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RuneQuest Core Rules Questions I


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This is a thread whose purpose is specifically to collate questions to (potentially) address in future Rune Fixes columns, or as official corrections

Please post your entries in the form of simple, direct questions, with page references if required.

I would like to ask that any arguments or complaints be taken elsewhere. 

Discussion of prior rules iterations (and preferences) are only useful when they shed insight on a question, not a statement like "This rule in RQX was better because...

For example: 

Quote

Question: I think there's a problem with Fireblade. It's an Active spell in RQ2 and a Passive spell in RQ3. With it as an Active spell in RQG, you can move only 4 meters per round and can't fight. Is this correct? 

Answer: It's a special case. When using Fireblade, you can move fully and attack (as a Passive spell) but must make a concentration roll (INTx3) if you take damage, cast another spell, are surprised, etc. as if Active. The .pdf and future printings have been adjusted to include language to this effect. 

Things I already recognize as desired subjects for such clarification: 

  • Two weapon combat as relating to Strike Ranks and skills over 100% 
  • Skills over 100% 
  • Subsequent parries in a round
  • Ties in opposed rolls 

 

Edited by Scotty
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4 hours ago, adzi said:

A few questions about the rules of Runequest Classic (2e)

This forum is for answering questions about the latest edition of RuneQuest, RQG not RQ2. RQG is based on RQ2, so just this once:

Quote

Learning weapon skills (page 25)

Consider an example when a character has a +10% to Attack, but no modifier to Parry. The Broadsword has 10% Base Chance. Does that mean that a starting character can, by training, only obtain 25% of Attack with a Broadsword and only 15% of Parry with a Broadsword, because training raises both simultaneously and there are no negative modifier to be "trained away"?

The easiest way to do this is to apply training onto the unmodified skill, then apply the modifiers.

Quote

Weapon receiving damage (page 28)

"Weapons absorb damage on a cumulative basis: 4 points of damage taken in 1 melee round will stay with the weapon throughout the fight and be added to any further damage it may take. When the damage taken exceeds the amount the weapon can take, the weapon is broken."

- when a weapon parries a blow (from a non-shafted weapon) and the damage rolled is 5, does that mean that the weapon is only damaged by 4?

It takes all 5, the four points is just the example.

Quote

- a weapon parries a blow for 5 damage and then, when attacking, fails an attack roll against a succesful parry, receiving 3 damage. Does that mean that, after this single-round exchange, the weapon is still only damaged by 4?

again it takes 3 points,  the four points is just the example.

Quote

 assume a weapon with max 20 HP, which already have 12 damage on it. It is hit for 8 or more damage. Is it broken, or it is merely damaged for 4 more points?

Broken 20-12=8 is damaged 8-8=0 is broken

Quote

- "will stay with weapon throughough the fight" - does that mean that the damage on not-broken weapons disappears after the fight?

No, it's battered but can be repaired. Look at the Repair spell on page 42.

Edited by Scotty
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Adventurer Sheets v1.0.1

this contains the following minor changes:

  • Altered PARRY to SKILL on the Armour & Hit locations section
  • Added a check box to customs (local)
  • Updated the copyright date to from 2018 to 2020
  • Added v1.0.1 to the bottom of each sheet
  • Changed the filename from Character Sheet to Adventurer Sheets & added 1.0.1. Adventurer sheet is used throughout RQG and character sheet never.

You can get it here

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2 hours ago, Puckohue said:

Is the Luck roll (POWx5) in the RQG RAW?

A quick search of the RQG PDF shows that there is no luck roll in RQG.

MGF on page 6 is an excellent substitute should you ever feel the need to introduce luck into your game. 

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On 4/10/2020 at 11:27 AM, Paid a bod yn dwp said:

Once a weapon goes to 0 or negative hps the rules state that it is “unusable”, the rules then go on to contradict this by stating that the weapon can be used at 1/2 skill. 
 

  • Does this mean the weapon can still be used to attack and parry at 1/2 skill with no further penalties?
  • How does parry work when the weapon is at 0 or negative hit points? Normally a weapon doesn’t block any damage beyond its positive Hp’s.

At 0 HP, a weapon can theoretically be used to attack/parry at half skill, at the gamemaster's discretion.

This is a general rule and does not address every eventuality.

A 0 HP broadsword might now be a shortsword, might simply have a blade loose enough to throw off one's balance, might be bent, etc. Pick a sensible result based on the weapon type. 

At 0 or lower HP it's pretty fragile. Any parrying that inflicts damage to the weapon reduces its HP further until it hits its negative HP and then it's broken forever and cannot be remade, or at least must be remade from scratch (a bow, for example, is pretty much destroyed, but you might theoretically get a new haft for your 1H mace, or melt down and reforge a sword blade).

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On 4/13/2020 at 1:14 PM, coffeemancer said:

How do you guys handle massed combat (army vs army)?

The gamemaster's guide will have some rules on this. Right now I'd adjudicate it as based on a common-sense look at the circumstances and make some Battle rolls, as appropriate. 

 

On 4/13/2020 at 1:14 PM, coffeemancer said:

So far my idea has been: Roll a battle check, if you fail you take a 1d6 wound to a random location as you were wounded during the battle.
On a success you survive, on a special you gain 1d6 renown on a crit you get 2d6 success.

You could also utilize Pendragon's mass combat system if you're eager to use something like that. 

 

On 4/13/2020 at 1:14 PM, coffeemancer said:

But I also want to include battle events in the style of Six ages and KODP where you get a short description and then you decide what skill you want to use t osolve the situation. success is rewarded with more loot or reputation.

 not entirely sure where to work those in, maybe a seperate percentile check?

Until the mass combat rules are available, I'd suggest using Battle as the default skill to determine whether you can choose an appropriate skill.

You could make a short list of appropriate skills and roll randomly to see which one is required, while a successful Battle roll lets the player decide the skill to use. 

For example, roll 1D4 on: 

  1. Weapon skill (attack if missile only, attack/parry if infantry/cavalry)
  2. Ride (if cavalry, or attack/parry if infantry)
  3. Dodge
  4. Intimidate

A successful Battle roll lets the player pick which to roll. 

On 4/13/2020 at 1:14 PM, coffeemancer said:

I am also unsure how to do post-battle loot, which should be divvied up based on rank, seniority, prestige etc. 

Maybe a Luck roll? (being able to find some nice stuff from battlefield pickings)

Or even Reputation? (more prestigious adventurers get better loot, as reward for their recognized efforts) You could also augment this roll with an appropriate skill that was used in the battle, or something Communication-based, as appropriate. 

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On 4/12/2020 at 12:20 PM, davecake said:

In the description of the Sunspear spell, is the sentence "Only the target’s thinnest armor protects against this damage; spells are ineffective." intended to mean that defensive magic such as Protection, Shield, Woad and similar that grants armour points is ineffective? Or is it intended to mean that Sunspear is not stopped by Countermagic and similar?

Any spells offering magical armor protection (increasing armor points) are ineffective. 

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On 4/14/2020 at 5:49 PM, BrentS said:

Spirit Magic

I wanted to check if the Resistance Roll for a spell cast against an involuntary target takes the place of the usual POW x 5 roll for successfully casting the spell (Spellcasting Ability and Resistance Roll, right column, page 254)........or does the caster first need to successfully cast the spell with a POW x 5 roll and then also make a successful resistance roll for POW vs POW?

Thanks,

Brent.

Yes. Roll to see if the spell can be cast at all, then roll a resistance roll to see if it is effective against that particular target. 

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On 4/27/2020 at 9:36 PM, Scotty said:

A quick search of the RQG PDF shows that there is no luck roll in RQG.

MGF on page 6 is an excellent substitute should you ever feel the need to introduce luck into your game. 

It did show up in the Quickstart, but wasn't addressed in the core rules. It has been replaced (almost) everywhere with references to a POWx5 roll. 

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On 5/25/2020 at 11:10 PM, Gelrir said:

Devotion (deity) is described in RQG page 26 and page 233; but I think there's only one example of a use in play (regarding insults to a character's deity). Any good examples of what character actions may result in checks in Devotion? Doing what the cult's favored Passions describe? Getting to 90% in Devotion requires a lot of seasonal checks. [Edit:  I guess using Devotion as an augment quite often ...]

The gamemaster might call for a check on Devotion when an adventurer doesn't respond to something their god/cult favors: 

  • An Ernaldan ignoring something despoiling the earth 
  • A Babeester Gor cultist ignoring a call for vengeance 
  • A Chalana Arroy cultist ignoring the wounded or sick
  • An Issaries priest failing to do something about a threat to free trade 
  • A Lhankor Mhy scholar turning away from the pursuit of truth, or allowing knowledge to be destroyed 

More positive examples might be: 

  • An Odayla hunter getting the chance to encounter (and perhaps defend) bears in the wild
  • An Orlanthi building a temple in the mountaintops 
  • Helping expand the reach of the Seven Mothers cult 
  • A Storm Bull resisting the chance to settle a conflict peaceably and instead hulking out 

For an inspiration, it basically it boils down to "Is this action in line with my cult's beliefs and based on my own devotion?" 

 

 

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Just a reminder, folks, that this is not a public discussion thread, but more a straightforward Q&A.

It makes it extremely messy for David and I to come in and try to sift through the questions and answers. (the moderator UI displays more than just visible posts)

If you would like to discuss a particular topic, please start an open thread about it. 

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On 6/4/2020 at 4:11 AM, claycle said:

Heal cannot raise an adventurer from the dead. However, 2 points of Heal will cauterize any wound or severed limb, and 6 points of Heal will restore a severed limb to the body if both parts are available.

Does this mean Heal 2 (to cauterize) and Heal 6 (to restore severed limb),

Yes.

On 6/4/2020 at 4:11 AM, claycle said:

or does it mean a person could use Heal 1 cast 6 times in a row could reattach a limb and twice in a row could cauterize a wound?

No.

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On 6/24/2020 at 10:55 PM, Fred said:

Must a Kyger Litor cultist using Attack Soul roll INTx5 to take other actions besides spirit combat?

Yes, but the INTx5 is situational and maybe changed by the GM. Down could be x4, x3, x2, x1 or even no roll:

page 366

Quote

Once a corporeal being is engaged in spirit combat, they may not attempt any skill or engage in physical melee combat with a separate physical melee target without first succeeding at an intelligence check (normally INT×5, but the gamemaster may adjust that up or down, as desired).

It's a GM call.

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On 6/8/2020 at 11:06 PM, Gelrir said:

The errata pages on Magic Crystals don't make it clear:

I'm unsure to what you are referring to, but it would seem to be the July 4th 2019 Gamemaster Sourcebook Preview judging by the page references. If so this text was incorporated into the GM Screen Pack, Adventurer Book page 121-123.

On 6/8/2020 at 11:06 PM, Gelrir said:

do POW storing crystals need to be attuned to be used?

No.

On 6/8/2020 at 11:06 PM, Gelrir said:

wouldn't an adventurer know right away that a crystal can store magic points? Rather than waiting a week to see if they succeed in attuning a powered crystal?

No. Everyone hopes they have found a powered crystal and so prepares as such, setting aside a week of time (or longer to augment the POW vs POW roll) to do the ritual. At the end of the week the GM says either roll POW vs POW or you have just stored a magic point. A clearer version of the text might say:

Quote

The only way to tell what kind of crystal you have discovered is to spend a week in ritual, attempting to attune it. At the end of the week of preparation, the GM says either roll POW vs POW or "you have just stored a magic point".

 

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On 6/8/2020 at 10:54 PM, Gelrir said:

Are magical attacks by Chaotic creatures affected by the Impede Chaos rune spell? It says, "... subtract 20% from the attack skill of any Chaos creature attacking the recipient." Overcoming a person's POW isn't a skill, we think, but a final answer would be useful.

You have answered your own question.

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On 5/16/2020 at 4:33 PM, Squaredeal Sten said:

Jason, I ask you to consider adding clarification of strike rank DEX + SIZ and strike rank concept to your Rune Fixes to-do list, in accord with that thread. 

Sadly, @Jason D as the line editor of RuneQuest already has a huge to-do-list and only has occasional time for this thread:

MELEE WEAPON STRIKE RANK

page 57:

Quote

Vasana's Saga

Vasana’s DEX is 11, giving her a DEX strike rank of 3, and her SIZ is 10, working slightly against her and giving her a SIZ strike rank of 2.

If she uses a broadsword with a weapon strike rank of 2, she attacks on strike rank 7. If she uses a dagger (weapon strike rank 3), she attacks on strike rank 8.

3+2+2=7 and 3+2+3=8

MISSILE WEAPON STRIKE RANK

Vasana's Saga

Vasana’s DEX is 11, giving her a DEX strike rank of 3,

If she uses a Composite Bow with a rate of S/MR:

Page 211:

Quote

Rates of Missile Fire

S/MR: As many missiles as can be fired as strike rank permits, assuming 5 strike ranks to reload.

If prepared (arrow in place for first attack), can attack on strike rank 3 and 11.

(1st attack on DEXSR 3, then +5 preparing arrow second + DEXSR 3 so attacks on 11. A third attack is not possible.)

If unprepared, can attack on strike rank 8 only, a second attack is not possible.

(+5 preparing arrow + DEXSR 3 first attack on 8. A second attack is not possible.)

 

SPELL STRIKE RANK

page 254:

Quote

Spell Strike Rank

To determine the strike rank at which a spell can be cast, total the adventurer’s DEX strike rank plus the magic points of the spell (minus the first), plus any boosting magic points. The sum equals the strike rank of the spell.

DEX strike rank + additional magic points of spell + boosting magic points = spell’s strike rank.

Vasana's Saga

Vasana’s DEX is 11, giving her a DEX strike rank of 3, 

If she casts prepared Disruption (1), she attacks on strike rank 3. 3+(1-1) = 3.

If she casts prepared Disruption (1) boosted with 15 magic points, she attacks on strike rank 6 of the next round. 3+(1-1) +15 = 18-12 strike ranks = 6 (see below).

If she casts Bladesharp 4, she casts on strike rank 6. 3+(4-1) = 6.

LIMITS ON STRIKE RANK

Page 194:

Quote

Limit to Strike Ranks per Melee Round

No action or combination of actions may be performed in one melee round if the total strike rank necessary adds up to more than 12.

If a spell requires more than 12 strike ranks (including strike ranks for magic points spent, DEX strike rank, unprepared spell, and any boosting magic points), more than one melee round is needed to cast the spell. A spell requiring 37 strike ranks will take 3 full melee rounds to cast and takes effect on strike rank 1 of the fourth melee round.

SIZ and DEX Strike Rank Modifiers table and the Strike Rank Modifiers table are both found on page 193 and on the GMs screen.

If you wish to discuss this, please open a new thread, I'm happy to add up a few numbers if you have examples.

Edited by Scotty
Error in Missile attack corrected, missile examples clarified
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On 5/16/2020 at 9:45 PM, Ulla Taalasmaa said:

(p248) "Boosting a Spell. A caster may always use additional magic points to boost a spell, regardless of type. This is typically done to overcome a Countermagic or Shield spell, or other magical defenses."

You have answered your own question:

Quote

(p248) "Boosting a Spell. A caster may always use additional magic points to boost a spell, regardless of type.

On 5/16/2020 at 9:45 PM, Ulla Taalasmaa said:

For what other purposes can you boost the spell with magic points.

again, you have answered your own question::

On 5/16/2020 at 9:45 PM, Ulla Taalasmaa said:

you can boost additional magic points any spell to make it harder to dispel or dismiss.

 

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On 6/15/2020 at 5:39 AM, Gelrir said:

A question about the runes to use when casting a Rune spell acquired from an associate cult. For spells listed with the "R" Magic Rune, it says (RQG page 317) these spells can be used "with any cult Affinity rune". Same page, in the table "Common Rune Magic", it says, "Any Rune of the cult providing the spell may be used to cast a spell indicated with the R Rune."

So if I've gotten a Rune spell from an Associated cult, marked with the "R" Magic Rune in its description, do I use one of my cult's Runes to cast it ... or a Rune of the Associated cult?

If I'm not mistaken there are only two spells that are not common that this would apply to: Axis Mundi & Discorporation and neither are given to associate cults.

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43 minutes ago, Akhôrahil said:

Whoa, is this an official ruling?

It's actually in the rule book:

Page 248:

Quote

Boosting a Spell

A caster may always use additional magic points to boost a spell, regardless of type.

My emphasis.

50 minutes ago, Akhôrahil said:

Do all spent MPs go into dismiss resistance (so that a Sword Trance that you pumped with a lot of MPs for a big bonus becomes hard to affect), or do you have to spend "dedicated" MPs to achieve the resistance (so that you could put, say, 5 MPs for effect and 3 MPs for dismissal resistance into a Sword Trance, making it size 5 (1x2 Rune Points, 3 MPs)?

If you are casting a spell that has its own magic points, the boost is separate from any points needed for effect. There is no "dismissal resistance" or "size" for spells.

Casting Sword Trance boosted with 5 magic points for +50%,  at the same time you could boost it with an extra 3 magic points.

Using Dismiss Magic as an example, each point of Dismiss Magic cancels 2 points of spirit magic Rune Magic or sorcery, or 1 point of Rune magic. so Dismiss Magic would need 3 rune points (2 points cancels the boost, 1 point cancels the rune spell 1 point, 2+1=3 Rune points.) Without the 3 point boost it would cost only 1 rune point to dismiss.

Be aware that in the text of Sword Trance, the term "boosted' is used to refer to increasing the spell effect and that I am using the term "boost" to refer to the rule on page 278.

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2 hours ago, Arcadiagt5 said:

Is Craft (Bronze) a separate skill to Craft (Iron)? 

Yes - different properties.

2 hours ago, Arcadiagt5 said:

I've also seen mentions that only Humakt cultists can learn Craft (Iron), is that correct?

Yes.

2 hours ago, Arcadiagt5 said:

Especially given that Babeester Gor, [snip], Lhankor Mhy, Orlanth, Storm Bull all know Enchant Iron?

Enchant yes, craft no.

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5 hours ago, Brootse said:

Can Yanafal Tarnils worshippers craft iron?

Seven Mothers subcult - no crafting or enchanting.

Full cult - yes - crafting and enchanting

5 hours ago, Brootse said:

Do Westerners, Kralori, and Pamaltelans use only dwarf made iron objects then?

This is question covers three huge geographic regions, not covered by the RuneQuest Core rules.

Look in the Guide to Glorantha, Important trade Goods table and the iron entry on page 470. Whether, they are pre-made objects and/or iron ingots is up to you.

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7 hours ago, trystero said:

@Scotty, when asked whether only Humakt cultists can learn Craft (Iron), you replied "Yes", and when asked whether Yanafal Tarnils worshippers can, you replied that "Full cult [members]" learn "crafting and enchanting" of iron.

Is there context I'm missing, or should "only" be removed from the first Q&A?

This is the core rules Q&A, Dwarves and Iron are covered in the Bestiary. Yanafal Tarnils extra info I pulled from the upcoming Gods book

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7 hours ago, Sid Vicarious said:

Disruption spell.

The description for the Disruption  spell on p260 states that success strikes a random hit location on the target.

The Rune Fixes II document on page 2 states that Aimed Blows cannot be made with spells.

Does this absolutely positively rule out any prospect of aiming a disruption spell

Yes, but as a GM you may overrule this for the purposes of MGF, furthering the story or just because you can.

7 hours ago, Sid Vicarious said:

or indeed any spell, at a specifically targeted hit location?

No. We don't know what the future holds. New supplements could for example detail a new spells like "Glue Fingers", "Seal lips", Stomach Ache, etc. However it's unlikely that combat spells would alter the no Aimed Blows rule.

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13 hours ago, Gelrir said:

Can the Rune spell "Restore Health" be cast upon a person to allow them to recover the POW lost due to Divine Intervention? The spell description does say, "This spell restores characteristic points that have been lost to disease, to the effects of the sorcery spell Tapping, or to other sources." (pg. 337, emphasis mine), and the description of Divine Intervention (pg. 272) does use the words, "The adventurer then loses POW equal to the number rolled in return for the divine intervention."

No. Divine Intervention is not a health crisis.

13 hours ago, Gelrir said:

Edit:  does the effect of this spell "stack" in the sense that seven separate castings of Restore Health, each of 1 Rune point, are exactly the same as one casting with seven Rune points?

Yes.

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