Members | Sign In
All Forums > Rules and Mechanics
avatar

New to RQVI

posted Apr 09, 2013 21:50:22 by CayetanoMachado
I've just started a new Campaign with my friends and I can say it feels like old school RQ but with many improvements. The book is awesome. After over 15 years playing D&D I've decided to sell all that books and return fully to RQ.

BTW my first languages are german and spanish, so english fell a bit behind, and it seems I didn't get some of the rules right, so I need a couple of hints.

1) Engagement. When you are engaged you can´t leave that combat so easy. What happens when a combatant decides to run away?

2)Weapon Reach– Closing and Opening Range: At the start of combat when combatants engage for the first time in melee. How is reach set? The one who goes first decides the reach or is it the one with the longest weapon reach?

3) What's the benefit of a buckler? It seems ineffective against most creatures with large or bigger weapons. Using a buckler imo is suitable for nimble combatants that instead of absorbing the blow might try to deflect it. Is there a combat trait to overcome this drawback?

4) I'm in dire need of a npc editor. I play most of my campaigns with only human antagonists, so mythic beasts find little room or are almost extinct in my campaign (Roman Empire 300 AD). I've found an online application ( http://runequest.aamunkoitto.net/enemyeditor/index.php?system=1 ), but it works with MRQ2 and it gives little room to customize.

Thanks for this great game !!!
page   1
5 replies
avatar
DanTrue said Apr 09, 2013 22:05:08
1) Engagement. When you are engaged you can´t leave that combat so easy. What happens when a combatant decides to run away?
If he decides to simply turn around and run directly away, I'd treat it as if he has tried to disengaged - i.e. the opponent get's a free strike at him. However, since he didn't roll an evade to disengage, he has no defence against this roll.

2)Weapon Reach– Closing and Opening Range: At the start of combat when combatants engage for the first time in melee. How is reach set? The one who goes first decides the reach or is it the one with the longest weapon reach?


The engagement begins at the longest weapon reach. Unless of course the wielder of that decides to allow the other one closer (he might be planning for a headbutt).

3) What's the benefit of a buckler? It seems ineffective against most creatures with large or bigger weapons. Using a buckler imo is suitable for nimble combatants that instead of absorbing the blow might try to deflect it. Is there a combat trait to overcome this drawback?


In real-life historical combat you (depending on the school of though of course) usually use the buckler combined with the sword for added protection - to create like a "wedge" in front of you as defence (see here: http://johnflower.org/i33/manual).
There is currently no combat style trait to reflect this, but you could easily make one up... I've been planning too for some time, but haven't had the use for it yet. But something like adding S to the buckler seems appropriate.

But other than that - the benefit of a buckler over for instance a heater shield, is generally that you can carry it around easily - almost like a fashion piece - without people thinking you're preparing for trouble. If you log a heater shield around all the time, people will treat you like a warrior. But if you carry a buckler, people might treat you as a gentleman (granted your clothes and behaviour fit of course). This depends hugely on the setting, but you're more likely to have that buckler handy when an assassin jumps you in the middle of the royal ball.

4) I'm in dire need of a npc editor. I play most of my campaigns with only human antagonists, so mythic beasts find little room or are almost extinct in my campaign (Roman Empire 300 AD). I've found an online application ( http://runequest.aamunkoitto.net/enemyeditor/index.php?system=1 ), but it works with MRQ2 and it gives little room to customize.


I actually think that's MRQI.
From what I know, there's no such editor yet. Me and Skoll on this forum are currently developing GM tools for use with RQ6 (currently an adventure idea generator and a RQ Enemies generator). An NPC generator / editor is on my to-do list, so any requests on wished functionality will be considered :)

- Dan
avatar
CayetanoMachado said Apr 09, 2013 23:10:38
You clarified me a lot about the buckler and about the game. I'm not using bucklers in my campaign, due to the time my campaign is set (300 AD), but it was an issue that was bugging me. On the other hand, like the "wedge" technique, a dualwielder (sword and dagger) could work the same way, what do you think?

As for

1) When you try to evade to escape it takes up an action and running away another one, am I right? So before you may run and if the attacker has actions left he could engage you again in combat. I like the free attack, but i have the feel it is too overpowered.

2) So, in the case that a S-weapon wielder goes first against a Long or even VL-weapon wielder, the one with the S-weapon has to maneuver first to get into the S-reach? If so, it comes up that after it cycles back to the L/VL-weapon user, he may choose to maneuver again to get into L/VL-reach, so hypothetically speaking this could loop indefinitly? I'm confused, thats one reason why we play without weapon reach atm, but it adds a lot to combat experience once we master the basics.

I'm eagerly looking forward to the GM tools.


Thanks for the answers.
avatar
Skoll said Apr 10, 2013 06:33:37
Hi,

And welcome to the forums.
4) I'm in dire need of a npc editor. I play most of my campaigns with only human antagonists, so mythic beasts find little room or are almost extinct in my campaign (Roman Empire 300 AD). I've found an online application ( http://runequest.aamunkoitto.net/enemyeditor/index.php?system=1 ), but it works with MRQ2 and it gives little room to customize.
As Dan mentioned, this is being worked on. I'm working on an enemy generator, similar to the one you linked, but with the additional functionality of anybody being able to create new "templates", that anybody can use to generate the enemies. From the bare minimum functionality, only the combat styles are missing and I'm hoping to be able to release a first version within a week or two.
avatar
DanTrue said Apr 10, 2013 06:44:53
You clarified me a lot about the buckler and about the game. I'm not using bucklers in my campaign, due to the time my campaign is set (300 AD), but it was an issue that was bugging me. On the other hand, like the "wedge" technique, a dualwielder (sword and dagger) could work the same way, what do you think?


Sure, I'd do it something like:

Dual-Wielder: When using a buckler, dagger or knife as an off-hand weapon, the off-handed weapon gains the Entrapping trait.

I'd need to think a bit about this formulation, but initially it seems fine to me.

1) When you try to evade to escape it takes up an action and running away another one, am I right? So before you may run and if the attacker has actions left he could engage you again in combat. I like the free attack, but i have the feel it is too overpowered.


Yes. If you try to disengage and then move away, the opponent can try to engage again if he has any actions left. That's where you need to be able to succeed on the opposed evade to keep him away, so that you can safely escape. You can try to increase this chance by getting your opponent on unstable ground or with barrels or stones between him and you.
You could also do it as the effect of an SE. Opponent attacks and fails, you parry and succeed, you choose change range to VL. When your turn is up, you can freely move away.

In my view if anyone simply turns around and runs, to get an "automatic escape", they should be punished by maybe getting hit in the back. Turning your back to your opponent when in melee is never a good idea.
But of course, if it fits your game better, simply allow it. Although it will be easy to get out of combat... also for NPCs.

2) So, in the case that a S-weapon wielder goes first against a Long or even VL-weapon wielder, the one with the S-weapon has to maneuver first to get into the S-reach? If so, it comes up that after it cycles back to the L/VL-weapon user, he may choose to maneuver again to get into L/VL-reach, so hypothetically speaking this could loop indefinitly? I'm confused, thats one reason why we play without weapon reach atm, but it adds a lot to combat experience once we master the basics.


Yes, but remember that every time you want to change to distance your opponent can either try to oppose you using evade, or simply hit you against your evade. So keeping this looping indefinitely will likely end up in someone either: 1) failing to enter/disengage or 2) getting hit badly.

- Dan
avatar
CayetanoMachado said Apr 10, 2013 13:40:13
Thanks for the quick and clarifying responses DanTrue. Skoll, it sounds great. For my next posts I'll try to move to the New Forum. See you there guys.
Login below to reply: