[Runequest] melee round regulation question
Steve Perrin
steve at limitedchaos.com
Tue Nov 29 19:29:18 UTC 2011
I also use two actions a round and have discarded Strike Ranks. It was a
fun concept to start with, but RQIII perverted it beyond usability (and
I say that as one of the people who designed it). Currently I use
DEX+D10 for initiative.
I use 1 Mana point = 1 DEX point for determining when spells go off.
Since I have a spell building system, it is entirely possible to go to
negative Initiative for throwing a spell. An 11 Mana Pt spell goes into
the second round; for that purpose alone I equate 1 action with 10 DEX
points. And if I have a lot of players I often ignore this rule and just
have spells go off at DEX.
Over the years, I have gotten less and less fond of gimmicks that give a
player extra actions (I say "player" intentionally). Multiple strikes
within one action are okay as a concession to reality, but giving one
player extra actions just bogs down the game for other players- and the GM.
I also actively dislike the idea that defensive actions take up an
action. For simplicity's sake, I just let Parries and Dodges happen when
needed. I do not limit the defending character's number of defenses. I
figure the more opportunities he has to roll the dice, the more likely
he will blow the roll.
Steve Perrin
On 11/29/2011 1:15 AM, Alban de ROSTOLAN wrote:
> Hi,
>
> Mongoose RuneQuest II uses the sum of INT and DEX to determine the
> number of actions one can do in a turn : 1 for 1 to 12, 2 for 13 to 24
> and so on...
> The average of the same characteristics is used to determine
> initiative order, summed with 1d10.
> Actions are resolved one by one : every character has a chance to do
> its first action before any other one has the opportunity to do its
> second action.
> Parries and Dodges also count as actions, even if they can be used
> "out of turn".
>
> For example if a character with 4 actions faces another one with 2
> actions, it is likely turn will play like that if no one parries :
>
> Character 1 1st action
> Character 2 1st action
> Character 1 2nd action
> Character 2 2nd action
> Character 1 3rd action
> Character 1 3rd action
>
> As for myself, I'd use the system below :
>
> -DEX +1d10 determines Initiative
> -Every Attack costs 5 Initiative points.
> -Spell casting would have an Initiative cost based on spell's Magic
> Point cost.
> -Parries cost 2 Initiative points
> -Dodges cost 3 Initiative points
>
> A character will be allowed to act each time no one has a current
> initiative higher than his.
> Ties are resolved using any relevant stat : Skill, INT, SIZ and/or DEX.
>
> By the way, isn't RuneQuest 3 round 10 seconds long ?
> Seems to me it's in RuneQuest 2 that a turn lasts 12 seconds.
>
> ------------------------------------------------------------------------
> *De :* "royce at efn.org" <royce at efn.org>
> *À :* runequest at rpgreview.net
> *Envoyé le :* Mardi 29 Novembre 2011 4h50
> *Objet :* [Runequest] melee round regulation question
>
> Hi, All,
> A question about how to regulate action in a melee round. But first an
> explanation:
> I can work with strike ranks, both as a means of deciding who rolls to
> hit first and as a means of regulating the sequence of other events in
> a strike rank. However, for my children, that would be too hard. They
> aren't playing RuneQuest III yet, but I can't help thinking about it.
> I know they'd be fine with strike ranks as a means of deciding who
> rolls to hit first. I'd like to keep melee strike ranks for that
> purpose.
> Various possibilities for regulating action in a melee round come to
> mind. For example, divide RQ3's 12-second melee round into thirds, and
> explicitly calling them 1st third, 2nd third & final 3rd. This would
> allow up to three melee attacks per melee round. But how does it
> impact spell casting? I could say that a spell requires 3 SR's per
> magic point, so that a 3-magic-point spell goes off on SR 9 of the 1st
> third, but a 4-magic-point spell goes off on SR 2 of the 2nd third.
> Hmm. Maybe reinventing the wheel is not the wisest approach.
>
> I would like to know how other versions of RuneQuest -- or house rules
> -- deal with regulating the actions in a melee round. If anyone would
> care to share, I'd much appreciate it.
> Sincerely,
> Asher
>
>
>
>
>
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