Why wouldnt a character be able to learn ambidexterity?
Anyone with practice can learn to overcome thier natural handedness. Granted its a bit strange at first but it can be learned. I look at the RPG ambidexterity ability as have learned to overcome your natural handedness rather then true...
I just gave this a quick read through and it looks to be a very nice supplement. I look forward to trying it out in one of my up coming game sessions.
When you play tested the SpellWeaver did the players have provlems with the armour restrictions?
Sadly the selection of spells in the core book make it hard to limit the magnitude of the starting spells.
If a starting Wizard takes the Cold rune as one of up to three starting runs available to that profession, they would only have the option of taking the Frostbite spell which is a Mag 3 spell.
That wasnt the thread that someone used racial sterotyping as an example of how old views on different races have changed as society did away with segragation was it?
While the example was fitting, I could see how a moderator could get a little jumpy around racial issues coming up in a thread.
My reading of the rules came up with the same results as atgxtg. The second set of Combat Actions takes place after everyones strike rank for the first combat action.
The ambusher would have to use flurry to use all of thier attacks before the suprised play could react.
I like the idea of a bonus for having additional runes of the same type. I was planning on including a penelty for casting spells based on thier Magnitude. Handling more power should take more skill.
Your #2 implies that the caster might not have the rune integrated. Are you planning on...
When a character has his stats increased do the skills that use that stat as a base improve as well? Seems like this would create a lot of paper work for skills based on power since it will be going up and down as characters integrate runes.
Seems like spells that increase or lower stats would...
Ahh.. I though you only had to fail a skill roll with the skill you where trying to raise.
Advancing on fumble makes more sense if you dont get the free point no matter what the result of the roll is.
I thought I read somewhere that every 100 points that a skills advanes the fumble range shrinks by 1%.
fumble on a roll of:
100 = 96-100
200 = 97-100
300 = 98-100
400 = 99-100
500 = 100
If this is true it would seem that you would still get your full 1d4+1 skill point advance.
I dont have my...
My post came off a long stronger then I intended. Thats the down side of trying to post while being mauled by a two year old. :oops:
My point was that this forum seems to be filled with poeple complaining about how broken things are when they havnt even tried the rules out in a game. I...
I would love to see the RQ3 damage tables. I am new to RuneQuest and am trying to get a lilttle perspective on some of the complaints.
In the games of MRQ I have run so far combat seems extremly deadly so I shudder to think of how a character survived very long in the old RQ2/3 days. :shock:
I Personally like to hand out experince at the end of a game session since it lets everyone go home feeling like they advanced thier character a bit. However with this play style the 3 advancements of 1d4+1 will create charactes with a few uber skills. To solve this I was going to give out...
I have to disagree with you. The only real problems the book has is a combat example that is clearly wrong and a lack of support material to get yourgame up and running. Everything else that is being complained about on this board is different gamers view on how the game should have been...
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