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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.<br>
<br>
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.<br>
<br>
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.<br>
<br>
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.<br>
<br>
Steve Perrin <br>
<br>
On 11/29/2011 1:15 AM, Alban de ROSTOLAN wrote:
<blockquote
cite="mid:1322558154.30491.YahooMailNeo@web28512.mail.ukl.yahoo.com"
type="cite">
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helvetica, sans-serif;font-size:10pt">
<div><span>Hi,</span></div>
<div><span><br>
</span></div>
<div><span>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...</span></div>
<div><span>The average of the same characteristics is used to
determine initiative order, summed with 1d10.</span></div>
<div><span>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.</span></div>
<div><span>Parries and Dodges also count as actions, even if
they can be used "out of turn".</span><br>
<span></span></div>
<div><span><br>
</span></div>
<div>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 :</div>
<div><br>
<span></span></div>
<div><span>Character 1 1st action<br>
</span></div>
<div><span>Character 2 </span><span>1st action</span></div>
<div><span>Character 1 </span><span>2nd action</span></div>
<div><span>Character 2 </span><span>2nd action</span></div>
<div><span>Character 1 </span><span>3rd action</span></div>
<div><span>Character 1 </span><span>3rd action</span></div>
<div><span><br>
</span></div>
<div><span>As for myself, I'd use the system below :</span></div>
<div><br>
<span></span></div>
<div><span>-DEX +1d10 determines Initiative</span></div>
<div><span>-Every Attack costs 5 Initiative points.</span></div>
<div><span>-Spell casting would have an Initiative cost based on
spell's Magic Point cost.<br>
</span></div>
<div><span>-Parries cost 2 Initiative points<br>
</span></div>
<div>-Dodges cost 3 Initiative points</div>
<div><br>
</div>
<div>A character will be allowed to act each time no one has a
current initiative higher than his.</div>
<div>Ties are resolved using any relevant stat : Skill, INT, SIZ
and/or DEX.<br>
</div>
<div><br>
<span></span></div>
<div><span>By the way, isn't RuneQuest 3 round 10 seconds long ?</span></div>
<div><span>Seems to me it's in RuneQuest 2 that a turn lasts 12
seconds.<br>
</span></div>
<div><br>
</div>
<div style="font-family: arial, helvetica, sans-serif;
font-size: 10pt;">
<div style="font-family: times new roman, new york, times,
serif; font-size: 12pt;"> <font face="Arial" size="2">
<hr size="1"> <b><span style="font-weight:bold;">De :</span></b>
<a class="moz-txt-link-rfc2396E" href="mailto:royce@efn.org">"royce@efn.org"</a> <a class="moz-txt-link-rfc2396E" href="mailto:royce@efn.org"><royce@efn.org></a><br>
<b><span style="font-weight: bold;">À :</span></b>
<a class="moz-txt-link-abbreviated" href="mailto:runequest@rpgreview.net">runequest@rpgreview.net</a> <br>
<b><span style="font-weight: bold;">Envoyé le :</span></b>
Mardi 29 Novembre 2011 4h50<br>
<b><span style="font-weight: bold;">Objet :</span></b>
[Runequest] melee round regulation question<br>
</font> <br>
Hi, All,<br>
A question about how to regulate action in a melee round.
But first an<br>
explanation:<br>
I can work with strike ranks, both as a means of deciding
who rolls to<br>
hit first and as a means of regulating the sequence of other
events in<br>
a strike rank. However, for my children, that would be too
hard. They<br>
aren't playing RuneQuest III yet, but I can't help thinking
about it.<br>
I know they'd be fine with strike ranks as a means of
deciding who<br>
rolls to hit first. I'd like to keep melee strike ranks for
that<br>
purpose.<br>
Various possibilities for regulating action in a melee
round come to<br>
mind. For example, divide RQ3's 12-second melee round into
thirds, and<br>
explicitly calling them 1st third, 2nd third & final
3rd. This would<br>
allow up to three melee attacks per melee round. But how
does it<br>
impact spell casting? I could say that a spell requires 3
SR's per<br>
magic point, so that a 3-magic-point spell goes off on SR 9
of the 1st<br>
third, but a 4-magic-point spell goes off on SR 2 of the 2nd
third.<br>
Hmm. Maybe reinventing the wheel is not the wisest
approach.<br>
<br>
I would like to know how other versions of RuneQuest -- or
house rules<br>
-- deal with regulating the actions in a melee round. If
anyone would<br>
care to share, I'd much appreciate it.<br>
Sincerely,<br>
Asher<br>
<br>
<br>
<br>
<br>
<br>
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