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Jusmak

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  • RPG Biography
    RPGs DD & RQ from 1986, Rolemaster, cyberpunk later
  • Current games
    RQ3 soloing
  • Location
    Finland
  • Blurb
    Coming back to gaming in Glorantha. Played last maybe late 90's regularly. Bought old pdf, sourcebooks, and have enjoyd immersing myself with Glorantha stories, myths and soloadventures. Maybe someday can find a new gaminggroup.

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  1. Ok, so as assistant shaman, then. It could be stated a bit more clearly at profession description. He could maybe contact to cult spirits of Kyger Litor, and train a bit his shaman skills safely inside temple? Kyger Litor is shamanic/priestly tradition. First spirit travels maybe only to outer sphere of spirit world. I think shamanic traditions vary a lot in general, and what uz tradition would be like... I think shamanism is that heavily present, that one shaman has several students. Students may form a trance circle and enter spirits world together as a group under shaman supervision. It will take quite time to be ready for initiation, and some may never "graduate", those either remain as assistants or change profession.
  2. Creating Uz character, profession Shaman. Does this profession really mean real shaman, with fetch or more like assistant shaman after all? Does he use spirit combat damage d6+1 or d6+3? At creation he gets 5 points spirit magic, but on spirit magic chapter it says: " a shaman can have any spell he wants." That sounds a bit dull way to develop a character. As he anyway has skills like spirit travel, spirit dance, spirit combat he can have his adventures in spirit world, and have his way to find spells he want. I think I have seen somewhere, maybe in some previous edition how shaman fights in spirit combat for learning a spell. Does somebody remember such table? For now I think 1 spell point could be equavalent for 1D6 POW of spirit. So 4 p shimmer would be found from spirit with 4d6 POW. Strong shamans with fetch would still have strong spells, but there would be some limits to spells at hand.
  3. Jusmak

    Iron axehead

    Ok, that good to know. I was following a bit wrong lead. POW-roll is good idea, if it's not, it'll be enchanted in babeester gor's temple. For the first piece of iron, anti magic properties are not so interesting, partly because of shield-spell.
  4. Playing old solo adventure, where pc found iron axe head. Not sure, if it belongs to battle axe or great axe. Or if it is enchanted or not. I found new RQG info, that enchanted iron is considered as steel, making it sturdier with more HP. But, unenchanted iron gives normal weapon damage to magical creatures like werewolves. And unenchanted metal is harder to cast spell on, -5 % for each ENC of iron. So is it more likely to find unenchanted iron weapons, because of damage done to creatures like werewolves, or more likely to find enchanted iron? So it would be more difficult to cast a spell like blade sharp, fire blade, dull to unenchanted iron weapon. But in case of axehead, when weapon itself is 2 ENC, it is maybe only -5% check roll. For shields and armor I guess steel is more preferable. Thoughts?
  5. I was in one PbF Mythras game, which ended shortly because of Rl issues overwhelming many of us. But I liked the concept. There was not many skill checks or battles, story was going well on more by dialogue than fighting. There was not much tactical maps, and it was all fine. Glimpse of starting point was enough. I am interested to play. Not so running one. There is ready adventures in bookshelf, so in theory I could learn to run one.
  6. Dodge, acrobatics or leap... would do I think. Joerg's minoan bull dancer example was good for describing acrobatic action, which for my liking has nothing to do with weapon skills. A lordabdul mentioned, I like to have too some situational modifier table ready to keep game flow going. For example I tried to find those area effect attacks mentioned, but could not find them in new ruleset. It's years I last time played RQ, so I rather had those rules also in new edition mentioned instead of trying to seek for them from previous editions. I am also missing, what is intensity cap of spirit magic spells in this edition? Can I buy from cult bladesharp 15, if I have enough money and charisma?
  7. Argh, fumbling with tablet. Thanks Joerg with examples.
  8. I meant, that with 300 % skill, truck can hit you only at 5 %, no matter what you use to parry with or what is against you. Worst part is not, if parry succeedes always, but the skill over 100 % rule. So, it is that part of the skill, which determines you are nearly untouchable against anything. And with earth shield quite much so. Opponent not only needs to succeed at 5 %, but you have to same time throw over 96. I noticed that, by my first character - babeester got initiate- having parry streight from start 95 with shield and 90 with axe. It is not very hard to raise over 100%. Earth shield, axe trance both spells at hand. It is even handy to attack with shield and parry with axe to break opponents weapons. She is quite hard opponent to win even from start, much worse if she sometime decides to use those spells....
  9. What would be dodge for, if not sidestepping? Because game rules have separate dodge and parry I do see parrying weapon more to do with weapon handling and dodge to be more involved with footwork, exactly how to evade hits. If giant slams with a tree normal size man, who parries at 300 % skill against giants 66 % attack end result is hard to explain logically by rules, if you have dodge but do not need to ever use it. Also I did not see any knockback as effect from previous editions, if damage is greater than your size, it would be automatic knockback and fall against DEX x 5. Is it somewhere, or just good idea to houserule it in? To me it is very much same, if you had not any weapon but tried to wrestle that charging triceratops. While in this edition there is separate dodge skill, you do not need it, if you have good enough parry. So doing unarmed parry with very high skill leads me actually confused... you actually CAN wrestle charging HUGE THING, while it has only 5 % chance to hit you. So this challenge to imagine.... You are standing at motorway and a truck is going to drive over you. You won't do any evasive movements as sidestepping, but instead draw your steel and hold firmly your ground, confident to pick all damage with your weapon. You try to put your sword someway between to deflect that truck... ...and you actually SUCCEED! I do not understand how, but you do. You are standing right there where you were without need to do any steps or jump to safety. You can do same thing with any object in your hand or without, just parrying with your fist. If you had a headbutt attack, you could even parry with your head that incoming HUGE THING.
  10. Well, feints do work against same size fencers. My problems was more to do with huge size difference. I think it is a bit similar, if you try to parry charging rhino, mastodon or building falling over you. I do not think any of those would see that little stick or shield in your hand any way threatening and so to be effectively used for intimadation, feint or covering. Was it in Mythras maybe, where charge would give penalty to parry? Maybe that is my way to go here. Opponent twice your size makes you parry at half skill and so on. Or maybe it is better do that by 10 size units steps over other. Was there a knockback rule in new ruleset other than intentional knockback? A bit more situational modifiers would not harm either.
  11. I became wondering this parry thing. If you get your parry skill by any means huge, it becomes quite hard to logically explain certain fights. For example duck sized 6, having any stick or paddle, which can be used as parrying weapon fights oversized opponent for example size 50, but low attack%. I do not think any amount of skill can overcome brute stength and mass, when there is no need to attack, but sit on you. ... I have tried to wrestle big guyis, and sometimes they are just too big. How you do it? I saw thoughts, that rules over 100%, would not be used in parries, but attack only. That would work. Then I think seeing some old table, where was given modifiers according to size. It was mostly like, it is easier to hit bigger targets, but I think same kind of idea could be used. Size nullifies parry, for example 10 size units difference prevents using over 100 skill rules. I think dodge or jumping away is only logical solution to avoid hit by a very large moster. And do we need over 100 skill rules to decrease opponents skills? I have just played two solos. Even it is RAW, I think not to use decrease option allowed. There is already demoralize, shimmer. It may be so, that rule is more to do with scaling, but how someone actually can affect otherone's skill logically other than by magic? Throwing sand to eyes and other dirty tricks? Could over 100 skill decreases be explained only by dirty fighting, does honorable orlanthi do that?
  12. I like that concept, of stregth categorizing how large and effective weapons creatures can use. Damage could as well be described through that brocedure more than dam. mod. I think too, that sharp weapond are a bit more dangerous than blunt weapons. However I had concussion to head by very small girl armed with bo (staff). Clubs are very common weapons, police forces use those rubber ones. Sticks are devastating in skilled hands braking so many small bones easily. Sticks work with speed, not weight. Reallife blunt weapons are fast, not heavy and cumbersome. If nothing else, I would give them atleast stunning effect, when hits head. Bone can stop dagger penetrating and cause major wound, but blunt weapon brakes that bone, causing much pain. Headstrikes with hammer at at leat equally dangerous as withbladed weapon. Like TV crime series, a dead body with found with wound made by blunt weapon is quite common.
  13. I think its plain history of game development, than any reallife meaning why crushing weapon special effects are handled as they are. Need for damage mod. can be claimed as important for impale and slashing a it is for crushing. Without positive dam. mod character does not have enough power to strike a stick through somebody's body or sword's edge cannot sink deep enough to cut major arteries. How much strenght it takes to strike with small hammer somebody's bony area, kneecap or skull broken, not so much.
  14. There is not been time or chances to play rpgs, but I bought minis and did a bit painting with them. I have not yet used them in play, but facing is anyway a consideration RQ3 style.
  15. I do not know much about Glorantha lore, but something about unarmed combat. I think, it's been as long as there has been competition over possessions, mating, surviving. I doubt living in Glorantha would be so much different. If Orlanhti seeks for violent resulution, is he always in every place carrying a weapon, does he have to go home and pick it first up, or what he does if for some reason he is carrying a weapon in that instant? Question about organised schools about unarmed combat, is same as is there teachers, who teach swordfighting amongs Orlanthi? Kenjutsu or fencing schools, why would those exist, if there would not be schools of unarmed combat? In any culture there usually exist at least some, who knows something about unarmed fighting, weaponmasters who teach not so often. Name a culture on earth where is no tradition of fistfight or wrestling. Weapontraining is quite often build up on basis of tradition of unarmed combat. Surely unarmed combat may not be a key element in play, but it could be - for a fun. It needs much houseruling, to become satisfactory, but it can be done. Or find other rulesystem, to simulate that. Rule about 'closing in' needs to placed, and I think Mythras is presenting that quite fine by opposed roll (for example jump/DEX vs. DEX/dodge or DEX vs weapon skill, if counterstriked. There is no such rule in RGQ, so it would need to be used in all melee. And yes, satisfactory level for grappling get an increase again
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