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Found 54 results

  1. Hi everyone, When creating and running my sessions, I like to put in rumours and information that the players can gather from people they know. On page 22 of the CRB there is some information about how to run contacts and even within the passion section it would be possible to have contacts which they are 'loyal' to. I was wondering: 1) how do you run contacts in your sessions? 2) Do you use passions for this so that players can develop them? 3) When they interact with their contacts, do you ask for rolls for the social interaction, e.g. influence skill rolls? Looking forward to hearing your replies inwils
  2. Hey Everyone, I was hoping I could get some help on the First Aid skill? On my first attempt at reading I failed my roll : ) ( LOL actually I re-read it more than a few times) I love the idea of first aid and want to use it properly but must admit the rules confuse me in the wording. I am a very precise person and words matter but I see a few ways to use First Aid. The way I read it from page 149 is that first aid stops bleeding, revives characters and can restore HPs. (I love how you can actually do first aid on wounds and not just hit locations). But it seems that a successful first aid roll allows you to heal 1D3 damage to an injured location. Then it says that a failed roll means no damage was healed. The wound is bandaged but no benefit comes from the treatment. How I read that is that in order to stop bleeding all you need to do is use the first aid skill (no roll needed) on an injured player and you automatically stop bleeding. But you only roll against that skill if you want to restore HP. Then when I read up on the skill on page 177 it gives me the impression I need to roll to stop bleeding. These seem contradictory to me. So the way I think it should be implemented from what I read is: if you want to stop bleeding you do the first aid skill and roll against it. If you succeed you stop bleeding. If you want to restore HP you roll against your first aid skill and if successful roll a die to see how many HP you restore. So you can basically do 2 different types of first aid. The first one is more critical first aid so to speak and the second one is setting someone up for healing. It mentions reviving a character but I honestly have no clue how to implement that one. Would this be a third type of first aid? First you roll to stop bleeding, then you roll against first aid to revive them, then you can roll a third time to heal? Of course taking the appropriate amount of time for each type of first aid treatment? I did search the forum out but could find nothing so am hoping someone could shed some light. I'm working my way through the combat system now and am adding a new complexity. Thanks for any help Brian
  3. When setting up explosives (such as C-4, Pipe Bomb, Anti-Personnel Mine, etc) do I roll for Demolition or Electrical Repair? The weapon table says its Demolition, while the description of the Electrical Repair skill says it can be used instead.
  4. Do Mythos Monsters & other supernatural creatures take Major Wounds? I noticed two monsters make explicit use of Major Wounds (the zombie & the werewolf). What about the rest? A critical hit with a shotgun can do 24 damage, which is over the Major Wound limit of most monsters. Should they fall prone, and/or have a chance to become unconscious?
  5. Shotguns do less damage at long range. The average shotgun does 4d6 at close range, 2d6 at medium range, and 1d6 at long range. On top of the lowered damage, do I also need a Hard / Extreme success at these ranges? Or is a normal success enough?
  6. How do burn attacks (flamethrower, molotov cocktail, etc) work against monsters? According to the rules, the target must roll Luck to avoid catching on fire. However, no monsters have a LUCK attribute in the manual. How do I know if the creature caught fire or not?
  7. The Keeper's Guide, page 125 list the values of some armor. Interestingly, the U.S. helmet provides 5 points of armor, and the Military Body Armor provides 12 points of armor. Does this mean that someone wearing both would get 17 points of armor? With so much armor it seems most Mythos Creatures could only scratch the investigators. Or am I reading the rules wrong?
  8. Something I would like to have for RQG are rules for Rabble and Extras, but I wonder if they appropiate to the RQG mindset. One unique feature of RQG are the "Consequences of Violence" (RQG p. 7), and the Bestiary comes up with the premise: "In RUNEQUEST, few creatures are mere cannon fodder— mobs of weaker monsters that can be cut down safely in large numbers. Instead, every creature is an individual" (RQG:Bestiary p.4). So, it seems that rules for Rabble/Extras contradict the guiding principles of RQG. What's your opinion (besides MGF) concerning this topic? I'm keen interested to read some arguments based on the RQG mindset.
  9. Hmm, I was going to post this in What the Heck... Check that out but this is not really a whizz bang earthshaking, What the heck, check that out… pat pend ™ thing , or even a really new and groundbreaking rule so I thought it worth another thread. I have seen it mentioned that RQ G lacks an Encumbrance system on a few threads now, or a little confusion on others. Seems that they kinda have ENC rules or really near option/suggestions with rules tacked on. Back in RQ2 days they had a common sense approach to encumbrance. Don’t carry more than you can…. but if you do and need a measuring stick they offered a neat idea of things weighing either one thing or two (depending on the number of hands required to carry the thing, I believe) . This has been brought back with either CON or STR setting the upper limit on the number of things one could carry (kinda), It is (only a little) more complicated than this so I think rather than quoting the whole skill I will send interested parties to the RQ RiG book page 150 and 15. In short it reads ENC Penalties Every point of ENC an adventurer carries over their maximum ENC causes them to suffer the following penalties: –1 from Movement (MOV) –5% from all skills in the Agility, Manipulation, Stealth, and Weapon skill categories and more follows… I believe i might be the only human on the planet that liked RQ 3 ENC rules and even used them (gasp) and I did not mind the thing approach of RQ 2 so really I think I will be using the rules in the future for RQ RiG but it's early games at the moment so I told the players to set phasers on ignore when it came to ENC, for the moment anyway. How about the Chaosium agora and its literati: comments, hates, likes, comments about ducks... Cheers
  10. Time to create a new thread and this time I blame soltakks and PhilHibbs for it. A while back in another thread a couple of comments caught my attention and made me go, " huh, I did not see that at all. Wow, this needs to be further explored".The thread is not relevant— the following... No kidding, mind if I make a new thread..? The table that made soltakss* so excited that I quote him and start a new thread was and damn, it got me excited and wondering else what I have missed as well.You know, forest for the trees and all that. Time to hit the books to see what I can find, but first to the Forums to post this bad boy! So what of it? Anything catch your eye and make you take a 2nd look like soltakss** did? Post it here for us all to marvel over. Remember, tell them Soltak soltakk Tell them Frank sent ya. Cheers * (all right I officially hat the spel chekr monster thingie... try to type soltakss I dare ya) ** Arghh!!!!
  11. Hi everyone, As you have come to expect, after my actual play session I always have a few questions which we reflect on as a group and come to some agreement over these. So, I was wondering how you play the resistance to the Summon Spell. Gully, used it to summon all the swords from the bandits to his hands. They get a resist of evade to prevent them from being pulled from their hands. We have rationalised why evade over brawn but is it just a roll or is it actually 'evading'? So questions: Do you use evade to resist against the summon spell? Or do you use something else? If you do use Evade, if they are successful, has the resisting combatant actually 'evaded' and is now prone, or have they just managed to keep hold of their weapon. Looking forward to your answers :) inwils
  12. I appreciate the concept of Build in CoC7 (combination of Size & Strength) as it makes sense for maneuvers: in general, a strong and heavy person will be harder to push than a similarly strong yet skinny person. However, it makes no sense for the Build of a creature to affect how easily it is to shoot it. According to the manual, if the target is Build -2 or smaller, one penalty die needs to be applied to the shooting skill. If the target is Build 4 or more, one bonus die is applied instead. This is absolutely illogical. If two targets are of identical size, it shouldn't be easier to shoot one just because it has more Strength. As it is, a strong dwarf is easier to shoot than a weakling dwarf of the exact same size! Typically this weird quirk of CoC7 has admittedly low impact on play, as Strength & Size tend to correlate & investigators generally can't be of Size -2 or 4+. However, the rule fails spectacularly when dealing with small creatures of supernatural strength (think Chucky from Child's Play), in which case said creature may have Build 0, even though it is quite small! Hence, I decided to change the rules to the following: "When shooting at a creature with a size of 32 or less, a penalty die is applied. When shooting at a creature with a size 143 or more, a bonus die is applied." The modified rule should produce the same result as the official rule when Strength and Size are the same, but may give different results if Strength and Size are very different. This should make it more intuitive for your Keeper to add murdering dolls to your game. You're welcome.
  13. Is there any adventure or supplement out there that provides rules for winter sports (skiing, snowmobile, snowshoes, etc)? I'm going to be running an adventure taking place during a snow storm and I was wondering what rules I could adopt. I know "Cold Warning" has a Driving Mishap Table for driving under snowy roads & a Frostbite Table, but beside that I don't really know any scenario that provides rules for dealing with ice and snow.
  14. I do enjoy the chases rules of 7th edition CoC. They can be really fun and a good chase can feel like a horror movie. However, I have issues regarding some aspect of the chase rules, First, the chase depends too much on the initial Speed roll for movement, especially for the NPCs chasing/get chased by the investigators. Most PCs will have a default move between 7 and 9. Suppose the PCs are chasing a cultist with a Move of 9. If the cultist fails its CON roll, he ends up with a Move of 8, and the chase will probably be quite easy. If he gets an extreme success, the cultist ends up with a Move of 10 and the PCs will likely automatically lose the chase. It's very hard for Keeper to make an enjoyable chase with such high random factor. Second, the chase behaves totally differently if a slow investigator joins the chase. For example, if two Gnoph-Keh (Move 9) chases four investigators with Move 8, the Gnoph-Kehs will move twice as fast as the investigators - making it hard for the investigators to escape, and potentially resulting in a TPK. However, if the same Gnoph-Keh chases three investigators with Move 8 and one investigator with Move 4, then the Gnoph-Kehs will have 6 actions each round while the Move 8 investigators will have 5 - which means the three Move 8 investigators will likely escape. So adding a slower investigator to the chase can actually be more beneficial for the investigators than adding a fast one, and the balance of each chase will dependent on if slow investigators take part in them or not. Thirdly, the rules state that a chase is automatically resolved if the speed of the chasers is less than what they are chasing. This is problematic: if the fleeing character is much worse at avoiding obstacles than the chasers, the chasers may well be able to catch their quarry in time. Also, flying monsters are likely able to catch a faster car if the road is windy. It is telling that the cool illustration of two cars chased by a Hunting Horror on a mountain road (page 143) is almost impossible to happen according to the rules because the Haunting Horror has Move of 11 while the slowest car has a Move of 13, so the cars should automatically escape. My personal recommendations would be to avoid the CON check for NPCs (just assume they win the CON check) & to not chase the PCs if the party has a slow investigator, and to apply judgment on when a chase should be automatically resolved.
  15. From my copy of the manual, the "Listen" skill default minimum is 20%. However, from the Autocalc character sheets provided by Chaosium, the default minimum "Listen" is 25%. So which one is it? 20% or 25%?
  16. Hello all, I'm curently working on a scenario involving a lesser hydra and I can't find any explanation about how the acids work. Did I miss something? Thanks !
  17. Can a cultist or other permanently insane character suffer from bouts of madness by seeing Mythos creatures? And what would happen if a PC cast Mindblast (which causes temporary insanity) at a cultist?
  18. Seth Skorkowsky, in one of his videos, clearly states that "killing a Mythos monster rewards sanity back at the same amount that it was lost". He gave the example of a ghoul, which according to him awards the investigators 1d6 sanity once killed. I checked the rules myself, and could not find any rule of the sort in the rulebook. At most I found this passage: However, there is nothing in the book stating that killing Mythos monsters always give sanity back at the same rate it is lost - in any case, such awards should be given only at the end of the adventure. For published adventures, I believe it would go against the intent of the writers to hand out additional sanity for killing monsters unless such award was specifically written down in the scenario. It seems Seth Skorkowsky is mistakenly believing his house rule is found in the handbook, while it isn't. Am I right or did I miss a rule somewhere in one of the books?
  19. The spell Cause Blindness doesn't seem to have a range. Am I right to assume the range to be infinite?
  20. Good evening folks, just came back from a fun session of Runequest. I have a few rule questions for the collective: *The Sleep spell, does it affect vampires, or zombies for that matter? (Checking the Bestiary, we couldn't find evidence either way) *Attack skills over 100%, does Attacker they keep their critical and special percentages based on their skill that's over 100%? Example, if i have attack at 150%, even though i go down to 100% attack, then minus 50% from my opponents parry, does does my critical stay at 8% and special at 30%, which are based on my 150%? (The page 202 example, 2nd bullet point upper left, points to yes that your critical and special would be based on the 150%. But the sentence "the chance of a special or critical success continues to increase or decrease, based on the final modified chance of success", seems to contradict. *Shadow Cat base rip attack damage, is it really 3d6? On page 159 of the Bestiary, a Shadow Cat does base rip damage of 3d6 (+damage bonus). A Shadow Cat has an average SIZ of 3-4. A Sabre Tooth Tiger has a base rip damage of 2d8 (+damage bonus). Something isn't jiving i think. The base rip for a Shadow Cat is too high. (I understand it has an average damage bonus of -d4, but still, that base seems too high for a Shadow Cat rip).
  21. The rules state, p. 190 : "The summoning must take place at least in Narrative time, and the creature will stay on the mundane plane for a period determined by normal Conflict rules." What do you mean ? How do the "normal Conflict rules" determine the period ?
  22. Hi all: First off, I want to say I hadn't played CoC since 4th edition and I've been so impressed with the quality of 7th edition products. Having said that, I have some questions. I'm looking at bringing new players into the game. As I look at the 7th edition rules, I see lots of places where I will need to be a 'rules apologist' during character creation. Or I see places where I will need to explain counter-intuitive or overly-complex items to the players. I think that starts the experience of playing CoC off on a sour note. So I'm asking these questions because I'm thinking of making changes and I want to know if there's a good reason not to. Why do Listen and Spot Hidden still exist as separate skills? Could they be combined into a skill called Awareness, Situational Awareness or Perception? Why is Education not related to occupation? Shouldn't they have ranges, like Credit Rating? Or at least a minimum threshold? I can see a PhD working as a cook (especially in a Modern Setting -- ha ha) but I can't imagine someone with an Education of 20 as Physician. Why do we still have Size as 'an average of height and weight'? Doesn't that automatically create a disadvantage for female characters? It's not STR, it's purely a measure of bulk. Although there certainly are tall and muscular women, if I want to create an 'average' woman, she will automatically have disadvantages in combat (HP + Damage Bonus). Has there been any talk of reskinning this attribute as something else? Like Body (muscle tone, athleticism, etc...) or does that mess up some other aspect of the Size attribute? The attribute Appearance is described in 7th edition as general charisma. I don't know why the name bothers me, but it does. If the name of the attribute requires explanation ('oh it's not just your physical appearance, it's also...") then I think it's not a good name. I can make changes on the fly when reading published campaigns, but is there another reason I need to keep the name the same for players? Is it referenced in player-facing material that I need to consider? Can we call it 'Social' without breaking anything? Psychology is really 'Detect Motives' or 'Assess Person' or 'Social Awareness', right? It isn't used for psychological healing. Is it ever used as a knowledge skill? I think calling it Psychology really 'buries the lead'. It's a crucially important skill in an investigative game and new players might not understand its importance. If you don't highlight the importance of the skill to new players, I think you'd likely end up with a bunch of characters that have Aspergers. the 10% baseline also feels very low for the description of a skill that 'everyone has'. Would it break anything to have it related to the Social attribute (APP)? Say SOC/2. Again, I understand the motives behind leaving a lot of this stuff the same in each edition of CoC. I think that it's admirable, really. And I'm honestly asking these questions because I know I don't know the nuts and bolts of the system as well as I should before I start changing things. Thanks in advance to all for their feedback!
  23. I'd like to develop some rules for Mass Combat and Battles. I love the RQ6/Mythras mechanics about this issue, but I rule a classic dungeon campaign with a lighter system (between BRP and the MRQ SRD) and I need some ideas. OpenQuest contains a few elegant rules, but they are in the opposite side, too simple for my campaign. Do you know a d100 mass combat system in the happy medium, lighter than Mythras but more complete than Openquest? I have read something about MRQII Empires, but I haven´t that book and I don't know if it could be bought nowdays, or if it could be worthy for this purpose (too similar than the Mythras system, perhaps?). Thank you for read me!
  24. The question may already have been addressed somewhere else, I'm sorry if it is the case. The rules for augments on page 2 are not the same as later for Runes and Passions, although it is said on page 2 that "Where appropriate, abilities—whether Runes, skills, or passions— may be combined to augment one another". Page 2: • Failure: Subtract –20% from the desired ability. • Fumble: Subtract –50% from the desired ability. Page 8 & 10 • Failure: Subtract –10% from all rolls using that Rune/passion etc. • Fumble: Immediately lose –1D10% from the Rune/passion etc. I know the Quickstart is only a draft and I guess this has already been spotted and will be corrected, but I'm wondering if, the definitive rules, there will be a difference when augmenting with skills or with runes/passions, and if yes, why ?
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