movements in combat

Yes, it does, and you can move up to your Movement per combat action so long as you're not engaged.
 
Ok. Thanks.

Seems realistic,to waste an action just to get into melee distance.

Another thing: I have been playing Rpg's in general for more than 14 years. I have played many times a version of RQ, but with many house rules. I love it

So I just bought the books. Monster coliseum included. I have to say I'm a little disappointed. The system seems very good. But the monsters...many of them are unusable.

The art and layout,leaves much to be wish for. I think Runequest should copy from games like Pathfinder. Nice art,and the adventure paths are amazing. Think about monster that are fun,and scary.

Lich (I know, mummy with sorcery), warriors (novice,mid and veteran), a ready made Wizard, Demons of different kinds,etc. Make the GM job easier. Theres my rant.

thanks for the help.
 
How are some of the monsters unusable? I heard the monster colouseim was good. Maybe the art and layout isn't top notch, but if the game mechanics and content works that's what matters.

For movement in my group, we houserule that if you only move equal to or less than half your movement rate, you don't use up an action.
 
daxos232 said:
How are some of the monsters unusable? I heard the monster colouseim was good. Maybe the art and layout isn't top notch, but if the game mechanics and content works that's what matters.

For movement in my group, we houserule that if you only move equal to or less than half your movement rate, you don't use up an action.

I like the house rule,but I will test the system as it is first. It seems very good in all other regards.

There are some animals there who won't attack a man,and some monsters,in my humble opinion are too powerful. I would have like more insect people, with a picture each. More chaos creatures,with cool abilities ,demons, etc. Is not that bad,but it could be better.
Some creatures are just too weird,and not in cool way.
 
My group thought it was lame that if you needed to move 1 meter to reach someone for a a melee attack it used up an action. My group likes a good amount of deadly combat, and this also helps them not lose CAs too quickly when they need them for those parry and evades. Helps them live longer.

If the rules say the creature won't attack people, you don't have to obey that. Wolves rarely attack people in real life, and if so only for certain situations. I have wolves attack my PCs all the time.

If you don't find a monster in the book you want, make it yourself. I only have the core rulebook but I made up lots of monsters for my encounters. Its pretty easy, and a lot of fun.

Since I don't have the monster coloseum I don't know what creatures your referring to that are just plain weird and uncool. Ducks come to mind though, lol.
 
I think all the art in MRQII are really poor and not inspirering at all. But I love the world (Glorantha) and the game :) I love the maps but they are black n white in the Core book which I think is not good in a RPG made in 2010. The cover art of the books and their design is great, but inside it looks like 1980´s. :(
 
I don't care much about art but frankly, I like the 80s stuff. I much preferred the 80s art in 2nd Ed DnD with it's Tolkeinesque fantasy and traditional knights to 3 and 4e's tatted up warriors with goatees.

As for RQ, the only art that matters are the drawings of weaponry in the equipment section to see what you are holding. They did a fine job at that. No complaints.
 
The most important thing is the system, not the art. But that said a nice looking product is cool.

I was also underwhelmed by Monster Col book. Too much text spent on things besides monsters. I would like more things like demons/devils and other creatures of fantasy. That said, it's not too hard to convert monsters from other systems.
 
I like the idea of a 1m to 2m move being free assuming the character isn't engaged in mêlée. CAs are precious; if I had to spend one to move, I'd likely sit still and wait for the enemy to come to me. But then they'd want to keep their CA, and it'd be a lot of standing around: "You go first", "No, you go first". Then again, I guess you could do your move as a charge, but for a couple of metres, free is fine with me.

As for the MC, I usually never GM monsters as written anyway. I always add or subtract something or other to keep the players on their toes. So if there's something you don't like, change it. I don't see this as a fault with the book, like "why am I buying a book if I have to change things". I think monsters' stats and descriptions should be pretty fluid.

The art/layout is pretty mediocre, which is a shame from a marketing perspective because people like to buy attractive books and I think more people should be playing RQII 'cause it's a great system. Not much of the average design affects usability except when a stat block seems to be floating on a page without reference to which monster it belongs to. This is poor design IMO and is a problem in most RQII books. I break my taboo of never hand-writing in books by penciling headings over stat blocks.
 
languagegeek said:
As for the MC, I usually never GM monsters as written anyway. I always add or subtract something or other to keep the players on their toes. So if there's something you don't like, change it. I don't see this as a fault with the book, like "why am I buying a book if I have to change things". I think monsters' stats and descriptions should be pretty fluid.

The art/layout is pretty mediocre, which is a shame from a marketing perspective because people like to buy attractive books and I think more people should be playing RQII 'cause it's a great system. Not much of the average design affects usability except when a stat block seems to be floating on a page without reference to which monster it belongs to. This is poor design IMO and is a problem in most RQII books. I break my taboo of never hand-writing in books by penciling headings over stat blocks.

I like more fluff in the text too. I'm thinking of the 1st Ed D&D with frequency, habitat, treasure, number encountered, etc etc
 
I allow to spend an action to move, but the players can spend a total of 8 metres per round only with 1 CA. For exemple, they spend 1 CA to move 3 metres and another one to attack. Later they can move another 3 metres and attack with 1 CA (because they have spent a movement action before), and finally 1 CA to parry, and move another 2 metres (8 metres total). If they want to charge, it is the same, but with 40 metres per round.
 
Me and my players were discussing the art in MC last night. We seemed to agree thats its cool; its dead retro and harks back to the RQ publications from the eighties. In my opionion MC is an awesome book :D
 
I've only seen the preview so far which looks pretty good. :D

...at least they didn't get the infamous Dubowski (or however you spell it) to illustrate it. :roll:
 
I would allow a one step move (1 square/hex) without requiring a CA provided the character is not already engaged in combat. That seems reasonable to me and I doubt it would break the game any.
 
thanks all for the reply.

I believe is critical in fantasy gaming to have clear pictures of monsters. It help visualize the game. Look for the art in games like pathfinder and d&d.

The only thing I like about 4 Ed d&d is that all the monsters have some tricks up their sleeves. I bet you can find in the internet upcoming artist willing to give up the right to their art for the chance of being publish. Any way,the book is not bad. I also would not miss the coliseum part.
 
Back
Top