked people? Lovely
  3. To be fair, I think we did answer the OPs question as best as possible, again based on both the rules written in the book and based on the FAQ threads that were shared. To break that down some more, based off of the rulebook and the referenced FAQ comments: this is based on: Separate skills. Separate skills. Which makes it clear that when a weapon can be used in more than one way, they're distinct skills. Then: This is based on the text on page 60 of core rulebook in reference to cultural weapons (which was the clear point of the topic, alongside the issue i acknowledged was still vague: Finally: these are based on: Which clearly covers when a weapon can be used for both melee and ranged. It feels totally reasonable to extrapolate out that the same should apply if the weapon can be used 1 or 2 handed. But no, there is no real clarity on what to do when a weapon category and a specific weapon has the same name - personally I'd go with it being the specific weapon, but seeing as you specifically HAVE to pick just one weapon from a category I don't think it makes a huge difference either way. The character sheet would just be MUCH better if it didn't list any weapons on there as half the confusion is caused by the official character sheet including categories on it.
  4. I LOVE that as the logic to follow. young elves potentially having a stronger affinity to the man rune is clever... or maybe you could say that the elves that arent tied to a forest (the ones that actually go adventuring) tend to have higher man than plant in their runes and as such also tend to look more "human". The elf section does also note that some specifically grow looking more human like as it makes them better diplomats/embassadors as it puts humans at ease.
  5. Yeah, I honestly think I'd ignore the ruling for home games. It doesn't match the wording to me and makes less sense to me. And is definitely how I read it prior to the quoted response from Jason. On that note, I wonder if there will be a proper Errata/FAQ any time soon that pulls all these things into one place.
  6. Sorry, to be clear, I was talking from the way the rules are setup currently. Not from a real world perspective. At least mobile cover is a thing with the rules in RQG. I'd probably allow a shield wall to provide cover to more locations (basically making the only area without the cover the legs as far as rented attacks went). P.s. I love the last kingdom!
  7. You're right, the rulebook says if parrying with the same weapon it incurs subsequent penalties. The Implication being that it doesnt with a different weapon (otherwise referring to the same weapon is redundant phrasing that confuses the matter). I also already accepted that there has been clarification that actually the wording could have been simpler and simply said -20 for subsequent parties without reference to the same or different weapons. However that requires someone that is running the game trawled through posts to find as there isnt a formal errata or FAQ doc anywhere yet. So yeah, I'm fine with it working the way it does, but it isnt how the rules read, the specificity used with "the same weapon" implied that it meant a different weapon wouldnt apply the same penalty. Which would have been more realistic too, as the primary reason for dual wielding (with a shield or typically a long dagger) is actually defense, not offense in the real world. As far as parry being a separate skill is concerned, I guess if it were a separate skill per weapon, it would make sense. So broadsword, parry etc. But if you just have a separate skill called "parry" that is no more logical than using the weapon skill to parry with, because much as a it was mentioned that attacking and defending with a weapon are different skills, defending with different weapons would logically be different skills. For me personally, I prefer the abstraction that RQG uses where the weapon skill is used for both attack and defense. Rather than a separate catch all parry skill that I guess has been used in some other editions.
  8. Literally isnt the wording in the book "An adventurer may make a subsequent parry with a weapon they have already parried with. Any subsequent parry is at a cumulative –20% penalty for each additional parry." But fair enough if its RAI to not be per hand, I guess the logical thing to do is have shields base chance be higher than weapons base chance, which I think it is anyway (5-10% higher depending on weapon?) I get what you mean though, a shield should be easier to defend yourself with than a weapon is, but that's only really possible with the fairly simple rules of RQG by having its base chance even higher. I guess with RQG the advantages or parrying with a shield are that you: - dont risk damaging your offensive weapon - larger shields typically have more hp than weapons so absorb more damage and take longer to break (although imo, small and medium should be 2hp more each) - can parry thrown attacks without penalty - can defend against ranged attacks against some locations without even rolling. But have the obvious downside of requiring 2 skills to use for offense and defense
  9. Shields base % probably should have been a bit higher, I generally agree on that. The reason for parrying with a shield rather than a weapon is you dont really want your weapon getting damaged, which will happen if you're parrying with it. Using a sword and shield also allows you to parry twice without any penalties (as the cumulative penalty is per weapon not per overall parry attempts) Shields also allow you to parry thrown projectiles which weapons do not, and to protect areas without actively rolling vs other ranged attacks too. Large shields are also more durable so less likely to break and protect from more damage than any weapon can. I personally think the shield hp should be based on material but that's a different issue.
  10. you use your shield skill for defending with the shield. So if you drop it, you'll need to use your weapon to parry instead - parrying with a weapon and blocking with a shield are pretty different! shields are their own skills, your skill isnt sword and shield. Your skill is sword, and a separate skill would be shield. So your example when they find a flail, but keep using their old shield, their ability to hit or parry with the flail will be lower than with their battleaxe. But their ability to hit or parry with the shield doesn't change.
  11. Thats kinda what i was getting at, if you have a broadsword and try to parry, you parry with broadsword skill. If you have a small axe and try to parry, you parry with small axe skill. Seems nice and simple, and means fewer skills to manage and improve than if you have a separate parry skill. But, kinda off topic!
  12. Makes sense for game balance. Characteristic training is a pretty big thing I would think. Has an impact on lots of stuff
  13. Think it can be summarized as: skills are always for a specific weapon, if a weapon can be used in multiple ways (2 vs 1 hands, melee vs missile), its two separate skills. if a culture/rune/occupation gives a bonus to a weapon category, you must choose ONE weapon from that category. if a culture/rune/occupation gives a bonus to a weapon, it applies to all skills for that weapon any increases via customisation points or improvements during play must be against a specific skill for the specific weapon (if you use it 1 handed, increase that, if you throw a javeline, increase missile weapons javeline etc). To me, the only real ambiguity is around the weapon categories with the same name as one of the weapons as its unclear if the intent is a bonus to the weapon of the name, or one of the weapons of the category. really? attack vs parry didn't seem complicated at all? use the skill for the item you're trying to attack or parry with?
  14. Attack and parry are not separate in RQG - you simply use the weapon skill for the weapon you're using
  15. To be fair, the rulebook says: What that means, is cultural bonuses are always clearly for a specific weapon, just some cultures give you leeway to decide *which* weapon you get the bonus in. So on the Daggers front, you could indeed argue you can pick any ONE dagger from the category to get the bonus in, or you could argue that it's referring to Dagger and only Dagger. Either way, the bonus applies to one weapon. You never get a bonus to an entire category. If a weapon can be used both one handed and two handed, it is indeed a bit less clear, I'd probably rule that the character gets the bonus both one handed and two handed. But they'd need, once actually playing, I'd rule that improvements would go against EITHER one handed OR two handed depending on which was used during play that session. Totally agree, the character sheet section for weapon skills isn't great at all, it could do with a tweak, personally i'd leave all the rows blank and let the person using the sheet fill it in. I was going to modify the fillable PDF myself for this, but the text is an image, not actual text. But the character sheet absolutely is the cause of a lot of confusion with how this part of the rules work! Yeah, so, the above does pretty much fit exactly how i suggested you'd need to handle battle axes. You'd have your character sheet with Javelin in both the Melee Weapons and Missile weapons section. You'd get the cultural bonus on both. You'd also get the occupation bonus on both. But when you get to customisation points or skill improvements during play, you'd need to increase them individually. Again, Javelin has the complexity of ALSO being a category, which is i guess what you were alluding to with the Javelin (Dart) etc. But if you assume the cultural bonus is for any weapon from the Javelin category, rather than the Javelin weapon specifically, you would still need to pick WHICH weapon from the category. If you picked Javelin, it would work as i wrote above. If you picked Dart, you'd only get the cultural bonus on darts.
  16. so yeah, exactly how i read it initially. Choose specific weapons, character sheet would have been better to have been something like 1H Axe ( ) So you can fill in the choice you made etc.
  17. Would be good to understand the intent honestly. Personally I dont mind the idea that weapons skills would be specific with there being a tangential benefit in that you can use similar weapons, just not as well. Equally I'd be totally fine if you used categories for skills rather than specific weapons. Would just like to know what the creators feel it should be.
  18. I'm actually still reading through the rules for the first time myself. So it could be i have it wrong. Maybe 1h Axe really is the skill. I suppose we won't know someone from Chaosium confirming one way or another.
  19. isn't it just a case that battle axe is a specific skill. you should add it as it's own row, and really its the 1h axe, 2h axe, 1h spear and 2h spear skills which are incorrect on the character sheet, as those arent weapons, they're categories. 99% sure this is the case, in skills it clearly states each weapon is its own skill, all things that give bonuses call out specific weapons or tell you to choose from a type. Under the weapon rules it states that the category is used so you know you use half your best skill with a weapon when using any other weapon of the same category that you dont have higher % in. seems pretty clear and simple to me. But would be nice to get the character sheet fixed to perhaps have small axe (instead of 1h axe), great axe (instead of 2h axe), short spear (instead of 1h spear) and long spear (instead of 2h spear)
  20. okay cool, so looks like we are hopefully getting a starter set after Pegasus Plateau, and Gods/Cults of Glorantha is probably further along the design and publication process than the GM Sourcebook based on some comments later in the thread. The Red Book of Magic sounds really cool too. And someone mentioned some kind of Arms & Equipment book as well, which would also be cool, more equipment options could be pretty interesting!
  21. i purchased through leisure games, you get the PDF through the Bits & Mortar scheme, but not till the hard copy is released So i'm just stuck impatiently waiting for that! But honestly, it's as much interest in what is coming in the future for RQG and an idea on rough timelines (if available)
  22. Hey, so i know the hard copy of The Smoking Ruin & Other Stories is due any time now (pre ordered in UK, really hoping its soon as i didnt buy the PDF due to hard copy coming with it and PDF not being available till the hard copy releases ) And I saw that The Pegasus Plateau is due *soon* too. But is there a rough release schedule for the game? I only recently discovered Glorantha and Runequest, and absolutely love it!
  23. Only recently "discovered" runequest. Absolutely love the core book slipcase set and impatiently awaiting my physical and pdf copies of the smoking ruins. This book also looks lovely! Very excited for more material to devour, I assume that the print for this will be a fair ways out.
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