Yes, I haven't been find a list for regular and all-important ale house items such as beer, ale and pies. While I can always wing it, I thought it a bit odd, as these are always on the top of the list of things my players' PCs (and sometimes the players themselves) seek to buy and consume in copious amounts. Is there such a list in some of the corebooks?
I would also like to verify that I have understood critical success and fumble correctly: critical chance is 10% of your modified skill, but fumble always either 99-00% (or simply 00% for skills above 100%)?
Why is fumble chance so small? Wouldn't it make more sense to increase the chance in reverse to critical success? For example, if you skill was 75%, then your fumble chance would be 98% (25%/10=2.5 rounded up to 3). Is there any good reason for not using such a houserule?
In terms of Clockwork & Chivalry, I would expect black powder weapons especially to have increased chance for fumbles, and indeed I recall reading in RQ pirates about such rules. I must dig up my digital edition to check it out.
Another thing, which also is more C&C specific, is armour prices. Would the standard prices listed in the corebooks be still relevant for 17th century? A price for a plate helmet sounds a bit high in my inexperiences ears. Looting armour seems to be a major opportunity to amass a fortune...
A couple of more. Having briefley leafed through the Monster Colisseum, it seems that in RQII the gnome is an un-gnome entity? Sorry about weak pun... :roll: In other words, is there a write up for a gnome character/race anywhere? I can probably find one in the BRP books though.
About combat styles. In our C & C campaign, After having explained (hopefully correctly) combat styles to my players, most of them took Sword & Dagger over the siingle Sword or Dagger option. It seems to make sense since you get an extra action and all? And if I read the rules correctly, there seems to be no penalty involved, if you use either the dagger or the sword alone? You'd still get to use your full skill for Sword & Dagger?
So why would anyone choose a simple Sword/dagger skill in the RQII game? There must be some other reasons than style or habit? I am inclined to rule that since this dual wielding style relies on two weapons, using the skill with only one weapon would involve a sligtht penalty, since you're fighting with 'one hand tied'? And especially if you use the dagger in the 'wrong' hand? Have I understood this rule correctly, and how would you rule this in a 'three musketeers' type game?
I would also like to verify that I have understood critical success and fumble correctly: critical chance is 10% of your modified skill, but fumble always either 99-00% (or simply 00% for skills above 100%)?
Why is fumble chance so small? Wouldn't it make more sense to increase the chance in reverse to critical success? For example, if you skill was 75%, then your fumble chance would be 98% (25%/10=2.5 rounded up to 3). Is there any good reason for not using such a houserule?
In terms of Clockwork & Chivalry, I would expect black powder weapons especially to have increased chance for fumbles, and indeed I recall reading in RQ pirates about such rules. I must dig up my digital edition to check it out.
Another thing, which also is more C&C specific, is armour prices. Would the standard prices listed in the corebooks be still relevant for 17th century? A price for a plate helmet sounds a bit high in my inexperiences ears. Looting armour seems to be a major opportunity to amass a fortune...
A couple of more. Having briefley leafed through the Monster Colisseum, it seems that in RQII the gnome is an un-gnome entity? Sorry about weak pun... :roll: In other words, is there a write up for a gnome character/race anywhere? I can probably find one in the BRP books though.
About combat styles. In our C & C campaign, After having explained (hopefully correctly) combat styles to my players, most of them took Sword & Dagger over the siingle Sword or Dagger option. It seems to make sense since you get an extra action and all? And if I read the rules correctly, there seems to be no penalty involved, if you use either the dagger or the sword alone? You'd still get to use your full skill for Sword & Dagger?
So why would anyone choose a simple Sword/dagger skill in the RQII game? There must be some other reasons than style or habit? I am inclined to rule that since this dual wielding style relies on two weapons, using the skill with only one weapon would involve a sligtht penalty, since you're fighting with 'one hand tied'? And especially if you use the dagger in the 'wrong' hand? Have I understood this rule correctly, and how would you rule this in a 'three musketeers' type game?