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Found 43 results

  1. 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%?
  2. 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 easier to shoot one just because it has more Strength. As it is, a strong dwarf is easier to shoot than a weakling dwarf of the exact same size! Typically this weird quirk of CoC7 has admittedly low impact on play, as Strength & Size tend to correlate & investigators generally can't be of Size -2 or 4+. However, the rule fails spectacularly when dealing with small creatures of supernatural strength (think Chucky from Child's Play), in which case said creature may have Build 0, even though it is quite small! Hence, I decided to change the rules to the following: "When shooting at a creature with a size of 32 or less, a penalty die is applied. When shooting at a creature with a size 143 or more, a bonus die is applied." The modified rule should produce the same result as the official rule when Strength and Size are the same, but may give different results if Strength and Size are very different. This should make it more intuitive for your Keeper to add murdering dolls to your game. You're welcome.
  3. 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.
  4. 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 with a Move of 10 and the PCs will likely automatically lose the chase. It's very hard for Keeper to make an enjoyable chase with such high random factor. Second, the chase behaves totally differently if a slow investigator joins the chase. For example, if two Gnoph-Keh (Move 9) chases four investigators with Move 8, the Gnoph-Kehs will move twice as fast as the investigators - making it hard for the investigators to escape, and potentially resulting in a TPK. However, if the same Gnoph-Keh chases three investigators with Move 8 and one investigator with Move 4, then the Gnoph-Kehs will have 6 actions each round while the Move 8 investigators will have 5 - which means the three Move 8 investigators will likely escape. So adding a slower investigator to the chase can actually be more beneficial for the investigators than adding a fast one, and the balance of each chase will dependent on if slow investigators take part in them or not. Thirdly, the rules state that a chase is automatically resolved if the speed of the chasers is less than what they are chasing. This is problematic: if the fleeing character is much worse at avoiding obstacles than the chasers, the chasers may well be able to catch their quarry in time. Also, flying monsters are likely able to catch a faster car if the road is windy. It is telling that the cool illustration of two cars chased by a Hunting Horror on a mountain road (page 143) is almost impossible to happen according to the rules because the Haunting Horror has Move of 11 while the slowest car has a Move of 13, so the cars should automatically escape. My personal recommendations would be to avoid the CON check for NPCs (just assume they win the CON check) & to not chase the PCs if the party has a slow investigator, and to apply judgment on when a chase should be automatically resolved.
  5. Valeren

    Acid explanation

    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 !
  6. 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. Sections of rules that need to be together are spread between chapters. The layout is "challenging" at times, but a proper read and judicious use of post-it tabs and some PDF printing helps gets around that Also there are a lot of "See page XX" references and references to "Bokors and Broadsides" (the old name for Blood Tide!). Now I know it is teh oild name for the system I know the game is referring to itself and not some weird supplement I can't find. So since this is the official "Chaosium" community and the author is on here I thought we could collectivity help to fix it in a hope of building a bit of an errata or help the author with a second edition with some more annoying problems resolved. If anyone has any house rules, links, scenarios or useful tools relevant to Blood Tide - feel free to add them below. I will post a couple below to get started...
  7. Can a cultist or other permanently insane character suffer from bouts of madness by seeing Mythos creatures? And what would happen if a PC cast Mindblast (which causes temporary insanity) at a cultist?
  8. 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?
  9. The spell Cause Blindness doesn't seem to have a range. Am I right to assume the range to be infinite?
  10. 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).
  11. 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 ?
  12. MysteryHand

    7e Questions

    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!
  13. Ahti2

    Mass combat rules

    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!
  14. Zit

    Augments in Quickstart

    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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  16. 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.
  17. karask

    Some rules clarifications (2)

    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
  18. michaelsbagley

    Renaissance Rules Question

    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.
  19. 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 ?
  20. 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!
  21. 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.
  22. 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?
  23. 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!
  24. Baelor

    Witchcraft in Glorantha

    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
  25. rsanford

    Gun Rules for Magic World

    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?
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