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Found 59 results

  1. 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?
  2. The spell Cause Blindness doesn't seem to have a range. Am I right to assume the range to be infinite?
  3. 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).
  4. 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 ?
  5. 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!
  6. 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!
  7. 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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  9. Please tell me if I understood well: Improving means augmenting the power attributes except duration, even if the attributes are not manipulate Extending means augmenting the effect duration If I want to only improve a power, I need to win a Conflict vs. value If I want to only extend a power, I just need to pre-activate it and multiply the cost (Life Points or whatever the system requires) by the Time Scale. When extending + improving, only a conflict (improvement with possible consequences) is required with the value multiplied by the time scale. No pre-activation is required, leaving the channeling free. Question about Extending Blessings, p. 199 : "With Narrator approval, you can use Ritual casting to extend and improve a Blessing". Even if only extending it ? This would contradict the side note on page 176, where pre-activation should be used when only extending a power.
  10. Some more clarifications on the magic systems. Divine magic: Only a single combat action (so movement and reaction are available) Text: "Divine Magic spells always take only a single combat Action to cast and takes place on the INT order of the character casting the spell." Why does divine magic say "single combat action" ? When can you have two combat actions ? Does it mean when a skill is >100% and you split it to 2+ attacks ? Also some Battle magic spells have the "ranged" trait. The description does not say anything that helps on range so the default range of battle magic takes precedence. Why do spells like "Extra defense" and "Vomit" have that trait? Typo? Cheers
  11. Not that this would come up often, but how do most handle "critical" success odds for Renaissance and compatible rule systems? The rules (paraphrased) spell out that the critical chance is 10% of the character's skill. However, modifiers can alter a character's skill, taking the rules ultra-literally, a modifier would not affect the percentage for a critical. But as a matter of preference, do those who play/GM these rules calculate the chance of a critical based on the modified skills (regardless of whether the modifier is a penalty or bonus), or do you generally keep the critical odds as 10% of the character's base skill level, and only apply the modifer to the overall success or failure? I'd love to hear people's thoughts on this. I am also working on updating the Roll20 character sheet for Renaissance (and related games), and was going to add automatic skill rolls into the sheets, which would require had math being encoded into the rolls.... So whatever the majority is leaning towards, is likely how I would code the math on the character sheet there.
  12. Zit

    Magic

    Powers with the Overcome Attribute: the caster must start a Conflict matching his WIL vs. characteristic as stated in the power description. - Can the target roll for effect ? - are other Traits usable for support beads ?
  13. Hi all, I'm reading through the Runequest Classic Edition rules with plans to run it at our new RPG club this fall. Overall, the rules are written quite clearly. However, I do have some questions about the first few chapters, mostly to do with parrying. 1) If the defender parries successfully and the attacker fails the attack roll, is the damage suffered by the attacker's weapon based on the attacker's damage roll? Or does the defender roll damage as if they struck? 2) The Two Weapon Use section says an adventurer using two weapons can make 2 attacks, 2 parries, or 1 attack and 1 parry. However, in the rules examples of combat, Rurik is only wielding one weapon, and is making an attack and a parry with it. So I'm not certain how that last use for two-weapon fighting could be seen as an improvement... 3) Does a non-parried critical hit bypass armour AND do double damage? The screen seems to suggest so, but the definition of critical damage in the book only mentions doubled damage for parrying. 4) Can a piece of armour absorb it's full rating of damage from multiple hits to the same location? I'll be reading the Magic chapter next. Thanks!
  14. Sean_RDP

    Strain (SN)

    So after some play testing, I decided to change Strain (SN) from a number like hit points, to something that you would roll against. It is still made up of CON + PER, but this is now averaged to get a SN number. Each character will have 4 small boxes next to the SN number, for x4, x3, x2, and x1. Certain spells, using a number of MP over a certain threshold, and being wounded cause Strain rolls. If you fail the x4, you must roll in each subsequent round AND OR each subsequent time a SN roll is called for at the x3... and if that is failed at x2 and finally x1. Once a x1 roll is failed, the character breaks or falls unconscious, depending on circumstances. Ex. Syrene the Sorcerer casts Ill Wind on a group of Bokemono. The spells requires the character to make a Strain check. Since she has not suffered any strain yet, the roll is SNx4. If failed, the next time she casts a spell with strain OR at the end of her next round she must make a SNx3 roll and so forth. Success halts the progression but only actual rest resets the SN back to the x4 mark.
  15. I'm new to RuneQuest Classic and I have questions and or commentary regarding the rules. Question 1: Page 28 says that weapons takes damage when are used to parry a successful attack. This rule applies to successfull parry only, right? (In a failed parry the defender takes all damage) Queation 2: If you successfully parry a successful attack done with a short stabbing or Long-hafted weapon how you calculate how much damage is transferred to the defender? (Those type of weapons do not damage other weapons) Question 3: a critical with an impale weapon is both a critical and an impale?
  16. 1a. Are thrown weapons 1h or 2h or off hand? 1b. If 1h or 2h does that mean I would have to use 10ap to put away a sword and shield and then 5 to ready the thrown weapon (+3/sr to use) and then another 10 to re-quip a shield and sword 10,5,3,10 Or 1h main hand? 5,5,3,5 or am i not required to put away any weapons but just ready my throwning weapon 5,3 or are they considered to always be ready so it just cost me to put away and re-equip the other weapon? Or if they are off hand is it that i must choose between a shield or thrown weapon to have ready and pay ap when I choose to swap. Or if thrown wigh thr main hand can i have the off hand holding the thrown to nagate or reduce the draw time if I dont have anythinv equiped in that hand? 2a. If 1h can I use and train my off hand to throw weapons and keep a main hand weapon ready instead of my off hand? 2b. Can I further that and hold a 2h weapon in the one main hand while throwing weapons with my off hand and negate the re-equip. (Maybe if I have enough str or reduce it)? Sorry I'm new!
  17. Over at d-Infinity.net I have written up the beginnings of Witchcraft and witches - a system of magic that is neither sorcery nor cultic in nature. Instead, witches make temporary pacts with eldritch entities such as spirit lords, Elemental Elders, even dragons, or demons, and gain magic from their pact of service or POWer. There are some ready advantages to having a witch PC in the group. Diverse magic, a charismatic face, and a constant source of quests (the witch's service) are among them. But there would also be a downside: Witchcraft probably threatens the fabric of Gloranthan culture. Witches can gain power without continual prayer. This makes them outsiders of society, and charismatics ones at that. They might be driven out, they might be targeted for bigotry and violence, but they might also be tolerated because of their expertise in the unusual. The write up so far only has the system notes, and a handful of spells. But I am intending to add to them over time. http://d-infinity.net/game-content/runequest-thursday-103-witchcraft
  18. So I am getting pretty good with Magic World and have used it for a couple of genres now. However I am about to play a modern game and the question has come up about automatic weapons (M16, AK47, etc...). Does anyone have SIMPLE, EASY rules for firing guns that can shoot multiple shells per round? What do you guys recommend? I saw on the Internet that rules are apparently included in CoC but I don't have those books. Anybody? PS - The game we are about to play is styled after X-Files and uses the Alternity Dark Matter setting? Anyone here ever done an X-Files type game?
  19. What does Functionally Incapacitated mean exactly? How do i become no longer functionally incapacitated? I'm looking at page 20 in the rulebook, RQ Classic/RQ2, and it says i can no longer fight until healed, i'm in shock and i can heal myself. If i can heal myself what's the difference between casting a different spell than healing (maybe because i can't fight i cant attempt to overcome another's POW)? And how far do i need to be healed before i'm no longer functionally incapacitated? I'm curious to see what others do. I house rule the functionally incapacitated condition ends when the location in question is healed to positive hit points. And anyone trying to hit you automatically does. But anyway, curious to see what others do. Also curious to see what the new RQ will do.
  20. Hi folks, I'm kind of back to the BRP familiy - I played a lot of Stormbringer and CoC back in the 80s/90s and kind of lost sight of the systems family ... I've been reading RQ/Mythras stuff for a while now to get back into it, but don't have the time (or the players) to really get into such an extensive rules set, so I thought I might give OpenQuest a spin. Did that a few days ago with the wonderful "Life & Death" setting and a one-shot adventure with the pregens it provides. The system worked pretty well for me, but one thing surprised me: Battle Magic seemed to be awfully powerful in combat, especially Multi-Missile and Weapon Enhance. One of the pregens had it with magnitude 4, which meant that he fought pretty much any fight with an attack of 90% (+40) and +4 magical damage. (He still died, succumbed to a critical hit from a ghoul queen, but he did a heck of a lot of damage before that!). In the long run, this seems a little overpowered ... did I miss something in the rules? Or ist this simply intended this way?
  21. Hi, I'm creating a new thread in order to not jeopardize the previous one with multiple questions. Let me know if I'm not following the forums rules and accept my apologies in advance. So I have a question about time to produce formula page 71 (hum, you can noticed I’m not able to progress very fast in my reading ): Time to produce = Object SIZ x TL / Manufactory output/hr First, I’m finding strange that the more the technology level is high, the more it will take time to produce. I would have expected the exact opposite. Mor over, if you consider also the Max production output/hr formula: Max production output/hr = Manufactory SIZ x Tech Level Then the minimum time to produce is independent from the tech level: Time to produce = Object SIZ x TL / Manufactory SIZ x Tech Level = Object SIZ / Manufactory SIZ So basically, there was no productivity gain thanks to technology advances? Usually, the product cost reduction is performed by reducing the BOM, but also the reducing the time spent on the production and assembly lines, isn’t it? So did I miss something or is there a typo, and the right formula is indeed: Time to produce = Object SIZ / TL x Manufactory output/hr Thanks for your comments!
  22. Hi all, I have uploaded rules that tweak Deep Magic's spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium's excellent Advanced Sorcery book. You can download the file at Please message me if you find typos or unclear rules. Best regards, Ronnie Sanford
  23. I want to start a Gloranthan campaign and I am finishing a second read of HeroQuest: Glorantha. I must admit that I am a bit confused by Lunar Magic. My problem started with the Seven Mothers Cult and the Magic entry of each subcult. For example, the Magic entry of the Full Half Moon subcult (HQ: G page 190) states: "Evocations, Glamours, Grimoires". Until then I thought that Glamours were created through the direct use of a Lunar Phase mimicking spells, charms or Rune affinities. Evocations or Grimoires are thus creating Glamours. If Glamours are created through Evocations (mimicking Rune Magic), Lunar Grimoires (mimicking sorcery spells) or Lunar Charms (mimicking spirit magic), why are Glamours in the Magic entry list ? Shouldn't the Full Half Moon Subcult magic entry list hold Evocations and Grimoires only ? Here is how I understand and sum up the rules and definitions: - Glamours: direct use of the Lunar Phase to mimic Rune affinities, spells or charms. - Lunar Evocations: direct use of a Lunar Phase to create glamours mimicking the Runes that phase can replace. - Lunar Grimoires: direct use of a Lunar Phase to cast spells mimicking sorcery. - Lunar Spirit Tradition: direct use of the Lunar Phase to call charms mimicking Spirit Magic. Am I wrong ? Is there something I have misunderstood ? To finish, when a Lunar Phase is used as an Augment, is it still based on the Runes it can replace (Fire and Change in this case) ? In other words, when the Full Half Moon is used to Augment another ability, can I use it as if it were either the Fire or Change Rune ? Thank you for your help.
  24. OK, I start this one. I haven't read everything, but a few points are unclear to me: - I haven't found any shield stats, except in the Design section. Did I miss something? - Weapon Tables, 2H weapons: do the Mights bonus in the Notes column include the 2H +1 bonus? - same question for bows in the Might column - The range for the longbow seems overrated to me (300m vs. 150m for a composite bow, while AFAIK, they have comparable performances).
  25. Tomorrow I will be posting a new and updated Intro to Skaerune'. It will be edited better (though not perfect lol) and somewhat more coherent. It will include a section where I briefly discuss some design decisions. In essence it is a preview of the QS guide. I just did not want folks to think it WAS the QS guide, which is coming along nicely.
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