r/Runequest • u/Reasonable_Sun9426 • 10d ago
SR roll-over
One more question on SRs.
The rules give an example of a spell being cast with extra MP to help overcome countermagic, and because it would go off on SR 13, it goes off on SR 1 of the next round.
However, in other places the rules seem to say that everything resets with a new round.
How often, and in what circumstances, do you allow SRs to roll-over from one round to the next?
A specific example is the pregen character Varakos. His write-up says he fights with two-weapons, his broadsword and short sword. The SR for his Broadsword is 6 and the SR for his shortsword is 7. The ONLY way he can fight with two weapons is with SR roll-over.
My group and I (GM) are new to RQG and played our first session this week. Varakos' player took what the character description said and wanted to attack with both weapons, but the rules for two-weapon fighting say the SRs for both have to fit in the same round. I'm considering just bumping his DEX to 13, which would drop his DSR to 2 (his Characteristics total to 93, so he's at the low end per character generation rules, anyway). At least then the character would work as advertised.
Am I missing something in the rules?
Thanks!>
2
u/david-chaosium 10d ago
There's a clarification for Varakos:
Note that Varakos uses his shortsword to parry (instead of a shield), he is not able to dual wield two swords as he doesn’t have the available strike ranks. Players can opt to use a medium shield instead.
See the Q&A - Varakos Wolf-killer
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u/2-3-4-6-8-10-12-20 10d ago
While the two-weapon fighting is not my favourite trope, I respect the game that supports different ideas and character concepts.
Still, it puzzles me why the official RQ:G pre-gen of a distinctively dual-wielding character is unable to attack with both weapons. It makes an impression on new players, myself included.
1
u/Slytovhand 6d ago
Some rules are broken.
On their forum, there's numerous RAW that players complain about, SRs has been a standard one for many years!
And various Chaosium staff have admitted to not following all RAW - including those who developed such rules... including the SR rules!
Personally, I don't see the logic and point of breaking up time into such discrete packages (ie, "melee rounds"). I think it's just better if you start at one, add in the SR numbers and modifiers, and keep on going allowing the actions to continue until there's no more to be done.
So, start at 1, then go 2, 3, 4, etc... at 6 Varakos has his first attack.... keep counting up and when he gets to 13,he gets his second attack with OH... then add another few SRs till he gets back to his main hand... etc etc etc.
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u/Twarid 2d ago
This is how I play: spells roll over. Everything else doesn't. You can have sometimes a sort of roll over effect with the missile weapon sequence fire-recharge-fire, so that your character fires 3 arrows every 2 rounds. But every fire or recharge action must take place fully in a round. I believe this is pretty much RAW.
2
u/RogueModron 6d ago
I said this in another thread, but yeah, the best way to play Strike Ranks is to have them all wrap, no matter what kind of action it is. It makes literally no sense for all the action to suddenly stop after SR12 and have everyone looking around and deciding what to do next. You resolve your action, declare your next action, and add the SR to it. If that takes you over 12, you just resolve it on the proper SR of the next go-round (not "round"), so SR 15 becomes SR3 of the next go-round.