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Ref: RuneQuest

House Rules (20 August 03)

Damage modifier and ranged weapons

Thrown weapons will have half the damage bonus (roll damage bonus * ˝). Bows and Crossbows do not get the Damage bonus. Strength rated bows are available from master craftsmen.

Default Languages

A character will get 5 * INT for their native language and 3 * INT for Trade talk.

Defense

There is no defense. Dodge replaces it

Dodge

Agility skill modifiers apply. Base chance 05%.

A skilful dodger is rarely where the blow falls. A successful dodge roll means that the adventurer will not be hit by the attack he is dodging. An adventurers Dodge ability is decreased by 1% for each point of encumberance carried.

Dodge takes no time when used against a hand to hand melee attack. It takes an entire melee round when used against missile attacks, and cannot be used during strike ranks occupied with shooting a missile weapon.

An adventurer is normally limited to one attack and one parry per melee round. A dodge maybe substituted for one or the other.

Dodge can be split to use against multiple opponents even if the skill is less than 100%. Each opponent may only be dodged once during a single round. For example, if a character has 50% in Dodge and is being attacked by two opponents, they may choose to split their Dodge 30% to one opponent and 20% to another.

A successful dodge against a normal successful melee attack means that the attack missed. However, a special Dodge roll is necessary against a special hit and a critical Dodge roll is necessary to avoid a critical hit. If the Defender fumbles his Dodge, then the attacker scores an automatic normal hit unless his rolled attack is better.

Agility Modifiers

	01-04	05-08	09-12	13-16	17-20	Each +4
Dex	-10%	-5%	0	+5%	+10%	+5%
Str	-10%	-5%	0	+5%	+10%	+5%
Siz	+10%	+5%	0	0%	-5%	-5%

Training cost	Base Chance	05-25	30-50	55-75	80-100
Dodge		05		200	400	800	1600

Healing Potions and salves

There are a variety of healing potions –
“Standard” healing potion does 1D6 points of healing to the worst hurt part of the targets body. Cost 200L

Fixed Point Salves are applied to a part of the body and heal that area. They come in 1 to 8 point varieties. Costs are

1 Point 50L
2 Point 100L
3 Point 150L
4 Point 250L
5 Point 400L
6 Point 600L
7 or more price on request

Spell casting

If a character is hit whilst preparing to cast a spell they can continue to cast it. Spell casting can only be interrupted if the caster is killed or knocked unconscious

Missile fire into Melee

When throwing or projecting into a melee, the missile user cannot be sure he will not hit a friend. His chance of hitting a particular target is divided by the number of people in the melee. If his player rolls a number between the adventurers normal chance to hit and the adventurer’s chance adjusted for shooting into the melee, the GM should randomly determine which of the targets was struck. (This random determination can still result in the intended target being hit.) The missile firer becomes eligible for an experience check only if he hits his intended target.

Example - Current ability 65% firing into a group of five gives a 12% chance to hit the target. A roll of 12 or less hits the intended target, 13 to 65 will hit a random target (possibly the original intended target) and a roll of 66 or greater will miss.

If the adventurer is using a missile weapon on a mass of targets and does not care who he hits, his chance of hitting is increased 5% for every extra body shot at, as long as the bodies are packed closely to each other. If the enemies are approaching in a loose skirmish line, the missile user must pick one target. If they are packed into a dense spear wall, then he may fire at the massed troops.

Dodge Previous Experience

Players get 1D6 skill rolls on Dodge as part of 5 years Previous Experience.

Apprentice Previous Experience

After review, I am adding 4000L worth of spells after the Apprenticeship has finished, other wise there is little of having spells with the money available.

For purposes of determining the costs for the training from the apprenticeship, start using the base chance for the skill and do not add the natural ability bonus until after the training has been bought.

Parry Clarifications

Shields do not take damage when parrying. Weapons only take damage when parrying a critical. Once an attack is declared, the defender must decide if they are parrying. If the attack misses then the parry action is still used.

When an attack is successfully parried by a shield, the damage is still rolled. However, the shield adds adds its absorption value to any armor in the hit location and any damage that exceeds that total will strike the target.

Parry a miss - Attack is blocked anyway. No damage to parrying weapon.

Parry a normal attack - Attack is blocked. No damage to parrying weapon.

Parry a Special - Attack is blocked. No damage to weapon or defender. For impales parried by a shield, the weapon is stuck in the shield.

Parry a Critical - A weapon, which parries a Crit, will take twice the normal damage (double rolled) except if the attacking weapon is an impaling or long hafted weapon, then the parrying weapon will take no damage. If a shield parries a Crit, roll damage as normal and any unabsorbed damage will strike the parrier, though armour will count as protection.

Crystals

Only one person can attune to a Crystal at any one time. When a new person attunes to a Crystal then any previous attunement is canceled.

Crystals must be in close procimity to their owner to be useful (within 1m).

Bargin

The Bargin skill starts with a base of 5% plus Oratory bonus.

Swimming

Swimming in Leather armor is at –10% to the skill.

Research

Sages charge 20L per hour for research

Spells

Silence

As per RQ 3rd Ed. Silver is a variable spell adding 5% to move silently skill per point of spell

Combat

Split attacks

Attacks can be split if the total attack chance (including bonuses for spells such as Bladesharp) is over 100%. Each attack must be at over 50% chance

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Last edited August 21, 2003 12:02 am by 194.6.81.93 (diff)
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