[Runequest] melee round regulation question
Robert Hoffman
iquinn at surewest.net
Tue Nov 29 06:19:29 UTC 2011
Yeah same goes for us; 2 actions per turn which includes a basic shuffle or
rotate for movement. You can then select movement for one or both of your
actions; this is a quick and dirty way to account for charges/knockbacks. I
loved the concept of strike rank but always found them too cumbersome in
practice. IMHO combat should be quick and dynamic.
Cheers,
Bert
-----Original Message-----
From: runequest-bounces at rpgreview.net
[mailto:runequest-bounces at rpgreview.net] On Behalf Of Gary Sturgess
Sent: Monday, November 28, 2011 7:59 PM
To: RuneQuest Rules
Subject: Re: [Runequest] melee round regulation question
On 29 November 2011 11:50, <royce at efn.org> wrote:
> Hi, All,
> 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.
(snip!)
Good for you, indoctrinating... err... "teaching" your kids to roleplay. :)
In my group (sadly so far past childhood we are barely the same
species) we eventually settled on allowing 2 actions per round, chosen
from attack, defend (dodge or parry), or cast a spell - so if you want
to cast a spell, you give up either your attack or parry for the
round. We kept the strike rank system for who gets to go first; with
an attack, it's your melee SR as normal, with a spell it's your DEXSR
+ magic points expended.
We found that to be a reasonable compromise that preserves most of the
feel of the core rules while making it a bit quicker to calculate in
practice.
--
GAZZA
_______________________________________________
Runequest mailing list
Runequest at rpgreview.net
http://rpgreview.net/mailman/listinfo/runequest_rpgreview.net
More information about the Runequest
mailing list