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Found 14 results

  1. Hello, I am trying to be a keeper in CoC 7ed since start of the august. After few first games I've been caught by thoughts that I am doing something wrong so I came here for clarification. First of all, how many actions do you have during the combat? Rulebook says that round is flexible unit so you can make significant action. But which action is significant? For example you can reload gun and move, but you cannot shoot after that, but (as I understand right) you can move, grab the knife, move back and attack, both actions would take a round but are they equal? As I understand movement is
  2. I've recently been reading about shaman's in RQG. If a shaman is ambushed by a malign spirit, how does he fight it in spirit combat if it takes him an hour to discorporate? What am I missing?
  3. Have you been disappointed by combat in role-playing games? Well be that way no further, here is the perfect video for you! Taking inspiration from Sandy Peterson himself, Dethstrok9 goes over some of the best ways to make Call of Cthulhu 7E combat more engaging, exciting, and interesting!
  4. Hello. Going over the Combat results chart on page 199, I thought, why the heck would a missed attack or fumble warrant a parry by the defender? (The Dark Eye used to handle this that way) I get, that this can inflict damage to the attackers weapon. But nevertheless I think that chart could be simplified and combat made a slight but faster, if a miss (or fumble) on the attackers part doesn't need min. 2 dice rolls by the defending party. Yes, the most hilarious result of both combatants fumbling and knocking themselves out without even touching, would be sorely missed 😉
  5. Beta functionality for Encounters are now live in the RQ Character Creator app. https://rq-web.herokuapp.com Encounters can be created by adding one or more factions. When viewed, you'll have access to a bunch of combat & tracking related details for all characters in the encounter. This is no-where near as clean as I hope to eventually get it. It will take tweaking and some other eyes to get it right. Also - there is no ability to save an encounter in process - if you leave the screen, HP etc. will reset. You can access Factions & Encounters through the new layout t
  6. 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
  7. I'm a little confused by the logic of putting the movement of non-engaged characters (phase 2) before the resolution of missile attacks and spells (phase 3). If I'm reading this correctly, a non-engaged melee combatant can move half his/her movement, close in on a target that is armed with a missile weapon, and attack before that target gets a chance to fire. Wouldn't it make more sense to have phase 2 include both the movement of non-engaged characters AND the resolution of missiles and spells? Then in phase 3 resolve melee? Thanks in advanced for any clarification.
  8. A weird question, perhaps I've been pouring over the RQG rules for a while now, and it suddenly occurred to me I have no idea if facing or positioning matters during combat? Does it? I don't remember coming across this at any point. But there are so many rules I've been soaking in I might have missed it!And, specifically, if I'm engaged with Enemy A, and Enemy B comes up behind me, am I allowed to turn and parry against Enemy B?Does engagement "fix" facing to some degree?Are there limits on how much one can turn (or turn to parry) when engaged?
  9. I have some questions around Combat, principally using the Group Simple Contest. I sorta get it but have difficulty when the situation needs a more definitive result. Let’s say the party has snuck in somewhere and is then confronted by some guards. The guards want to prove their mettle and kill the intruders, and the party wants to permanently silence the guards by means of Force. It’s a not fight the players are emotionally invested in, so a simple contest seems the way forward. So, let’s say the result is a marginal victory for the party. What does that mean exactly?
  10. I'm having trouble finding information on Combat Styles and Combat Style Packages in M-Space. For example, during character creation it tells me to choose any Cultural Combat style, but the three Cultures (Rural, Urban, and Orbit) do not list any of them. It looks like I have to come up with my own weapons and skills for it? Is there a list of ready-made skill and weapon packages elsewhere I can use for it?
  11. 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 purpo
  12. A question about the Combat in Renaissance: According to the "Targeted Attack" rule, a damage below a Major Wound "has no special effect". But if a character targeted his attack to a location without armor, (for example, the face), could not he avoid covering the general armor points, even getting a light damage?
  13. Hey folks. I have a few questions about combat: How might I go about handling a charge attack where someone is just running in and slamming into an opponent? If a weapon allows multiple attacks per round (e.g. Light Pistol), does the attacker have to have a skill >100% to take advantage of the multiple attack capability of the weapon? It seems if Grappling is used you more/less have to use hit locations. I know it says on p. 61 that the GM should "reinterpret them for a game not using hit locations, or disallow the effects", but that seems to defeat almost all purpose
  14. A person on horseback receives a +20% to attack while the person on the ground receives a -20% defense, so a net 40% swing? Just seems a little steep to me. A flat 20% is more in line?
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