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Found 25 results

  1. After the initial two rounds of summon and control, is fighting with(not against) an elemental like: Sorcery: command this round, a thick darkness attacks at the end of the next one. Now that everyone is dead, repeat next 2 rounds for new targets. Like Bending(avatar): hit someone with your sword, and a whirlwind will knock them out (fix command, attack whoever I strike) Like having a dog: point at the troll, whistle and the fire dog jumps on her while I do my stuff. I would love to know how you handle it, cheers!
  2. 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 a free action, running - MOV x5 is free only for melee, but if you run before shooting you will get penalty die. Will you get penalty die if you grab weapon from the floor for example? I've tried to find topics about it but I didn't, so I am sorry if I duplicate quastion.
  3. 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?
  4. 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!
  5. 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 😉 Maybe I'm missing something, so many thanks for your thoughts.
  6. 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 tabs and via Add Content. So a question: How much information do you want to see on an encounter screen? Everything? Minimalist? Is it important to track info and save back to characters?  Thanks! C
  7. 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.
  8. 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.
  9. 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?
  10. 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? Would you have something like a Costly Success? I.e. the party defeats the guards, but say is impaired or hurt in the process, or another complication for example? Or would you leave the situation without a definitive result? I.e. the party has got the better of the guards but they’re still in the fight. And if so how to proceed from there? I've seen other posts (from @Ian Cooper) talk about 'bringing the pain' and turning the contest into an Extended Contest from there if the players wish to do so. How does that work exactly? Do you start the extended contest with resolution points already scored depending on the results of the Group Simple Contest?
  11. 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?
  12. 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!
  13. 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?
  14. 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 purposes of grappling and is just more work. I'm not currently using hit locations, but like to mix things up in combat to keep things fresh. Any suggestions for non-hit location grapple effects? Thanks!
  15. 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?
  16. I'm new to the paper-pencil-dice RPG, and want to know some-thing: I read that Mythras allows for quick and exciting action, the kind you get in hollywood movies. This made me think of converting an old action-oriented side-scroller arcade game, Ghosts 'N' Goblins (1985), into a scenario. Question: would this "work"? Or would it get quickly slow and boring? Would it be only for advance players to survive? What if you made it less lethal--would it still be exciting? It looks like it would be fun to explore such areas in the video game, but would it still be fun as a RPG, to enter GnG's graveyard, forest, and mountain with your friends?--or would it be just too lethal and unplayable? Will it be a flop, and if so, then what would you have to add to make it "work"? --Thanks, Erico.
  17. sorry for all the questions, but it really helps me set out on the right path at the start So here's a Shaman, with a fetch , engaging with some PC's -the shaman's fetch has intensity 2 action points 3 spirit damage D10 discorporate 81% folk magic 73% spectral combat 84% spirit fetch ability- persistent -conjugated- autonomous-recurring trait - shapechange -possession (usually the shaman or cult animal) Am I correct that this shaman can roll on his binding skill to set the fetch loose- fetch can then act independently of the shaman, but remains in telepathic contact- it can use folk magic against the PC@s or on the shaman and can also drag a mortal target onto the spirit plane(discorporation abiltiy) and then engage them in spirit combat ( spirit's spectral combat against character's binding or half-willpower) and does D10 damage to their magic points when it (likely) wins - this will eat up their magic points in a few turns if it beats them - when they are down to zero, it may ?possess them but not kill them as it lacks the deadly trait. If it possesses a character, can it have that character attack his/her mates? Can the fetch , if not possessing but simply draining all of a players magic points, ,then attack all the PC's in turn and do likewise ? does it need a binding roll success from the shaman for each instruction or just to "set it on its way" as it is in telepathic connection with the Juju man? If it has the "deadly" trait, would one such spirit not be able to kill all the player characters in short measure? as it cannot be magically dispelled because of the "persistent trait" - unless the PC's have a beefy character who is a beast on the spectral plane, are they surely doomed ? It it has "cannibalistic" trait, it can shore up its magic points at the rate of 1MP/ intensity of spirit that it sunders...(1-3 MP points per character killed) And this is ONLY an Intensity 2 spirit(!) And a decent shaman has SEVERAL spirits at his beck and call..........
  18. question 1 , is it OK to ask for rules clarification on this forum-? if so, question 2 I swing at my opponent and get a critical success - he parries and gets success - I get to choose one offensive special effect, say, disarm opponent now gets to make an opposed roll of his combat style against my ORIGINAL roll- (the critical success) and he would need a critical success of his own that was higher than my original roll but within his critical success bracket ? this appears to be almost impossible to pull off - if this is a correct interpretation , then it appears that rolling a critical success not only gets you yummy special effects but makes it almost impossible for the opponent to counter them- is this correct? question 3 I have read that some GM's only allow "choose location" as a special effect on an offensive critical roll, rather than just for achieving one level of success better on a differential roll Is this unusual? What do people think from experience works better?
  19. Was talking with a player yesterday, and we hit upon the simple mechanic of 'stances' as realistic and potentially useful tactical options for RQ characters. There are 3 possible combat stances: Normal: allows you the usual 1* attack and 1* defense option in each round. All-out attack: You ONLY get your 1* attack at half-again your skill. You get no defense action. All-out defense: You ONLY get your 1* defense at half-again your skill. You get no attack action. *: as usual, if >100% you can split The above is probably the simplest version. Then the Minotaur's 'enrage' doesn't have to give them a special magical ability, it just puts them into all-out attack mode. It also makes missile weapons more lethal (if you allow it to everyone), if the shooter isn't threatened by immediate attack. Alternate versions, not really thought through: - Attack/Defense stance lets you split attacks/defenses using that higher value, even if it's not above 100% (you don't care about getting hit)? - Attack lets you attack slightly faster (no hesitation for self-preservation)? - Defense might allow a shield to parry multiple attacks from a single attacker (ie like a normal dodge, but at half value for subsequent attacks after the first), or to allow dodge to be used against multiple attackers (but at half-value for each dodge after the first) - Defense might even allow additional AP to a parrying item (1d4 or your strength mod, whichever's greater, re-rolled for each attack), or allow a SPECIAL parry to still count against a CRITICAL hit (the current way a normal shield success works against a special)? NOTE: NPCs wouldn't be able to access stances unless it is something intrinsically sensible to the NPC - ie a minotaur. Otherwise NPCs (who often don't care about tomorrow) would be overpowered. Anyway, just some ideas we were bouncing around.
  20. There are a large number of Call of Cthulhu articles on my blog, Shooting Dice, including: Lovecraft and His Guns, about HPL and his guns and gun use. The Investigator's Load, about typical kit carried by investigators in HPL's stories and encumbrance issues in the game. Lovecraft's Investigators and Their guns, an entire series of articles examining HPL stores for the weapons of his investigators. Disarming in Call of Cthulhu, comparing the Disarming rules in Call of Cthulhu Sixth and Seventh Edition, illustrated using a scene from The Maltese Falcon. Cthulhu Gangster, the latest book by German Call of Cthulhu licensee Pegasus Press. Plus gun reviews, film and TV series reviews, all with an eye towards using them in the game. Cheers HANS
  21. So I've only very recently had a session with a lot of melee combat in it, and I found a question that I'm unsure about. When someone is attacked in melee and chooses to fight back or dodge, does that use up their action for the round? I can't find anything in the rules that says it does, it's just that a lot of other BRP-bases games have that rule, and it's kind of become second nature to me. Even if it's not the intent of the rules, what would be the effect of house-ruling that in? Hmmmm... For one thing, it would speed up combat a little. But on the other hand, it would make high DEX a really big advantage, because the one who goes first would always have the edge of being the attacker. So maybe it should just be clarified that you get one free reaction to being attacked each round?
  22. Hello, I have recently met a problem which might be my misunderstanding, but seems to be a severe bug in a system. Namely, throwing a weapon, that is not designed for throwing, e.g. halberd. The book says: "Your character can usually add 1/2 of his or her damage bonus to an improvised thrown weapon’s base damage. Well-balanced objects designed for throwing (including footballs, grenades, darts, etc.) can be thrown normally one meter for every point your character’s STR exceeds the SIZ of the object. Unbalanced objects can be thrown one meter for every 3 points of STR over the object’s SIZ." The question is: what is " improvised thrown weapon’s base damage" ? One of my players wanted to throw a double handed sword and use normal damage from that weapon+1/2 of his db. Now imagine the following: Standard Human ( STR 12 , SIZ 10 - thus no Damage Bonus ), is facing an enemy. The character has no skills in any weapon, but has halberd in his hand. Thus, he has base chance to hit of 15%. However, if he tries to throw a halberd at the enemy the chance becomes 25% (base Throw). Therefore, it is clear that throwing is more likely to inflict the same 3D6 damage. To me, this is pure nonsense. Perhaps I do not understand something - please help! Thanks! Krzysztof
  23. Hi all, I just uploaded a pdf with rules for sci-fi gaming in BRP, that I have been using for a while. They are mainly for star wars-like space opera, but I believe they can be used in other settings as well. They have grown out of a frustration that there have been no actual starship rules for BRP (or not much for science fiction at all - though River of Heaven seems to change that). I appreciate all comments: overall concepts, game balance, language - anything at all. Download link: or try: http://ge.tt/9acymz12?c Clarence
  24. I am on the cusp of committing to launching (what I believe will be) a multi-year campaign and I am looking for a system that can 1) handle any genre and 2) be scalable from gritty realism up to cinematic (though not necessarily SUPER hero levels) of combat and action. You might think it odd for me to be doing so but I have narrowed down my choices to either RuneQuest 6 or HERO System. Blurbs about RuneQuest 6 claim that it can handle even cinematic styles of play but how true is that? What mechanism allows it to scale that way? At first glance, at least, it appears to be rather realistic and deadly without much else. What am I missing?
  25. I am thinking of incorporating two rules into my BRP Superworld game, one from BRP Central forums and one from Yogsothoth.com but I would like people's input into how the two are likely to combine. Both changes are to speed up combat and reduce calculations by the players. 1) Opposed rolls do not go to the person with the highest level of success but to the person with the highest roll which is still a success. E.g. 80% attack vs 60% dodge. Attacker rolls 61%, dodger rolls 10%, attacker gets higher roll and hits. This ignores special rolls, levels of success etc on contested rolls. 2) I'll quote part of the forum entry: "But if you want more predictability and less failure, just roll percentiles but allow the player to choose which die to take as tens, and which as units. This would give your character with 60% Drive only a 16% chance of failure or thereabouts. A relative beginner with 30% skill would have about 50:50. Won't suit everyone, but might be worth considering." Much better chance of succeeding but player has to decide which is it better to use. Example above, attacker would get a special result if he reverses his attack roll (uses 16 instead of 61) but runs the risk of opponent dodging the attack more easily. The roll becomes a curve with successes enhanced and failures reduced, suiting a Superworld type game. Opinions please?
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