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Is there a battle system for runequest?


Mordante

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27 minutes ago, Mordante said:

Is there a battle system for runequest available anyway in the mold of pendragon?

I believe this is planned for the GM's book (which is quite far along the production pipeline).

See this thread for everything underway:  

(n.b. it began life as an "unofficial" list, but Chaosium staff have begun regularly contributing there -- I don't think they "officially" guarantee to keep it 100% correct & up-to-date, but the accuracy & quality of the list is VERY good these days!)

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@Jeff wrote a very good guideline to the Battle of the Queens that I relied on heavily when I ran that battle. You can find that original guide here and I do recommend it: 

https://basicroleplaying.org/topic/10383-another-question-for-the-sages/

My own experience running the battle, heavily informed by the above, is here: 

https://basicroleplaying.org/topic/13324-my-experience-running-the-battle-of-the-queens/

Hopefully these will provide some insights. 

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I've run a few battles in my current campaign. It started as an attempt at emulating Pendragon Book of Battle but I found it was a lot of effort and lacked the impact (likely because the Glory rewards are missing and Pendragon's fast contest combat is very different to RQG).

What I'm planning now is similar to what I interpret as Pendragon 6e's upcoming Battle rule changes:

  • Using the group's selected Passion average as a Morale score.
  • Using WB&RM unit stats differences and other modifiers to generate an Intensity score.
  • Each player rolls Battle:
    • Fumble (lose morale/advantage)
    • Failure (nothing)
    • Success (get to roll a random encounter)
    • Special (get to roll a random encounter; + gain morale/advantage)
    • Crit (get to roll a special encounter)
  • Then I'd roll Intensity (score based off of unit status, battle status/odds etc), if I succeed I choose out of the encounters generated. If I fail, players choose.
  • Standard encounters are your average troop (eg. tarshite footmen), special ones are rare units and heroes (eg. the crater makers)
    • They include individuals-stats and an amount morale is reduced by.
  • Players then choose to either play Cautiously (1 round), Bravely (2 rounds) or Heroically (3 rounds). The special encounters are nearly always a full combat, rather than finite rounds.
    • I'm unsure how much morale is reduced by in the upcoming 6e rules, but I see it.. Cautiously = double morale loss, Bravely = standard morale loss, Heroically = no morale loss.
  • When the group morale reaches 0 they retire from battle for several Battle turns (again unknown but I'd probably go with 3 turns)... in which they can roleplay, heal, meditate etc.
  • I'm considering giving rep rewards for encounters (similar to Glory) and at a certain high rep amount from a single battle, there would be a +1 CHA gain.

The actual numbers for morale and such need to be tweaked, but this is what I'm going with next time a Hero Wars battle crops up.

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