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How have you simplified your Runequest?


Aurelius

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I'm considering running a Glorantha game for a bunch of friends who are not eager to learn 100+ pages of rules to jump into the deep end of a crunchy system. 

How have you simplified RQ, with house rules or by dropping out rules, to make it faster to learn and play?

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Me? No.  I believe that the more we house rule anything but  ambiguities. we set players up to be massively frustrated when they play with anyone else and find they haven't really learned the RuneQuest rules.  And I would like to promote & encourage playing RuneQuest. 

I may be told "the plays the thing, not getting it right."  But  to play together and not solitaire, we need a common understanding of what the rules are.  

The good news is that

(1) the basic mechanics are simple, it's only the special cases that make it 100 pages.  Like Kuschile horse archery or whips or  shield wall, or the attack/parry result combinations that the GM screen is a quick reference for.  

(2) If the GM understands the rules the players  will learn those basics pretty quickly.

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It's definitely not 100 pages of reading. I'd start here, for people new to the system, and ignore the core book except as a reference.

https://rqwiki.chaosium.com/rules/

Get everyone to go through the Soloquest, or go through it together with Vasana's character sheet in front of you all:

https://www.chaosium.com/rq-soloquest-the-battle-of-dangerford/

And I'd really urge everyone new to the game to start with the pre-gens (free to download) and forget about character creation. That way you get a much better "feel" for what actually matters on the character sheet, which is probably only about 20% of it:

https://www.chaosium.com/runequest-starter-set/

Finally, I'd say that only the GM needs to read the rules before play. I've run RQ at a convention for people who have never played it before. It's fine. Just explain those rules that matter, on the spot. Learn as you go. This does, obviously, need a GM who is reasonably familiar with the system, so I would also recommend that if the GM has never played RQ before, they should jump in a game somewhere to see how it goes in practice.

After all that, if you do want some simplifications / tips:

- ignore Augments in the first session

- treat the Statement of Intent phase in combat seriously, it makes everything else in combat easier to follow

- make good use of the Starter Set Strike Rank tracker or an equivalent. Players just need to look up their SR, hardly ever to calculate it

- avoid shamanic and sorcery-using characters, at least at first

- ditch sidekicks for the first couple of games, especially if they are intelligent like Cousin Monkey, Vishi Dunn's friend - it just adds more moving parts to keep track of

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1 hour ago, Squaredeal Sten said:

I believe that the more we house rule anything but  ambiguities. we set players up to be massively frustrated when they play with anyone else and find they haven't really learned the RuneQuest rules.

Ha ha.

One thing I've learned by reading BRP and Facebook, and watching videos, is that nobody even remotely uses the rules as written.  Every group ignores large sections of the rules.

That said, I agree with you that one should at least try the rules as written before making house rules.

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6 minutes ago, Ali the Helering said:

By playing HeroQuest

… or RQ2

… or (untested) Trophy Dark — when your ruin hits 6, you realise you are Argrath.

Unfortunately, this cannot be characterized as “helping”. What have people actually deleted from RQG to make it smoother and more palatable?

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2 hours ago, Aurelius said:

How have you simplified RQ, with house rules or by dropping out rules, to make it faster to learn and play?

I've run 12 sessions of this (split over two blocks). It was for a new group of players who didn't want to play a Questworlds based game, but wanted to try a BRP based one. Some of this may sound very familiar.

System

  • All Stats percentile (x5)
  • No Resistance table
  • Bonus and penalty dice per CoC.
  • Pushed Rolls per CoC.
  • No specials

Combat:

  • No Hit locations - using major wound rules
  • No Individual armour pieces
  • No Strike Ranks - Go on DEX (Ranged weapons and Magic at DEX+50, Rune Magic on DEX+100)
  • No Category bonus modifiers
  • No Specials
  • Second attack if possible on half DEX

Magic

  • All magic - single roll (no POW vs POW) of POW %

Character sheet

  • Simplified per above
  • Skills split into 

image.thumb.png.9933e68a71c96bc65d3f3481de06dbdf.png

I've run 12 sessions of this (split over two blocks). It was for a new group of players who didn't want to play Questworlds based game, but wanted to try a BRP based one. 

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Like folks above, I think the basic system is pretty simple to explain. Combat can be crunchy, obviously, but I've been able to quickly explain to new players a few key concepts: three degrees of success, combat is essentially an opposed roll (i.e., you can parry/dodge an enemy's attack, but they can parry/dodge yours), hit locations matter, augments are a thing, etc. Once introduced to the concepts, I think players' minds are opened to learning the mechanics (though I don't push them hard about this.)

During play, I've 

- made use of the starter set's strike rank tracker and have been the person to run it. Player's just tell me what they want to do and I work it out for them (and give them the option of changing their minds) - if SR were still too difficult to grasp for a set of players, I'd just go with DEX order with some simple modification via weapons.

- made selective and guided use of augments - prompting the players to explain how a skill augment is being used or narrating how a passion/rune augment is experienced by the character. Sometimes this really helps bring new players into a Gloranthan mindset.

- basically, lots of GM guidance and control over the use of specific rules - e.g., if players wanted their characters to form a phalanx or take part in a chase, I'd just listen to what they wanted to do, give them a little guidance, and then take it from there without explaining how the specific rules worked (just narrating, adjudicating, and calling for appropriate roles when necessary.)

I honestly haven't had to fudge or simplify rules too much. The worst I've done is allow people to make aimed blows on their SR instead of at the end of the round. I just act as extended training wheels. I do really think that introducing the basic rules concepts (in a short, pithy way) starts people's brains moving, allowing a curated approach to discussing actual rules mechanics to go smoothly. Work for the GM, but not much more than with other systems.

* apologies if this all sounds inane or disjointed - I've been writing this in pieces after multiple other distractions.  

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We do not worry about damage to equipment except sometimes for shields.  We also sometimes do skill increases mid-season if there are multiple adventures in tha season.  I think that's about it but I've probably forgotten something.

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5 hours ago, Aurelius said:

I'm considering running a Glorantha game for a bunch of friends who are not eager to learn 100+ pages of rules to jump into the deep end of a crunchy system. 

How have you simplified RQ, with house rules or by dropping out rules, to make it faster to learn and play?

for me the question is not to simplified RQ because friends "are not eager to learn 100+ pages" but to understand why they should learn all these pages.

For example, in this case,  I would explain these rules (I consider that you present the background, the gods, etc..  before or during the scenario) :

a) I present the character sheets

b) skills determine your % of success when you decide an action. I give the list of skills (page  61)

c) characteristics, they define some category modifiers, MP, HP, damage and that helps skills %. I give the list p61 and I precise that, when they create  their characters, some skills may start at 90%, depending on their choices.

d) I explain passions, I precise that rune can be seen as passion too. Aka passions and runes determine how the character should react (even if player  can decide to not follow the passion) and can help to determine the success of a skill (roll against your passion, if you succeed you gain +20)

e) q&a , precising that a lot of things will be clear in the first scenario, designed to explore the differents aspects without danger or trap.

 

this first step is about 30 min a) 5 min, b) 5min, c) 10 min, d) 5min  e) 5min expected

then we start the character creation ;

Quote

what kind of character do you want to play ? this one ok, se this occupation (or these 2 occupations) does it seem correct for you ?

now I think this god or this god are the best for your pc (explain why, culture, spells...). Are you ok with this ?

If there is a "no", ask why, and fix it (other cult or occupation fitting more the player's expectation)

the point here is to reduce what they have to understand before the decision. Precise that, if after the first scenario one player wants to change a character (or a part of) you will accept it.

The priority for them should be to understand the main points. Not to know every nuance. The nuance will come with experience, session after session.

In the same way, I forget the family history step and a large part of the "other informations"

That means that you as a GM should accept two things

1) if a subtle rule should be followed during the first sessions, forget it, and manage it very simply ( ask a roll and that's done, or just decide the outcome you want to fluidy the experience)

2) if the first scenarios are not enough simple, change them to helps you. For me a first scenario should be a 1-2 sessions with clear goal for the pc, and the main goals for the players are "discover the background" and "discover the main rules". You don't need to be ambitious

Two examples of simple scenarios.

1) PC are from the same clan. Their mission is to protect the caravan of the clan's merchant:  some skill rolls (scan, ...), one bandit attack (combat, magic), one npc is severely injured, pcs are sent to bring back good healers. a characteristic x 5 roll to determine how quick they are and because fate is fantastic, propose an passion augment as the npc is the subject of a love/loyalty passion

2) PC are just prisonners (that may explain a group from different origins) and are escorted from A to B. Maybe a npc (his words will be your guidance if players have no plan, blocked by the pc sheet) is prisonner too. They start outside, an evening. what do they want to do. If they have an idea, follow it. If not, during the night the guards are raided by a group of (XXX), friends or ennemies, you choose. They have to decide if they fight (combat session) or if they take the occasion to flee (skills and passion session). Once this episode done, the second will be the opposite : if they already fought, now they have to hide themselves from those sent to get it back / the raiders who are ennemies (like broos, etc), if they alreay fled, they are facing some monster/group of ennemy that chase them.

and that's all. nothing more to do. Then you will know if the world and the system is fine  for your players. Step by step you will explain new rules, when the situation needs it. Your players don't need to be able to gm runequest. Not at the begining, at least

 

of course if players are like me, give them the rules one week ago, and let them read a thousand of pages, but that's not the same issue you may face 😉 

 

that's just one method

 

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8 hours ago, Aurelius said:

I'm considering running a Glorantha game for a bunch of friends who are not eager to learn 100+ pages of rules to jump into the deep end of a crunchy system. 

How have you simplified RQ, with house rules or by dropping out rules, to make it faster to learn and play?

A couple things that might help:

1. Use the Starter Set to begin with. It's basically Glorantha and RuneQuest 101. However, be aware that a copy of RQG is absolutely necessary. There are things in RQG that are not in the Starter Set [like how to generate your own character].

2. In RQG there is the sidebar 'Vasana's Story'. Do a cut-and-paste of that story as a document. It'll give your players a handle on the setting.

3. Have your players play through the Battle of Dangerford Solo Adventure. It's available in the Starter Set or online at Chaosium.com.

4. Last thing, there is very helpful youtube video called 'How To Teach A Setting' again from the Chaosium channel.

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Possible pain points in RQ:G rules, and some solutions:

 

The main rules are too long and disorganised to find anything in

Use the quickstart rulebook as the table reference, together with Red Book of Magic, Weapons & Equipment, and relevant cults books.

Strike Ranks are confusing

See here for an explanation, or here for a simplification.

Having Statement of Intent before doing things is confusing or slow

Use the engagement rules here.

There are too many spells

Change Common Rune spalls to be ritual spells, so , by default, only really castable when out of combat.

There are too many skills

Only write skills on the character sheet when a PC has learnt them, during character generation or play. If a situation comes up where they do no have a skill written down, instead roill STATx[1 to 3], as seem appropriate.

There are too many weapon skills

Ignore the penalites for using a similar weapon, or the same weapon in a different way.

The table of attack and parry results is too complex

Calculate ther net degree of success by subtracting the defenders success level from the attackers, as here.

It is too accidentally deadly

Change everyhting that says 'instant death' or 'will die at end of combat round' to 'will die, if unhealed, shortly after fight ends'. Definitely do this if you change Heal Wounds to be an out of combat spell, as suggested above.

This means that the default outcome of a combat with intelligent opponents is that they make you exhaust your resources healing both sides casualties. Those who trust in your honour may be more genmerous. Losing a combat to chaotic foes is not recommended.

It requires too much mental arithmetic to determine specials and crtiicals

Instead, roll a D20 alongside the D100. 20 is a critical, 17 to 19 a special. See here for further development of that idea.

Character generation dead-ends in a PC with no really viable cult choices.

Pick elemental runes and homeland together. Make it clear which runes are dominant in which homeland. Warn them that if they pick a non-dominant combinantion (e.g. Sartar and Water) they are going to be playing a underdog.

If you feel their concept shuld work, but there is nothing official that supports it, define your own.

 

Naturally, if something is not a problem to you, it will need no solution.

 

 

 

 

 

Edited by radmonger
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On 10/28/2024 at 11:11 PM, Aurelius said:

How have you simplified RQ, with house rules or by dropping out rules, to make it faster to learn and play?

Yes and no. I find most of RQ's rules fine, but they can be inconsistent at times (others have said "fractal"), some are overcomplicated for little benefit (I nominate the attack versus parry matrix here) and they are somewhat disorganized. Nevertheless, we play 90+% RAW. Still, I have done a few things.

I compiled and reorganized the combat rules (peppering house rules along the way), into a single document of about 11 pages (using the Jonstown template). I tried to keep each page self-contained, so it is much easier to get to a specific topic. To boil it down to simple combat someone would only need pages 1, 3, 8 and 11 below (maybe adding 2 and 10). It covers (each bullet below is one page):

  1. how melee rounds, strike ranks and statement of intent works,
  2. movement actions (sneak, press, run, sprint, expanded using BRP) and maneuver actions (retreat, flee, prepare, position),
  3. attack, including special and critical damage (with a slightly updated crushing damage) - see below regarding the attack matrix
  4. other offensive actions (disarm, knockout, knockback)
  5. grapple expanded with options from BRP
  6. entangling and net fighting from Weapons and Equipment
  7. special maneuvers (aimed blows, pulled blow, set versus charge) and alternative special effects 
  8. defensive actions (parry, dodge, fight defensively, riposte)
  9. engagement actions covering closing or stepping back from close combat and its effects
  10. target conditions (defenseless, encumbered, fatigued, helpless, impaled, incapacitated, prone, stunned, unaware, unconcious)
  11. damage effect, including damage to hit locations 

I admit that I have not tried to explain strike ranks too much (I find them fairly simple), which I would need to do if I wanted this document to be read by someone trying to learn the game.

I reused the attack result versus defense result from the Quickstart. This is by far the biggest simplification I have made,ditching the attack vs defenses matrices. In short, If successful, a defensive action can reduce the effective success level of the offensive action.

  • A normal parry: weapon blocks some damage
  • A special parry: lowers the attacker’s success level by 1, weapon blocks some damage
  • A critical parry: lowers the attacker’s success level by 2, weapon blocks some damage
  • A normal dodge: lowers the attacker’s success level by 1
  • A special dodge: lowers the attacker’s success level by 2
  • A critical dodge: lowers the attacker’s success level by 3

I have found these two things make RQ combat easier to understand and speeds up play. 

Edited by DreadDomain
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One thought that I've had (but haven't implemented) regarding simplifying combat skills is to:

- roll all shields into one Shield skill - (let the equipment itself guide a player's choice - e.g., don't allow large shields for mounted characters.)

- roll individual weapon skills into categories (like BRP) - e.g., all one handed swords into a One-Handed Sword skill; perhaps add a "cultural expertise" or "training focus" element giving +10% to skill, if using the favored weapon (thus providing some encouragement for Lunars to still use a kopis or Sartarites to stick w/ broadswords more often than not.)

- condense Kick and Fist into a simple Brawling skill - have kicking do a little more damage, but require a character to make a DEX roll to stay on their feet if they miss.

 

While finding an alternate initiative system to strike ranks seems reasonable (spears should still get an initiative bonus, darn it!), I could never get rid of hit locations or completely get rid of equipment damage - they just seem too integral to the RQ combat experience. Some of the rules that seem so complicated are also, to my mind, what makes RQ combats so visceral and exciting: shields splintering, limbs flying! Moments like when your character's opponent parries a blow, but is hit so hard that their sword breaks and they suffer a grievous wound nonetheless, or when your character is fighting off the troll raiding party, until a trollkin spear thrust cripples their left leg; now they're lying on the ground as a great troll raises its maul to finish them! Etc., etc. More abstract combat systems can't really match this without GM fiat and all the potential troubles that come with that.  

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On 10/28/2024 at 2:13 PM, Brian Duguid said:

After all that, if you do want some simplifications / tips:

- ignore Augments in the first session

- treat the Statement of Intent phase in combat seriously, it makes everything else in combat easier to follow

- make good use of the Starter Set Strike Rank tracker or an equivalent. Players just need to look up their SR, hardly ever to calculate it

- avoid shamanic and sorcery-using characters, at least at first

- ditch sidekicks for the first couple of games, especially if they are intelligent like Cousin Monkey, Vishi Dunn's friend - it just adds more moving parts to keep track of

I thought of being facetious, but then I realised I agreed, if you play RQG, play it, it was a good game when I went to Uni in the 80s and it still is.

The core is as accessible as it ever was, it'd be nice to have a character sheet by pantheon/culture so as to limit the skills to the ones that could come up for that culture, but other than that it's great. 

I also think the above advice is excellent. People wibble about Strike Ranks, but it really is no different to initiative in most trad RPGs, and it's fixed.

I think not following the Statement of Intent phase seriously is a major cause of people stumbling over SRs.. and yet it makes it flow so much better.

Augments are a lovely later addition and yet best added later, and indeed shamanic needs a while to master, and I have never really managed to cope with sorcery until Mythras, but different game..

Sidekicks are tricky in most traditional RPGs, and IMHO better glossed over except in games like Savage Worlds.

If you really want to run a simpler Glorantha.. then I would say kitbash it into a simpler system, Savage Glorantha or a more D&D system, 13th Age Glorantha, or a more narrative system, HeroQuest

 

 

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What I did to simplify (and Jeff considers complexify) is using RQ3'r rules of combat:

- Even with separate skills for attack and parry, less skills because they work by categories, not per weapon.

- No attack/parry or attack/dodge matrix.

- Damage to objects (mainly weapons) is simpler to track.

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One of my RQ groups is all new players bar one. Character creation was by far the crunchiest bit and the one that took the most explaining. The longest session we played. I made sure they had received the campaign premise beforehand, and they had a rather narrow range of character options (they all started under arrest in a Lunar fort, with no kin backing them up or past loyalties, up to them how they got there.)

Skill use is pretty simple, even augments. I'm less stringent with the rules facts for what can augment what (especially runes), and go by vibes.

Combat wasn't too complicated, but I did create an easy combat primer for everyone and made sure that their sheets were filled in correctly with all stats and strike ranks. My combat primer includes some house rules and simplifications (mostly movement and strike ranks). They are below, and have made combat smooth and fun.

 

This is a summary of common combat events, and some house rules.

Declaration of intent

  • Enemies start, then you.
  • Can attack by magic OR weapon once, not both.
  • Can use rune OR spirit magic, not both (unless specified on the spell)
  • Can change your action later in the round to respond to changing circumstances if there is time, it happens 3 SR later.

Initiative

  • In strike rank order 1-12. Look at the weapon.
  • Rune spells go on SR1
  • Magic goes on Dex SR+MP used.
  • Missile weapon goes on Dex SR if ready, loading it takes +5 SR.
  • Movement Initiative changes depend on the situation, we solve that as it happens. It is rare it makes a difference in the initiative order unless long distances need to be covered. See Movement below.

Augment

  • A single augment can be made for the whole combat.
  • The specific passion/skill/rune used needs to be approved before use, which one can depend on the specifics of combat.
  • Beware, a fail will stick with you as well.

Movement

  • Movement distance will vary depending on map scale used.
  • Characters can move freely unless engaged in combat, then they need to disengage first or be attacked.
  • Movement can happen before any attacks start (if unengaged) or as attacks happen.
  • Movement can be doubled if no attacks or magic is used.
  • Movement will be halved for rough terrain unless a relevant skill roll is made.
  • If a character wants to close the distance while another wishes to keep it, roll MOV vs MOV, or DEX vs DEX if MOV is the same. The winner decides. Any attacks will be on SR 12.
  • If a character wants to intercept someone else moving, roll as for closing above. On a success, movement stops and the characters are engaged.

Attack

  • Choose damage type for CT weapons (daggers and some swords), Slash (more damage if good roll) or Impale (can get stuck and give continual damage on a good roll)
  • Attack from surprise or against helpless target: +40%
  • Aimed blow to a specific body part, ½ skill + normal modifiers, goes on SR12.

Defend

  • Parry with weapon or shield. Or dodge.
  • Thrown weapons can be parried with a shield, if seen.
  • Shields cover the arm against missiles, other locations depending on size and choice.
  • Any missile weapon can be dodged.
  • Any additional parry/dodge (from multiple opponents or attacks) give -20% per attack.

Knock someone out

  • Aimed blow to the head at ½ skill + bonuses.
  • Match damage rolled (½ for slashing weapons) VS HP in head on resistance table.
  • if success the target is unconscious with 1HP in head.
  • Can wake up by CONx1 in subsequent turns of battle.

Unarmed/non-lethal Combat

  • It is assumed that all unarmed combat damage is non-lethal and won’t go to x2 of the bodypart's HP.
  • Simple blunt weapons like clubs can be declared to do non-lethal damage before attacking.

Grapple

  • Roll attack. If success grab random hit location. If parry, grabbed the weapon arm or shield used to parry. Dodge works as normal. Parry with grapple or fist, the attack is blocked as normal. Next turn, can immobilize, tear weapon away, or throw.
  • Immobilize: STR vs STR, if fail still has a grapple, if success the limb is immobilized.
  • Tear weapon: If the grapple was parried, roll STR vs STR. If success, the weapon used to parry falls to the ground, if special, the weapon is grabbed, if critical inflicts weapon damage on opponent in a random location (no db). Shields are too securely fastened to the arm for this to be used.
  • Throw: STR+DEX vs SIZ+DEX. If success, thrown target takes 1d6 damage to random hit location, no armor protection unless they roll DEXx5.

Missile combat

  • Shooting at a group +20%, random target.
  • Can’t move and shoot, unless mounted, see below.
  • Some weapons can shoot more than once per round.

Fighting on horseback.

  • All skills are capped at your ride skill.
  • Depending on the animal's training, ride rolls might be needed.
  • Attacking a foot soldier gives you +10 on the hit location roll.
  • The horse will shield you from attacks if the random hit location is on the other side of the horse.

Knockback

  • Takes place on SR12. Roll SIZ + STR vs SIZ + DEX. If success, pushed back 1d3m, if special, knocked prone, if critical drops weapon. If fails, roll DEXx5 or fall. If remain on feet, bounce back 1d3m.
  • Attacking while prone: ½ skill, roll 1d10 for hit location, no special results unless natural weapons. Standing up takes 3SR next round.

Fleeing combat

  • Fighting retreat, can parry/dodge but no attack, then run next round.
  • Knockback and run this round. The last thing that happens.
  • Flee immediately, opponent gets free attack no parry,  ½ dodge.

Darkness

  • If your opponent can see in the dark but not you, you get -75% (and the other way around).
  • If you both have the same level of light, no modifier or the same modifier, depending on GM mood.
  • If target is lit up and you are in shadows, +20% missile weapon, +20% dodge.
  • If someone is temporarily blinded, -20% on attacks and parry/dodge, -30% missile.
  • Can be blinded (1d3 rounds) by going quickly from light to darkness, by a sudden light in the darkness, or by a suddenly extinguished light in the darkness.

 

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4 hours ago, Malin said:

Can change your action later in the round to respond to changing circumstances if there is time, it happens 3 SR later.

If a radical simplification were wanted (no SR addition) — tastes° vary and that is better than fine — I might do something like this:

  • Each character acts on their DEX strike rank or later (at their option).
  • In the special case that one side has the drop on the other, any on the ambushing side may opt to act on “strike rank minus one” in the 1st round.
  • Long weapon advantage (if any) comes from range, not SR.
  • Actions are declared and resolved one strike rank at a time in ascending SR order.
  • Characters acting on the same strike rank must declare actions simultaneously (e.g. using written orders).

This way there is no declaration of x and execution of y, but you can still hang back to see what is happening before acting … if you think you will survive the actions of the next SR. One action per character (save for reactions like parries). Preparation times in whole melee rounds. The gap between declaration and execution is collapsed, and there is no changing or delaying your action based on someone else’s declaration of intent. High DEX characters get to trade off the advantages of acting earlier and declaring later.

Of course, this was made up as it was written down, so should crumble very easily.

——————————————————————————
° And opinions as to whether this is really simpler.

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1 hour ago, mfbrandi said:

If a radical simplification were wanted (no SR addition) — tastes° vary and that is better than fine — I might do something like this:

Interesting factoid, now that I think about it. Over three different groups, and several years of gming and play I can only remember someone changing actions twice. Both in response to injuries to provide emergency healing.

Edited by Malin
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after thinking, there are three things I "forget" very often (always, except when it is important for the scenario)

 

- enc, if it is reasonable, it works.

- the presence of a focus. For me it is the same that asking when you go to pee. (note it could be important to know when and how you pee when the forest is dark and dangerous)

- the sorcery "sympathetic magic". I m not playing with a calendar most of the time 🙂  I tend to do the same with lunar magic, that needs (for me) too much concentration for a little interest (imo)

 

by the way this question of calendar and magic (thing I understand from a background perspective but for a game design it is not my taste) seems to me a little bit inconsistant:

why a sorcery based on air rune spell should depends on the time when a storm runic spell shouldn't ?

 

so except for big ritual (and then some houserule about condition, cost, etc...), a sorcery, runic, spirit (or other) spell works in the same way any day, week and season

 

 

 

Edited by French Desperate WindChild
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On 10/28/2024 at 1:11 PM, Aurelius said:

How have you simplified RQ, with house rules or by dropping out rules, to make it faster to learn and play?

I generally only use the Rule Book when I have to look up some particular situation.

My simplifications:

  • Don't bother rolling for Augments, just add 1/10th of the skill as an automatic augment
  • No need to roll POWx5 when casting Spirit Magic on yourself or your equipment
  • Delaying Strike Ranks allows you to adjust the Hit Location rolled by 1 per SR delayed, so delaying by 3 SRs allows you to adjust the D20 Hit Location roll by 3, for example adjusting a roll of 6 (Leg) to 9 (Abdomen), taken from RQ2
  • Zero Hit Points is not dead, you only die when you have reached your normal Hit Points negative, so someone with 15 HPs inly dies when they reach -15 HPs
  • Critical hits on your skill's tens digits halved, special hits on your skill's tens digits doubled, it makes calculation much easier
  • Adventurers can move by Strike Ranks, so if they move in combat work out the distance moved, convert to SRs and then add that to their SRs as a delay

 

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Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here

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On 10/30/2024 at 1:28 AM, Kloster said:

What I did to simplify (and Jeff considers complexify) is using RQ3'r rules of combat:

At its core, how attack and parry/dodge relate to one another, RQ3 is a lot simpler than RQG. I have thought many times of going back to RQ3 combat but there are a few things that always prevented me of doing it.

First, when house ruling, I always try to stay as close as possible to RAW, specifically when it comes to what is written on the character sheet. In that specific case, movement works a lot better in RQ3 and combat much more dynamic... but the Move score between the two games is different. Still, I use movement pretty much as per RQ3 (with 3 per SR move) and, something a forgot to mention, I got rid of the Movement phase. It is taking care of by the SoI and played out per SR.

Second, every time I tried lifting RQ3 combat wholesale, I always ended up not knowing where to stop. Do I use RQ3's HP? I prefer them so why not? How about specials and weapon stats? But hey, it breaks by rule of using character write-ups RAW... so calm down Dread. But come to think of it, I prefer the restrictions on magic in RQ3 because I like my Glorantha to be grittier where characters really need to make hard decisions about using their divine rune spells. Oh, and I really like RQ3 character creation and also... arghhhhhh.... stop, stop, stop!!

Third, the combat changes I have injected in RQG keep the gameplay very close to RAW and also actually close to how we ended up playing RQ3 back in the days (as an example, we had introduced the multiple parries from Stormbringer already).

Maybe one day, I will do the opposite and will try to start from RQ3 and inject the changes I like from RQG instead (runes, passions, augment and others but NOT using skills above 100%), but that will break my rule number 1.  

I suspect that would not necessarily simplify my RQ as much as align it better to my taste.

Edited by DreadDomain
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5 hours ago, DreadDomain said:

I suspect that would not necessarily simplify my RQ as much as align it better to my taste.

taste is more important than simulation, simplification, or any other consideration

the main point is to have pleasure, it is a game, not a divine law, so you (not you DD, you already do it, but anyone) are right to test and choose what is better for you.

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Thank you to all for sharing ideas and experiences! I guess the problem with bigger house ruling operations is that you may have to learn the regular systems and then on top of them the house rules. 

Special shoutout to @soltakss for the simplifies crits and specials! Every time we eliminate a table we get closer to the god plane! (Do you have a simplified fumble too?)

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