Jump to content

Search the Community

Showing results for tags 'Rules'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • The Chaosium Forums
    • Basic Roleplaying
    • Glorantha
    • RuneQuest
    • Call of Cthulhu
    • Pendragon & Prince Valiant
    • HeroQuest
    • Mythic Worlds
    • Cult of Chaos
  • The D100 Family
    • Mythras
    • D101 Games
    • Renaissance
    • Revolution D100
    • Legend
    • Quest21
    • Delta Green
  • Other Stuff
    • Alastor's Skull Inn
    • Inactive forums

Blogs

  • Blog Trifletraxor
  • Notes from Underground
  • Blog Chaot
  • Blog soltakss
  • Blog RosenMcStern
  • Blog threedeesix
  • Blog Triff
  • Blog Aycorn
  • Blog tzunder
  • Blog PZiviani
  • Blog Conrad
  • Mos Eisley Cantina
  • Blog alexraccoon
  • Blog raymond_turney
  • Blog Merak Gren
  • Blog rleduc
  • Dark moon Chronicles- setting and info
  • Blog threshold
  • Blog skull
  • Blog rpgstarwizard
  • Blog Vorax Transtellaris
  • Blog travellingbeetle
  • Blog Bleddyn
  • Blog kevinhun
  • Blog jagerfury
  • Blog coyote
  • Blog Dryhad
  • Blog Peter K.
  • Blog Robar
  • Blog Tester
  • Blog ptingler
  • Blog nerdvana
  • Blog Old Timer
  • Blog smjn
  • Blog Stoatbringer
  • Blog Target
  • Blog Moonowol67
  • Sunwolfe's Blog of Holding
  • The Reign of Dragons
  • Sparrowhawk's Roost
  • RPG Imaginings
  • The Bardori Saga
  • Amusing Musings
  • Red Cows in the Borderlands
  • Dethstrok9 YouTube Channel
  • Three go mad in Santos

Categories

  • RuneQuest in Glorantha
  • Generic
    • GORE
    • Alternate rules
    • GM Resources
    • Character sheets
  • Fantasy/Historic
    • Magic World
    • Mongoose RuneQuest
    • Middle Earth
    • Vhraeden
    • Warlords of Alexander
    • Classic RuneQuest
    • Ancient Rome
    • Fire and Sword
    • The Green
    • Other
  • Modern
    • Old West
    • Call of Cthulhu
    • Other
  • Science Fiction
    • Star Wars
    • Terminator
    • Halo
    • Other
  • Super Hero
    • City of Heroes
    • Superhero Characters
    • Other
  • Mythras
    • Classic Fantasy
  • Revolution D100

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


RPG Biography


Current games


Location


Blurb


Website URL

  1. Is there a thread to directly ask Chaosium a rules question, be it RQG, CoC or any other game in the Library of Chaos?
  2. 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 R
  3. 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.
  4. Version 2.1

    668 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.
  5. 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 (
  6. 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.
  7. 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
  8. 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
  9. 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
  10. 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?
  11. 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 succes
  12. 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.
  13. 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?
  14. 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?
  15. 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?
  16. 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?
  17. 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 intere
  18. 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 measuri
  19. 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
  20. 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
  21. 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 wit
  22. 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%?
  23. 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.
  24. 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 !
  25. This is NOT a post critical of the supplement. In most respects, I love it... a great world to plunder, the stunts system is genius and Voudou is a great magic system ripe for some rich roleplaying rather than the usual flash-bang effects. But as I run it for my group I am finding numerous issues, typos and stuff just plain missing from the rules. i.e. at a "rules on paper" level it is far from perfect! Some endemic "typo like" issues are in there which I can ignore: The author indicated that it was a mash up of 2 background - one magical, one historical and it shows periodically. S
×
×
  • Create New...