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Jason Durall

RuneQuest Core Rules Questions

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On 10/22/2018 at 3:10 PM, Ryo said:

Sorry for posting again...

<Q1>Excess damage after successful parry with a shield

"A Successful Parry" on page 198:

"In most cases, a hit to a shield damages the arm wielding it."

An example on page 204:

"Since he parried successfully, the attack goes through to his arm, which is clad in a 6-point plate vambrace."

"Notes on Shield Use" on page 218:

"Any damage taken by the shield above what the shield can absorb in one blow is inflicted on the hit location originally rolled in the attack."

The last rule is different from the former descriptions. Which is right?

Go with the shield arm, which is the common-sense solution. If you intercept an attack with a shield and the shield is pierced, it will hurt your arm.  

 

On 10/22/2018 at 3:10 PM, Ryo said:

<Q2>Attack & Parry Result table

When there is any excess damage, there are two descriptions:

"Any excess damage goes to adjacent hit location."

"Any excess damage goes to the affected hit location."

Please clarify the difference between "adjacent" and "affected," if any.

Thank you again!

 

It's just a wording discrepancy. It goes to the adjacent hit location. For a shield, that's the arm. 

 

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On 10/22/2018 at 4:16 PM, Skovari said:

So let's say with a ton of magic up my berserk Storm Bull Lord has a 250% attack.  The broo he is trying to kill has a dodge of 55% that he is opposing him with.  Which of the following happens:

1) I have to use all of my extra 150% on my attack to lower his dodge and we end up with a 100% attack and a 5% dodge.   Thus lowering my critical and special chances to the 5/20% levels because my attack is 100%.  The dodge would just have a 1% critical also I assume being lowered to 5%.

Everything over 100%. You can distribute the excess skill points as modifiers to multiple attacks/attackers, if desired. As a GM, I'd let you apply those excess skill points as a negative modifier when you're parrying, if desired. 

As a GM I'd also be inclined to let you use those points to affect other actions the broo attempts, such as its own attacks, or even actions it performs unrelated to attacking/dodging you. You've basically woven a net of bronze (or iron!) around it and it is at a huge disadvantage. 

 

On 10/22/2018 at 4:16 PM, Skovari said:

2) I only have to use 50% of my extra attack because that is enough to take his dodge down to 5% and end up with a 200% attack and a 5% dodge.  Thus having critical and special chances at the 10/40% levels because my attack is 200%.  Again the dodge just having a 1% critical again being lowered.

See above. 

 

On 10/22/2018 at 4:16 PM, Skovari said:

3) I don't KNOW what my opponents dodge percent is and I have to guess / pick an amount to lower my attack by?  And in doing so end up with some new attack and dodge % with appropriate criticals / specials.

Why would you know what an NPC's exact Dodge skill % is, other than in very general terms by watching them perform dodges in combat? This is information for the GM. Your attack becomes 100%. 

 

On 10/22/2018 at 4:16 PM, Skovari said:

This can apply to any opposed roll of course, just using combat as the example here.

And editing to say if 1 is the answer, it seems like it is penalizing the higher skill person more as they are giving up perhaps alot of critical and special success chance.

You have reduced a fairly competent opponent (Dodge 55%, better than 1 in 2) to having a 05% (1 in 20) chance of success (the absolute minimum). Your chance of a special is 10 times theirs, and a critical 20 times theirs.

You are also mentioning that you've magicked up your skill to 250%, you're likely inflicting a lot more damage than normal as well. I'm not sure what the huge problem here is.

Please imagine the roles reversed, where you have a broo with 250% attacking you and you've got Dodge 55%. Which condition out of the three you suggest above would you rather have be the case? 

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On 10/22/2018 at 11:54 PM, d(sqrt(-1)) said:

Do projected missiles get a full, halved or no damage bonus? The section on p 213 says that thrown weapons get DB halved, which is fine, but I can't see anything explicitly saying whether projected missiles get a DB or not. The box section on p200 just says an attack gets weapon damage + DB. None of the example PCs have a DB listed for their missile weapons. Firearrow, however says "damage bonus still applies, halved for missile weapons as normal" but it could just be referring to thrown weapons (it should probably distinguish between thrown and projected weapons if so). Hendroste the Horsemaster has a DB listed for his bow, but the other PCs in Apple Lane don't. A quick look through the Bestiary didn't come up with any DBs for projected weapons.

So on balance there are lots of examples which seem to indicate that they probably don't, but enough counterexamples to make me slightly unsure. Presumably you could pay more for a special bow that does give you your DB (or half DB).

RQ2 doesn't seem to say explicitly either, but it does have the half-DB rule for thrown weapons. I guess it makes sense if you are buying an off-the-shelf bow that as it's doing the projecting it doesn't give a DB.

Self-propelled/thrown weapons should get half the DB, with bows, crossbows, etc. receiving no bonus to DB. 

That should be clarified better. My apologies for the confusion. 

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On 10/24/2018 at 12:57 PM, Nick Brooke said:

Hi, Jason: let's say I successfully Befuddle a creature with zero INT. Can it attempt to shake off the Befuddlement? Per the rules on RQG p.257, it appears not (unless the creature knows how to Meditate, which seems frankly unlikely). Defeating a Befuddle spell is usually easier for low-INT victims, but it seems to be impossible for a zero-INT victim. Was this intended?

Rules as written state that you must roll INTx5 for a creature with no INT. There's always a 05% chance of success, though, and since this is a "roll higher than" effect that means that any roll of 06-00 will let the creature shake off the Befuddlement. 

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On 10/24/2018 at 11:47 PM, Balakatun said:

BEFUDDLE (p 256-257): "[...] A victim of Befuddle may not attack, cast an offensive spell, sound the alarm, and so on. However, if attacked, they may parry and defend at full value.. [...] Thus, with deceit or clever misdirection, a Befuddled opponent might end up attacking their own party for as long as the spell is in effect." 

Can one attack while under the effects of Befuddle? Fist entry indicates that no, it's not possible. Second entry indicates that it is.

That should be worded clearer. 

The "attacking" in the second instance should be "act against". 

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And as a general note, my apologies for the quiet in this thread. I was traveling an insane amount during the last couple of months and off-the-grid for a distressing amount of it. 

Now that I'm settled back home for (at least) the next seven weeks, I'll see if I can get through questions here a few a day or in short bursts.

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On 1/31/2019 at 12:05 PM, PhilHibbs said:

What do you mean by those numbers?

If my chance is 100, and their chance is 5, then my special is 20, theirs is 1, so 20 times. My critical is 5 and theirs is 1, so 5 times. So 20 and 5 times, not 10 and 20 times.

My bad. Their chance of a special and a crit is 01 if their skill is reduced to 05%. As a GM I'd rule that a crit is impossible if the chance of a special overlaps it utterly. 

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On 1/31/2019 at 1:44 PM, Kloster said:

Hello Jason,

Does that mean there is a total 150% malus that will be applied to the broo's parry and his other actions? Does that means that if his attack is reduced by 50% (55 to 5% in your example), there is still 100% to be applied to his attack (that will also be reduced to 5%), leaving 55% malus to other possibilities?

I'd allow that, yes. 

Remember that these is not computer code, which break whenever some unknown factor is brought into play.

If, as a gamemaster, you are more comfortable making all numbers visible and letting player characters have skills (and specials/crits) in excess of 100%, by all means do so.

These are our recommendations. BRP and RQ have a long and distinguished history of house rules to suit desired styles and results of game mechanics. 

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On 10/25/2018 at 10:37 PM, Jim said:

Two questions on spirit combat:

1. In the “Resolving spirit combat” section it states “Tie: A tie (where both participants succeed but achieve the same quality of result) means the situation is temporarily unresolved. If both participants rolled a critical success, the result is a tie. Both parties do spirit combat damage to the other.”

Does this mean in a case of a tie (same quality of result) both parties do spirit combat damage to one another only on a critical, or in all cases of a tie?

On a critical. That's the order of the instructions. 

On 10/25/2018 at 10:37 PM, Jim said:

2. In the “Attacking with weapons and spells” section an attack is resolved normally but opposed by a the spirit’s spirit combat skill.

Does this mean an attacker rolls for the quality of the result based on their normal attack chance (i.e. they will get a crit, special, normal, fail, fumble) opposed by the spirit rolling for their quality of success based on their spirit combat skill? That is how I interpreted it, but if so on a tie does the spirit and/or corporeal entity take damage.? The example in the section shows a magic point reduction but not the opposed roll.

You have interpreted it correctly. 

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On 10/28/2018 at 8:52 PM, Michael Cule said:

A question about the minimum STR and DEX needed to use a weapon.

The rule on p 207 says: 

". . STR/DEX: The minimum necessary STR and
DEX required to handle the weapon. An excess
of STR makes up for a lack of DEX, on a 2 for 1
basis. Thus, an adventurer with a 10 STR and a
12 DEX can use a rapier (which requires a 7 STR
and a 13 DEX). If both STR and DEX are below
the requirements, all attacks and parries with the
weapon are performed at half skill."

Which is fine and dandy but what happens when a character has perfectly adequate DEX but not enough STR? Both being lacking halves the skill so it would be illogical for only one being lacking to make it entirely impossible to use the weapon. 

Half-skill. It should read "If either/or STR or DEX are..." 

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On 10/28/2018 at 11:03 PM, Moonface said:

What are the rules for MOV speed when running?  As I recall, in previous editions, bipedal  runners moved MOVx2, quadrupeds moved MOVx4 and flyers could move as fast as their fly MOVx5.  Are there running rules in RQG?  I only found rules for chases, which doesn’t address the actual amount someone moves during a round.

Page 54, under ATTRIBUTES

"(8 meters walking or 24 meters running)" 

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On 10/30/2018 at 1:46 AM, Scott A said:

Hi Jason! It's nice to have a place to get things clarified.

  • Do the extra MPs added to Heal Wound count towards boosting the spell? Eg, if I cast heal wound and spent 5mp on it , would it count as a 2 point spell or a 7 point spell for the purposes of countermagic?

I would say yes, just like other spells where magic points are spent. 

On 10/30/2018 at 1:46 AM, Scott A said:
  • Is the countermagic/protection provided by Shield incompatible with Shimmer and Spirit Screen like the spirit magic equivalents are?

Yes. 

On 10/30/2018 at 1:46 AM, Scott A said:
  • How do you calculate the intensity of a Socery spell for the purposes of countermagic/dispel? As far as I can figure, the total intensity is 1 + the levels of intensity purchased, is that right?

That's correct. 

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On 10/30/2018 at 8:13 PM, drablak said:

There are encumbrance rules, and ENC values for armor and weapons, but no ENC values for equipment. Will these be found in the GM's book or another supplement?

The RuneQuest Campaign Guide.

Edited by Jason Durall
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On 11/12/2018 at 11:34 AM, Smokebadger said:

Basic question a starting adventurer has 3 rune points. Sever spirit is a 3 point spell does that take 1 or 3 of his starting rune points.  I’d say 3 but the rules seem to indicate 1. 

UPDATED: My original answer was incorrect. Apologies.

Adventurers get three Rune spells of their choice. Unless the spell has a higher cost than 1, the Rune spell's level is 1. 

Edited by Jason Durall
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45 minutes ago, Marc said:
So, does it really mean that the MOV rate is the speed while running, and the speed while walking is 1/3 that?

1 MOV unit equals 1 meter when walking, and 3 when running. Generally players aren't concerned with their walking speed while in tactical situations, so 3 meters is the value given. 

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On 11/12/2018 at 3:44 PM, drablak said:
  • Is the Dagger, Parrying, a different skill than the dagger (melee)?

Yes. 

On 11/12/2018 at 3:44 PM, drablak said:
  • There is no mention, in the Javelin description on p.211, of the Throwing Javelin skill, I would have expected the same comment as the above quote in that context. Does someone with a javelin use the same skill for both melee and throwing then?

Separate skills. 

On 11/12/2018 at 3:44 PM, drablak said:
  • Axe, small: same comment. It refers to its use in both melee and as a hurled weapon, no mention of a separate skill. Axe, Throwing even refers back to Axe, Small.
  • Spear, Long or Short: same thing.

Separate skills. 

On 11/12/2018 at 3:44 PM, drablak said:

So, in general, are there separate skills for throwing and for melee with the same weapon?

Yes. It's not explicit, but when get a cultural or professional skill bonus to a starting weapon (such as a javelin) that can be thrown or used in hand-to-hand, you start with both at the same skill. If you add points to them while customizing your character, you should assign those points to one or the other. 

On 11/12/2018 at 3:44 PM, drablak said:

If it is the case, do you get half-skill with the other method (say if you have 80% with the melee skill, do you get 40% with the throwing skill)?

See above. 

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On 11/7/2018 at 8:55 AM, Valeren said:

Acids :

I didn’t see any rule concerning acid damages. Could you please explain how they work?

The Campaign Guide (in development) covers alchemy and acids as something you can buy and use. For creatures with some form of acidic quality, the descriptions are in the Bestiary.

Generally, it works like poison, with a potency (POT) value that does damage over time, depending on the quality/nature of the acid. 

Edited by Jason Durall

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On 11/1/2018 at 12:29 PM, drablak said:

The rules on page 8 states the cycle of elemental runes as this

But the character sheet show a different relationship: Darkness, Water, Earth, Air, Fire/Sky.

It does not correspond to the pentagram relation: darkness then water, then earth, then fire, then air.

The only link I can make with the order on the character sheet is the first five days of the week. Is that the intent?

Go with the description on page 8. 

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On 11/16/2018 at 2:35 PM, Kolvo said:

Does a character that has taken more than three times the damage than the locations hit points, still cast spells?

On the rulebook it says on p 148: "Damage Equals or Exceeds Double the Location’s Hit Points
Limb: [...] However, an adventurer so damaged from a single blow is functionally incapacitated: they can no longer fight until healed and are in shock. They may try to heal themselves."

Head/abdomen/chest... they're almost definitely dead.  

 

On 11/16/2018 at 2:35 PM, Kolvo said:

"Damage Equals or Exceeds Triple the Location’s Hit Points

A limb hit for three times more points than it can take in
a single blow is severed or irrevocably maimed. [...] However,
the arm is maimed. In these cases, the adventurer is also
functionally incapacitated
."

In my opinion a character should be able to cast spells when functionally incapacitated even with damage triple or more locations hit points, because it is stated with double or more damage that healing can be attempted. However, a person from our group argues that since it is not specifically stated with triple or more damage that healing can be attempted, the character can do nothing.

Which way it is?

More than twice but less than three times = can cast spells and attempt healing.

More than three times = the adventurer is functionally incapacitated. 

You can certainly allow it in your game if you're the gamemaster (YGMV), but at the very least I would require an INTx5 or POWx5 roll to be able to focus enough to actually do something other than lie on the ground in shock and/or screaming. 

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On 11/19/2018 at 3:53 PM, Mugen said:

In the pdf describing the changes in the latest PDFs, I can read this:

That seems to be in contradiction with what you explained in July.

So, was the rule changed since July, or is the sentence above wrong ?

Use the latter answer. 

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On 11/21/2018 at 5:32 PM, Moonface said:

Why wouldn’t Extension make the Runespell more powerful?  For example, an opponent casts Charisma and Extension III, Charisma is now cast with 4 RPs, and you should need a Dismiss Magic of at least 4 pts (or 8pts Dispell Magic) to dismiss it.

You're not making the spell more effective or more powerful, you're just making it last longer. 

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On 12/4/2018 at 11:38 PM, HreshtIronBorne said:

Strength
2 Points
Touch, Temporal, Passive 
This spell adds 8 points of STR to the target for the spell’s duration. This increases melee combat damage by one step on the Damage Bonus table on page 56 (e.g., from +1D4 to +1D6), increases all Agility and Manipulation skills(including weapon skills) as follows:
Strength Modifier
STR Prior 
to Spell
Agility and Manipulation 
Skills Increase
1–4 +5%
5–8 —
9–12 +5%
13+ +10%
It also enables the target to lift or carry heavier weights. Strength is incompatible with Vigor.

Damage Bonus
The modifier for damage an adventurer inflicts when physically striking or applying force is known as their 
damage bonus. This is an extra die roll, which is either added to, or subtracted from, the damage inflicted by a weapon or natural attack such as claw, bite, kick, etc. If a negative damage bonus takes a weapon’s damage to 0 or below, no damage has been inflicted. Add your adventurer’s STR and SIZ together and consult the Damage Bonus table:

Damage Bonus
STR+SIZ Damage Bonus
12 or less –1D4
13–24 —
25–32 +1D4
33–40 +1D6
41–56 +2D6
Each +16 points Additional +1D6

By the chart after 41 STR+SIZ, easily possible for a lucky starting Bison Rider, an 8 point bonus to STR does not raise an adventurer to the next damage bonus. Does the Spell just do this by default? Does it do it in addition to increasibg STR by 8? Would a Bison Rider with 21 SIZ and 20 STR be able to get to a 3d6 damage bonus or is the spell just wasted?

The spell, along with the other characteristic-boosting spells, had two frustrating limitations: 

  1. Players had to refigure the relevant skill category modifiers and/or damage bonus to figure out what effect the spell had, which slows gameplay and introduces a potential for errors in calculation.
  2. It was possible to get no appreciable bonus (or only a very minor one) when going through all that paperwork. 

To address this, we decided to make it easier and quicker to simply have the skills and damage bonus bump up by a predefined amount. 

I'm not sure that rolling two 18s for STR and SIZ (total 36), modified by homeland (+2, for 38 total), plus Elemental Rune affinities (Air and the other would have to be Darkness... a weird combo for a Bison Rider, giving +3 more for a total of 41), qualifies as "easily possible", but you might have better dice than I do. 

For someone with STR+SIZ of 42 or higher, then yes, it would bump them up one damage bonus rank (to +3D6) but would only functionally increase STR by +8 for the purpose of resistance rolls, etc. 

 

 

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On 2/3/2019 at 4:34 PM, High King of Balazar said:

In RQ3 there were armouring enchantments to increase armour, and strengthening enchantment to increase either location or general HP..

I can't see these in RQG ? Have they gone for gone away ? Am I not looking properly ? Are they coming back in a different supplement ?

They're discussed briefly on pages 249-250. They've been de-emphasized as they were historically woefully abused. 

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On 11/21/2018 at 4:32 PM, Michael Cule said:

Does the Shaman gift Possession allow covert or dominant possession. I'm assuming dominant is the default but would a shaman be able to go covert and hide within the person he attacked. Once they  came round they could perhaps ride inside to penetrate a place normally protected by magical alarms or perhaps emerge to suddenly take over the body at a strategic moment? 

I think it's pretty straightforward. Maybe future expansions to the shaman ability rules will allow for special cases like that. On the other hand, the gamemaster is well within their rights to allow it desired, such as on a critical or special success with the resistance roll. 

On 11/21/2018 at 4:32 PM, Michael Cule said:

Does the Shaman have the same limits on using the unfamiliar body as other spirits given it's normally a shape he's familiar with?

I'd say no. The Shamanic Possession (p360) works on a "per hit location chart" basis so it means they're familiar with their own rough body shape. 

On 11/21/2018 at 4:32 PM, Michael Cule said:

Do the shaman abilities taken at becoming a Shaman cost characteristic points? I'm assuming not but it isn't totally clear to me.

Yes. Every ability after the first ability costs characteristic points. 

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On 11/21/2018 at 5:32 PM, Pentallion said:

Can a discorporate shaman cast demoralize on incoming hostile spirits?  Does demoralize only work on beings with INT?

Yes, if the spirit has INT. Otherwise no. 

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