Recent content by papakee

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    Problem on first game, experienced GM advice needed

    If you use a two handed weapon, you are twice as likely to become unable to use the weapon. A serious wound on either arm will not only make you impotent with the weapon, but unable to parry as well (if all his points were put into the two handed weapon). The whining will begin shortly...
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    party composition - no healer/no problem?

    Is it possible for a party to advance very far without someone with healing spells? It seems that someone to play a healer is a necessity in the game if a dungeon crawl or wilderness scenario is presented.
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    insert swarm question

    Does an insect swarm's venom have an associated effect every round or is it just cummulative? For example: if Joe Adventurer takes bee 10 stings in round 1 and 5 bee stings in round 2, does he (1d10 rounds later) take one resilience roll against Potency 75 poison or 2 resilience rolls (1...
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    First game ever played?

    Blue box Dungeons and Dragons back in 1980. Lots of Avalon Hill wargames starting in 1977. Both made for some terrific all night game sessions. Bleary eyed gaming at 4 am...those were the days! No home video rentals, no nintendo, no cellphones..heck...no cordless phones, no 24 hour specialty...
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    Old RQ to new RQ conversions?

    Care to post your spreadsheet, Elgrin? It would probably be helpful to several peoples.
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    Old RQ to new RQ conversions?

    Whats the best way to adjust strike rating? Thats always a snag for me. I too have ran the modules pretty much using the old stats as written, but SR always trips me up.
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    combating spirits

    Thats what I was thinking. It seems only the experienced adventurers should tangle with spirits. Otherwise, the run and flee tactic seems the best. Thanks for the examples. They really helped reinforce what I was reading.
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    combating spirits

    I just can't seem to get a good feeling about the spirit combat. I get spirit vs spirit but am having trouble with the others. Would someone be kind enough to give an 1 combat action example for the following combatants vs. a spirit (disease spirit for example): a. someone with an enchanted...
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    monsters and multiple attacks

    I was wondering why a scorpion man would ever use his lesser club skill. So what about bites and tails? I can't decide if some of these are pre-built into their number of combat actions or not. I've found the answer to the breath weapon in the Monster SRD, it does take a combat action.
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    monsters and multiple attacks

    What are the general guidelines for monsters for multiple attacks? For example the Scorpion Man, he has a club attack rank at 35% and a sting at 50%. Would he get additional attack as if it was welding 2 weapons? If so, would he get 2 additional attacks if he was two weapon fighting and...
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    speeding up combat

    Taking the mooks out when they reached a negative HP in any location worked wonderfully last night. Play went alot smoother that way.
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    speeding up combat

    So far, I've not had any problems with the players making up their minds. Its mostly book-keeping issues with multiple hit locations and going unconscious. I'm planning to take the advice from several here and have 'common foes' drop unconscious automatically if they reach a negative hp...
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    speeding up combat

    Any ideas to speed up combat with multiple monsters without getting rid of any of the basics in the MRQ rules? For example, 3 characters vs. 10 trollkin. I'm toying with grouping like-monsters' parry and dodge rolls together for the round. Another idea I'm thinking about is...
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    knockback, give ground combat question

    Am I correct on this? Other than being able to encounter someone set for change, there is no other penalty for charging (unlike 'that other game').
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    knockback, give ground combat question

    Yeah, we've been ignoring the act of advancing adjacent drawing a free attack. We will discuss the close to combat as a house rule. Thanks for the replies.
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