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Tribal edit for RuneQuest Gamemaster Screen Pack


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Adventure Book, p.90, first paragraph: "Durnorl is concerned that the monsters preying on the sacred cattle herd cared for by the Varmandi clan is just the sort of problem..." should be "... are just the sort of problem..." (plural, to agree with monsters).

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Colymar Map - it would be good if this beautiful map had a scale; if possible, I'd suggest changing the caption at the bottom from "COLYMAR-TRIBES" to "COLYMAR TRIBE"

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Adventure Book, Contents (p. 3), reference to "Dragons of Thunder Hills" should be to "The Dragon of Thunder Hills" (singular - there's just one Dragon).

In general, the Contents page looks a bit unbalanced, with minor maps and genealogies being given the same prominence as major sections of the book - consider redoing this as a Contents page inc. a separate list of Maps and Charts, perhaps, or else demote/indent the maps etc. to show their secondary importance?

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Iron It Out 

There is an apparent difference between the RQG rulebook page 83:

An ingot of iron or some other pure Rune metal weighing 1D3 ENC. If enchanted, the metal could be forged into a weapon, piece of armor, or other object. The item will have half again the number of hit or armor points, and each point of ENC provides a 5% chance that the wearer/user cannot cast magic, or that magic spells cast on them will have no effect.

and the GM Pack page 121:

Enchanted iron armor also has half again the protection of bronze armor, rounding fractions down, so that a 6-point full helm is worth 9 points of protection at no increase in ENC. Unenchanted iron has the same physical qualities as bronze. However, it also affects magic. Untempered iron reduces the chance of both casting and being affected by a spell by 5% per point of ENC. Thus, a person wearing a complete suit of unenchanted iron (12 ENC) would have a 60% chance of being unaffected by a spell cast at them as well as a –60% penalty to any spells they cast.

Suggest changing RQG rulebook page 83 to:

An item of iron will have half again the number of hit or armor points[Full stop] However, each point of ENC of unenchanted iron provides a 5% chance that the wearer/user cannot cast magic, or that magic spells cast on them will have no effect.

Delete from the GM Pack:

Page 24 Iron Armor: Leika’s 10 ENC of iron armor means that she has a –50% chance of casting magic, but also that spells cast at her have a 50% chance of failing outright. See the Metal & Crystals appendix on page 120.

Page 25 Magic Item: Asborn’s 10 ENC of iron armor means that he has a –50% penalty to his chance of casting a spell, but also that spells cast at him have a 50% chance of failing outright.

Page 28 Magic Item: Eraninna’s 14 ENC of iron armor means that she has a –70% penalty to her chance of casting a spell, but also that spells cast at her have a 70% chance of failing outright.

Page 30  Magic Item: Nameless’ 11 ENC of iron armor means that she has a –55% penalty to her chance of casting a spell, but also that spells cast at her have a 55% chance of failing outright.

Keep

Page 29 Treasures: Iron shortsword (not enchanted), iron left vambrace (not enchanted). Possesion of these in their unattuned state reduces her chance to cast magic by –10% and has a 10% chance magic will not work on her. See page 121 for more information.

 

Typo Page 121

as “bronze,” “iron", “gold,” and so forth are analogues, not

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Adventure Book, p.115 - in the weapons table for Yerezum Storn, "See below" should read "See above" (x2), as those two attacks are described above the table.

 

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Adventure Book, p.117, Betraying the Dragonewts - there's a typo the first time Sarna Ya'qal's name appears (it's given as "Sarns Ya'qal").

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Penultimate page of the PDF, bottom left corner - it seems odd to advertise the "RuneQuest Gamemaster's Pack" inside the RuneQuest Gamemaster's Pack. Maybe I'm overthinking this? If not, change the header to "Another copy of the RuneQuest Gamemaster's Pack"? Or plug the Bestiary instead?

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1 hour ago, Nick Brooke said:

Excellent! I think you uploaded the wrong "Apple Lane" map - can you check that, Rick?

Yes, a one page version of the Apple Lane map in the book, suitable for printing, would be really helpful.

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GM Reference, page 15, Armor table. The ** denoted items mention a cumulative encumbrance penalty, yet all of these armors have a 0 ENC. This same problem is in the core book but this might be a good opportunity to fix it. As is, there is no ENC or any other penalty to wearing Leather under all armors, yet no NPC or monster does this, but every adventurer will if they take note of this rule.

I'd suggest either removing the ability to layer armor (some light leather or quilting can be assumed, but it provides no benefit), or making the ENC of these armors (2) instead of 0.

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GM Reference, page 15, Armor table. The Cuirboilli Cuirass is curiously absent from the Chest armor options (as it is in the core book). This would be a good place to include it so that it is an official option. It is such a classic piece of armor and has been in every previous RuneQuest version.

Edited by Narl
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Discrepancy between GM screen and RQG rule book.

GM screen:
'Summary of Combat Results' box says "A critical success ignores armor and does maximum special damage plus damage bonus."
Attack/Parry and Dodge tables show the same

But the RQG rule book (page 206) says
"A critical hit ignores the effects of armor or any other protection, and does impaling, slashing, or crushing damage (depending on weapon type), as described above."

So, just plain special damage ignoring armor, not max special damage ignoring armor.

 

Edited by TF Druid
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 Page 121 Lead has half-again the ENC of bronze.

- The rule a such makes Lead armor not a doable thing for trolls. Full plate armor comes out as 11 ENC x 1.5 = 16-17 ENC.  Add Lead weapons and the troll will be significantly disadvantaged.

- Suggest that Enchanted Lead has the same ENC as bronze (IIRC this was done in previous Chaosium editions? EDIT: RQ Classic Rules Page 80). 

 

Page 121 Thus, a heavy mace made of enchanted lead would do  1D10+4 damage. A 2H Mace would do 2D8+2.

Edited by jongjom
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