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  1. Hey everyone, I am somewhat confused about how to calculate extreme damage in close combat when the attacker also has a damage bonus. It seems to me that the rulebooks give contradictory information about this. So if the attacker scores an extreme success with an impaling melee weapon and also has a damage bonus, what is the correct damage? Let's say we have a small knife (1d4 damage) and a damage bonus of 1d4. Is it: Maximum weapon damage + maximum damage bonus + roll for weapon damage + roll for damage bonus (4+4+1d4+1d4)? That's how the official character sheet on Roll20 does it. Or is it: Maximum weapon damage + maximum damage bonus + roll for weapon damage (4+4+1d4)? That's how the example in the Keeper Rulebook 40th Anniversary on page 104 does it. "A character with 1D4 damage bonus achieves an Extreme level of success when attacking with a switchblade. The player rolls 1D4 for the weapon’s damage, and adds the maximum damage the weapon can inflict (4) together with their maximum damage bonus (4). This results in a total of 1D4+8, (a range of 9 to 12 points of damage)." Or is it: Maximum weapon damage + roll for weapon damage + roll for damage bonus (4+1d4+1d4)? That's how the 40th Anniversary Quickstart Rules explain it on page 13. "if an impaling weapon (like a knife), extreme damage deals maximum damage (of the weapon) plus an additional dice roll for the weapon’s damage and also damage bonus (if any). E.g. when a knife with 1D4 damage causes extreme damage, it deals 4+1D4+damage bonus (if any)." I am super confused. Which of the three is correct, if any?
  2. What is the explanation/rationale for why a scale armor skirt (which only covers the abdomen) and a scale armor hauberk (which covers the chest and abdomen) have the exact same encumbrance values? (Light scale = 2 ENC, heavy scale = 3 ENC, see the armor table in RQ: RiG p 214.) I know this is the same encumbrance as that in RQ2 (and I wondered about it then too, but didn't have a handy source for answers), but it seems odd that halving or doubling the area of protection results in no change at all to the weight/encumbrance.
  3. We've been running the Twoheaded Serpent pulp campaign and have come across creatures called Voormis (page 150 of this pulp campaign book). The Voormis have a 75% scent skill. We haven't seen this skill before and was wondering how it works exactly. I started looking through the keeper rulebook and found that the dogs on page 337 of the keeper rulebook have a similar skill. Dogs have 90% Scent something interesting. Wolfs on page 340 don't have the scent skill, but instead use 90% track (by smell). While I can probably fill in the gaps for these skills, I was wondering if there is an official ruling/description of the scent skill, much like how the various skills of investigators are described in the core books. I'm guessing that the Voormis, having canine features, can smell the investigators/heroes from distance. And might be alerted of their presence, even if the Voormis haven't spotted the heroes. Though does that also mean that stealth is not something that can be used to oppose a scent roll? Do I give a bonus die to the Voormis making the scent roll, if a hero is wounded / bleeding? Or perhaps if the player playing the hero is particularly musky at the gaming table that night. So many questions!
  4. **This topic probably comes up every once in a while, I sorry if it's a rehash of a conversation that you already had** **I don't have any idea about how real life bow and arrows work** I see the bow rules and they seem to be made from a list of disjointed situations like: "Someone can shot an arrow every 5 seconds" "Someone can shot an arrow at 250m" "Someone can hit a head size target 19 out 20 times at the Olympics" "Arrows can pierce mail/plate" So the rules try to be a mash up to acomodate all those, then a "master archer" can hit 19 out of 20 times a human sized target at 120 meters, twice per melee round at full damage. Let's challenge that. https://youtu.be/BEG-ly9tQGk Extremely fast shooting, not far, not pulling the whole extension of the bow. There are several examples on YouTube https://youtube.com/shorts/AL1W3HkjJ2Y?feature=share these are all half draw bow shots, fast but not hard hitting and totally not 120 meters range. This is an 120 meter shot, https://youtu.be/sjnG-5N5nL0 there is no way he is shooting 19 out of 20 arrows that far every 5 seconds. This one is 300m https://youtu.be/L-pZgHZp2ug and you can quickly tell this is not twice per melee round with a bone and wood bow. "But he is not an Olympic archer!" You say, well, yes, let's see how far Olympic archers (95%?) shoot - Archers shoot up to a distance of 70 metres (for recurve) and 50 metres (for compound) (Notice that compound bow means with pulleys and multiple strings, modern tech, not just "made with bones" and the ones on my bronze age glorantha are most likely not those or the 14th century English longbows) Ok, so not 120 meters at full %, or 250 meters at half % (which is a fair guesstimate, you are just not expecting to hit a single target, just shooting at troops I guess https://youtu.be/Gg2WImjzaAw ) So I'm planing on house ruling this and I want your opinion. 1- I would love to add half damage modifier to Bows based on weight. 2- Strongly enforce the rules for moving targets, shooting at melee and weather conditions. If the target is alive you are probably shooting at x1/2%, target practice x1% 3- Field archery or half draw - 20 or 30 meters effective range, up to twice that at 1/2%, twice per round (even 3 times maybe? If you can) One step down on damage (1d4+1 for self) no strength damage mod (see 1) Target practice or Full draw - 70 meters effective, full damage, once per round. (Damage mod for heavier bows) Long range, above 70m you can take as much as you want to aim and get the "taking your time bonus", 1/2 % for being above effective range, no damage mod , full damage one shot per round. Clout archery , up to twice the max range, once per round, half %, no damage mod, one step down damage (used in formation mostly) On a horse you can use the field archery option. Thank you in advance for any feedback, more than half of our group uses bows and I want to add some color to it.
  5. The roll20 page shows that if my elf (dex 19+) uses Coordination, she gets to fire at sr 1/5/9, and adding mobility at 1/4/7/10. Looks like the +5 sr to load are affected by the spells. Is that correct? I love the idea of firing 4 arrows each melee round but it feels wrong, I haven't found this on the rule book, the q&a or here. Thanks! 😊
  6. Hello there! I stumbled across some doubts regarding critical damage. Starting from page 203, the rule book explains how impaling, slashing and crushing damage works when special successes are rolled: Impaling - double the weapon's damage and possibly impale with all the consequences (not always making the attacker happy). Slashing - double the weapon's damage and possibly make the target unconscious for 1d6 rounds. Crushing - add the maximum rollable bonus damage to the normal damage. When looking for the Critical success, I only find it for Impaling weapons (maximize the roll of the special success) and at the end of the section it says that regardless of the weapon type, "A critical hit ignores the effects of armor or any other protection" (page 206). Ok, fine! I only have a minor doubt about this: a) Do Critical hits ignore spells protections too? Or only armor protection? Shields still block damage I think, since on page 200 it says that "Though the target’s armor does not subtract any damage from a critical hit, a successful parry from a weapon or shield blocks the amount of damage it normally would. However, a weapon that parries a critical hit takes twice the damage it would take normally. If the attacking weapon is a long-hafted weapon or an impaling weapon, the parrying weapon takes no damage. A shield that parries a critical hit receives twice as much damage as normal, and any unabsorbed damage strikes the parrying adventurer". b) And my major doubt: on page 206, "A critical hit [...] usually does maximum impaling, slashing, or crushing damage (depending on weapon type), as described above." Does this mean that slashing and crushing weapons do maximize the damage like impaling weapons do? As I said, there's no trace of this in pages 203 to 206 though..so that's where my doubts come from. Thanks a lot!
  7. Hi! This dawning project started some months ago when I did a comment about alternative magic systems here at BRP Central. The idea was the Skill roll is made under the current value BUT over the difficulty, so no math was involved. It seemed to me a very clean mechanic, so I went and developed some other basic ideas and personal tastes. These are still in a note/ideas phase, but I wanted to share them here for feedback and whatever. ND100 stands for New D100... ND100 seeks for "player only" rolling, and adds a "success with a complication" instance. Characteristics STR 3d6 CON 3d6 DEX 3d6 INT 2d6+6 POW 3d6 CHA 3d6 I got rid of SIZ. I think it brings more trouble than solutions. Instead I use "Scale" which is a broad category. Humanoid characters have a Scale 2. My goal is to keep Characteristic values low, even for large beigns. Scale differences is what matters between different sized creatures. Think something like QuestWorlds "masteries". Derived Stats Hit Points = (STR+CON) /2 Energy Points = (CON+POW) /2 Damage Bonus = STR 2 or less (-6), 3 to 5 (-3), 6 to 8 (-1), 9 to 12 (none), 13 to 15 (+1), 16 to 18 (+3), 19 to 21 (+5), every 3 points (+2) Scale = 2 (human) Move = 8 Hit Points as usual. Energy Points are both "magic points" and "stamina", making the pool useful for both magic and non-magic user characters. Damage Bonus. One thing that usually bothers me is the quite large impact DB has on a characters damage. I made it a fixed value which is, at the same time, easier to use and less impactul. Scale. As noted above. Move. Still as usual. Characteristic Rolls Effort Roll = STR x3: An Effort Roll is needed when carrying, pushing or throwing objects. Objects of one Scale lower or less don’t require a roll. Objects of the same scale require a successful rol to be carried, with partial success meaning Move and physical skills are halved. Each Scale level above requires a higher success level. Stamina Roll = CON x3: Stamina Rolls are used when a character runs, or exerts some physical activity during a prolonged length of time. Also required when a character receives a Major Wound or goes to 0HP or below. Reaction Roll = DEX x3: Reaction Roll establishes which character reacts first in a given situation. If two characters roll the same success level, the one with higher DEX acts first, if it is the same, the one with the higher INT. Memory Roll = INT x3: A Memory Roll is used when a character wants to recall some knowledge or detail previously seen. If the setting uses vancian magic, this roll determines whether a spell is forgot or not. Perception/Will Roll = POW x3: Whenever a character may notice something a Perception Roll is needed. This is a passive action. For active perception activities, use the appropriate skill instead. If a character has to resist an intimidation, a moment of doubt or a magical intrusion, a Will Roll is needed. Charisma Roll = CHA x3: This roll is made every time a character faces another for the first time. A Critical Success means social skills require one less success level. A success means the character is received in a good way. A partial success means the character is treated as any passing by. Failure means the character is not taken into account and all social skills require one higher success level. Fumble means the character is frowned upon and taken as hostile, treacherous or any other appropriate interpretation. No social skill is allowed without a really significant action. Skills Skills never go above 99% -- One thing I don't like is skills going higher than 100%... I know it has some useful mechanics, but it feels wrong for percentile gaming. Skill bases are one Characteristic -- An easy way to give Characteristics more relevance. Tick boxes -- I like them more than XP. Skill rises 1d8. After base x5 or 90 (whichever is lowest), it raises by 1d4. -- Again, this is something to give Characteristics more relevance. Also grants some niche protection. Skill rolls Against set difficulty Difficulty is expressed as a percentage value. Roll 1d100 against difficulty, set by GM Roll same number on both dice, under your skill: Critical Success Roll under your skill BUT over the difficulty: success Roll under your skill AND under the difficulty: partial success, but with a complication or something happens. Roll above skill: failure Roll same number on both dice, over your skill: Fumble Against other character or active opposition Roll 1d100 against both player and opponent’s skill Roll same number on both dice, under your skill: Critical Success Roll under your skill BUT over the opponent’s: success Roll under your skill AND under the opponent’s: both succeed, or partial success, or something happens. Optionally, Player may choose both sides fail. Roll above skill BUT under the opponent’s: failure and opponent succeeds Roll same number on both dice, over your skill: Fumble Against other character in combat Roll 1d100 against the opponent’s skill Roll same number on both dice, under your skill: Critical Hit: full+roll damage Roll under your skill BUT over the opponent’s: Normal Hit: roll damage Roll under your skill AND under the opponent’s: Both sides hit: both roll damage. Player may choose to spend Energy Points* to win the tie. Optionally, Player may choose both sides fail. Roll above skill but under opponent's skill: failed defense: opponent rolls damage Roll over player AND opponent's full skill: both fail. Roll same number on both dice, over your skill: Fumble, opponent gets a critical hit: full+roll damage * Player can spend 1d4 energy points to exert himself and win the tie. This is the meat of the mechanics. It reduces the number of rolls and makes them player facing. It makes opposed rolls less dull. It adds the "sucess with a complication" outcome, while it may be not to your taste, it's something many GMs already do when interpreting some rolls, especially opposed rolls. ------------------------------------------------------------- I have some notes on combat as well, but let me know what you think about it so far. Thanks!
  8. Hi! I have a question, some magic have the effect of making players loosing POW. What happens when the investigator is loosing POW, what is the effect? Dread Curse of Azathoth for example, the investigator meets a cultist who is casting the spell, player rolls dice and looses 18 points of POW, should something more happen here? or is the investigator just continuing doing it's round like nothing happened. I told the player to make a CON/SAN roll to make sure he is still standing or? Loosing POW must feel like hell. I'm just curious how you people are game mastering this?
  9. Is there a thread to directly ask Chaosium a rules question, be it RQG, CoC or any other game in the Library of Chaos?
  10. One thing I've been doing for my Roll20 games is compiling cheatsheets that distil particular topics such as spell casting, learning spells, etc from multiple locations in the RuneQuest: Roleplaying in Glorantha rule book. @Wookie has been very helpful in my games in this regard. I do currently have these on private blogs, but if there's interest I'll post them to my main blog and link them here. So far we've needed: Spellcasting guide, including Roll20 screenshots for the commonly used character sheet. Between Adventures, also with some Roll20 screenshots Replenishing Runepoints - how, when, and where, and adjustments to the Worship roll Learning spells - including my interpretation of how the Ancestral Spirits option would work. Handling Major Battles - house rule adjustment to the Battle skill after I looked at the published rules and the official clarification and went YIKES.
  11. Hey all, I just uploaded the latest version of The Second Way freeform magic rules to this site. There are lot of small change that came about during playtest. You can get it at the link below or from the download section.
  12. Version 2.1

    932 downloads

    The Second Way (TSW) is a set of homebrew freeform magic rules for Chaosium’s Magic World setting. The goal of TSW is to provide a definitive yet flexible way for crafting and scaling spells. Inspired by Chaosium’s Deep Magic and Atlas Game’s Ars Magica, TSW changes 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.
  13. A long time ago someone wrote some Battle rules similar to KAP's but giving more specific opponents. Does anyone know what I'm talking about? cos I don't. I don't even recall the system other than that it is not KAP.
  14. 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!!!!
  15. In my continuing second read of the mighty RG:Q tome the Treat Poison skill is really sticking out to me. As read someone may, once per poisoning, attempt a skill check to purge 2D6 POT of the poison from their patient's system before damage is rolled. I definitely like this, since a straight up poisoning looks downright lethal in some circumstances (refreshingly as it should!). Ingested something bad? A quick regurgitation should help deal with some of the incoming damage. However this does come with a thematic incongruity: what about venom entering someone's blood stream? Or even vapour? We can look to the old "suck and spit" method perhaps, even combined with a tourniquet with a dramatic spot of bleeding for good measure. It's a shame that this method rarely manages to do anything meaningful, and can even be detrimental in the wrong circumstances. I'm certainly not trying to poke holes! But in a system that loves to model reality in a truly fantastical world with certain bronze age trappings, I'm wondering how this might actually look. One of the things I find striking about Glorantha is how ritualism is so tightly bound with the spirit. Looking at such things as the peaceful cut or, it's polar opposite, inflicting such pain that you cause a person's spirit to flee into their extremities, I don't believe it's a reach that something like Treat Poison could also be ritualistic. I can very easily imagine inciting the person's spirit, and thus their body in turn, to reject the invading substance whether through instant and severe sweats or some forced and deep exhalation. Perhaps even some form of pressure point manipulation? Certainly not a serious thread, it's just an image that appeals. How does it look in your Glorantha?
  16. This is the first of three videos delving into the spirit world of the Animist. In this video, I look at the concept of the animist, how they fit into your existing campaigns and which skills they need to invest in. Further videos will look at spirits, spirit combat and how the animists operate within adventures. https://youtu.be/-wmwHNcPfTk
  17. 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
  18. 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
  19. 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.
  20. 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?
  21. 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?
  22. 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?
  23. 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?
  24. 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.
  25. 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
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