GianniVacca Posted November 5, 2019 Share Posted November 5, 2019 The rules mention the whip several times-- yet no details are given 😞 Has anybody figured them out? Quote 「天朝大國」,https://rpggeek.com/rpgitem/92874/celestial-empire 很有意思: http://celestialempire.blogspot.com/ Link to comment Share on other sites More sharing options...
Ian Absentia Posted November 5, 2019 Share Posted November 5, 2019 (edited) Wow, you're right. Not even the Entangling rules. So, digging into the BRP book... Whip (Other Type, 1H) Base Skill 05 STR 9 DEX 10 Damage 1d3-1 {Special: Entangle) HP 4 ENC 1 Length 0.2 / 3 SR 0 Entangle A whip may be used to entangle a foe on a special success. An entangling attack cannot be made from close range—it must be made with at least 3 meters of space between the attacker and target. A successful entangle immobilises the particular hit location and prevents movement or attack by the target for the rest of this melee round and into the next melee round. A successful Dodge roll or Grapple roll negates a successful entangle. A critical parry negates a critical entangle, but an ordinary parry success has no effect. On the round following the successful entangle attack, the entangled target can attempt a Dexterity Check to free him- or herself, or make a STR vs STR resistance roll to attempt to pull the entangling whip from the attacker’s hand(s). Alternately, if the entangled target is able to, he or she may attempt an attack on the entangling weapon itself, cutting through the whip. If the target's attempts to get free of the entangling whip are unsuccessful, the attacker can declare one of the following effects, based on hit location: Immobilise Limb, Disarm Target, Knockdown Target, Injure Target (roll damage again), or Strangle Target (see Drowning and Asphyxiation, RQG p.156), as appropriate by hit location. A target remains entangled until, during a subsequent melee round, a successful Dexterity Check or STR vs STR resistance roll is made to free him- or herself from the entangling whip, or the target or another individual succeeds in attacking the whip to sever it. During each melee round in which the target remains entangled, the attacker can again declare a special effect as appropriate by hit location. It could probably merit some polish, but there's a start. !i! Edited November 7, 2019 by Ian Absentia Added some polish, and corrected some terminology 1 2 Quote ...developer of White Rabbit Green Link to comment Share on other sites More sharing options...
Joerg Posted November 6, 2019 Share Posted November 6, 2019 5 hours ago, GianniVacca said: The rules mention the whip several times-- yet no details are given 😞 Has anybody figured them out? A whip attack is described in The Rattling Wind. That one is rather deadly... Quote Telling how it is excessive verbis Link to comment Share on other sites More sharing options...
Jeff Posted November 6, 2019 Share Posted November 6, 2019 The whip that is mentioned in the core rules is for a chariot driver. These whips aren't really combat weapons (you crack the whip to make noise, not strike the horse). Quote Link to comment Share on other sites More sharing options...
Ian Absentia Posted November 7, 2019 Share Posted November 7, 2019 (edited) Elsewhere, there was a question regarding bolas, so, at the risk of reprinting other Chaosium sources in their entirety... Bola (1H) Base Skill 05 STR 9 DEX 13 Damage 1d4+1/2db (Special: Crushing/Entangle) HP 1 ENC 1 Range 15 Rate 1/MR On a special roll, the attacker may declare either Crushing effect or Entangling per the rules above, with minor modification (no STR vs STR roll to disarm the attacker). Modifications I'd make to my suggestion for the whip above: Unlike other entangling weapons, a whip may entangle at a range of 2 to 3 meters, not at a minimum of 3 meters. The whip is, after all, listed as only 3m long. At a range of 1m or less, a whip is functionally ineffective, except as an improvised club or garrote. See rules for those two weapons separately. If used as a garrote, the Entangling rules still apply. The adaptation from BRP's "combat round" to RQG's "melee round" in the Entangling rules probably needs some playtesting. The two are not 1-for-1 compatible. Do we equate a CR with an entire MR, or with a normal DEX strike rank within a MR? !i! Edited November 7, 2019 by Ian Absentia 1 Quote ...developer of White Rabbit Green Link to comment Share on other sites More sharing options...
Anunnaki Posted November 7, 2019 Share Posted November 7, 2019 Different Worlds magazine, Issue 22 (the special RuneQuest issue), has an article detailing new weapons for RQ2, including: atlatl, boomerang, lasso, whip, and caltrops. 1 Quote Link to comment Share on other sites More sharing options...
GianniVacca Posted January 21, 2020 Author Share Posted January 21, 2020 On 11/7/2019 at 8:10 PM, Anunnaki said: Different Worlds magazine, Issue 22 (the special RuneQuest issue), has an article detailing new weapons for RQ2, including: atlatl, boomerang, lasso, whip, and caltrops. here's the whip-related part: http://2ndage.blogspot.com/2020/01/whip-weapon-stats-rqg.html 1 1 Quote 「天朝大國」,https://rpggeek.com/rpgitem/92874/celestial-empire 很有意思: http://celestialempire.blogspot.com/ Link to comment Share on other sites More sharing options...
Ian Absentia Posted April 5, 2020 Share Posted April 5, 2020 I broke form and slipped into argument in the RuneQuest Core Rules Questions thread (see below) and received a reiteration of the explanation that the Whip skill mentioned in the character creation process in the RQG core rules is officially limited to driving a horse or perhaps intimidating (or distracting?) another charioteer. These are descriptions of what you might do with your Drive Chariot skill, and are no more independent skills than Maintain Balance or Handle Reins. Isn't it easier (and more sincere) to clarify that it was an editorial oversight that Whip didn't get removed from the Chariot Driver's Occupational Skills in character creation when actual rules for whips were cut? I look forward to official interpretations of existing rules for whips and bolas in future publications. !i! 4 Quote ...developer of White Rabbit Green Link to comment Share on other sites More sharing options...
Akhôrahil Posted April 5, 2020 Share Posted April 5, 2020 6 hours ago, Ian Absentia said: These are descriptions of what you might do with your Drive Chariot skill, and are no more independent skills than Maintain Balance or Handle Reins. Isn't it easier (and more sincere) to clarify that it was an editorial oversight that Whip didn't get removed from the Chariot Driver's Occupational Skills in character creation when actual rules for whips were cut? Especially since whip weapons explicitly are a thing (belonging to the Water rune). It’s okay to say you just made a mistake and that these weapon details are forthcoming (or that you made a mistake and there will be no whip weapon). Positing a special skill for non-weapon whip that’s not in the rulebook and doesn’t do anything is silly (use of a whip for riding and charioteering should by any standards belong to that skill). 2 1 Quote Link to comment Share on other sites More sharing options...
davecake Posted April 6, 2020 Share Posted April 6, 2020 Yes. The quality of the answers in the RuneQuest Core Rules Questions recently is a bit variable. In some cases, worse than the uncertainty was. 2 Quote Link to comment Share on other sites More sharing options...
davecake Posted April 6, 2020 Share Posted April 6, 2020 Note the Vough in the Bestiary has a whip, but their whip attack seem special (it does 1d10, which seems a lot for a whip). 1 Quote Link to comment Share on other sites More sharing options...
gochie Posted April 6, 2020 Share Posted April 6, 2020 Would you guys add any STR bonus to a whip or net attack (not an entangling attack of course)? Quote Link to comment Share on other sites More sharing options...
Ian Absentia Posted April 6, 2020 Share Posted April 6, 2020 23 minutes ago, gochie said: Would you guys add any STR bonus to a whip or net attack (not an entangling attack of course)? Historically, the stats for Whip have clearly not included a damage bonus (not including the Shock Net, a futuristic weapon seen in the BGB, which allows a +1/2db). I'm less certain of the net, but I'd not allow a damage bonus for that, either. The whip and net are finesse weapons, and STR really only comes into play when the target is struggling to become unentangled (STR vs STR). The bola includes a +1/2db because it's a weighted object that you're heaving with a certain brute force. Also, admire the damage potential of the whip. There's a reasonable chance that, following a successful hit, that it does effectively no damage; and its potential damage is very low. Contrary to the assertion that a whip (riding whip or otherwise) does no damage, they really can -- it's just not much, and it's not intended to be otherwise. It's really a tool used as an improvised weapon (c.f., pocket knife). There's a reason you don't see military units composed of whip specialists. !i! 2 Quote ...developer of White Rabbit Green Link to comment Share on other sites More sharing options...
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