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  2. The old POW gain trap that never worked even moderately well in my old RQ3 game. I do wonder whether sorcerers should have a way to manipulate their spells so that overcoming a target's POW is made easier. In the past, having tapped a nice pool of extra Magic Points was a surefire way to crush target resistance. Drain Soul looks like the ideal preparatory spell for a follow-up with Dominate spells and looks to be a spell offering a POW vs. POW contest. I would expect spells like Tap Body also to require a victory in the POW vs. POW roll.
  3. lawrence.whitaker

    The Chances of Anything Coming from Mars...

    Worlds United is alternate 1950s Pulp SF/Planetary Romance. John Carter, Doc Savage, Clarke Ashton Smith, Jack Vance, League of Extraordinary Gentlemen, When Worlds Collide, both HG Wells and George Pal War of the Worlds, and much, much more.
  4. Ultor

    Rules for bar fight?

    Indeed, but iirc that was no-holds-or-weapons-barred.
  5. g33k

    Questions...

    @Todd@Chaosium or @Trifletraxor -- should this forum be locked? I mean, a wider net is cast if you allow non-Cult members to submit. But now that the finalists are chosen...
  6. jeffjerwin

    Rules for bar fight?

    Does anyone else recall the White Dwarf scenario "Rumble in the Tin Inn"? Because it seems germane.
  7. Today
  8. drablak

    Rules for bar fight?

    You use the unarmed attacks (p.208), don't forget the Damage Bonus. I'd use a club for an improvised weapon (stool leg) or 1D4 for something like a clay bowl (one shot only!), perhaps 1D8 for a amphora? Edit: Ultor beat me to it!
  9. Ultor

    Rules for bar fight?

    Fist, Kick, Grapple, Knockback, Dodge, Thrown Rock give you the basics. I'd make any improvised weapon have 1d4 damage with crushing (for a beer mug or plate) or slashing (for a kitchen knife). The free Rune Fixes document contains rules for subduing and disarming.
  10. Manu

    Rules for bar fight?

    RQG has great rules for sword and shield fighting. But a brawl in a bar is more difficult to handle. It is not very clear to me...
  11. womble

    THE SORCERY RULES YOU NEED TO REMEMBER FOR RQ:RiG !

    One thing that does bother me about Sorcerors: they need all the POW they can get for their Inscriptions and MP stores, but they don't really have any way of getting more POW per year than their two rolls for Sacred Time and High Holy Day, without some POWvPOW Spirit Magic. All their spells seem to compare Strength vs... or Intensity vs... The only activity they get POW gain rolls for is Spirit Combat. Or 500L for a training session. That's more of a crimp to their style than lack of Fire Rune, and makes 'native' Free INT even more important: if that's pretty much all they'll ever have, how can they ever hope to amount to anything?
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  13. g33k

    The Chances of Anything Coming from Mars...

    Teasing an already-announced setting (from July)... 50's-esque pulp sci-fi. Explicitly not "hard" sci-fi to out modern perspective (because 50s pulp). https://www.tapatalk.com/groups/designmechanism/tdm-in-q3-q4-let-s-talk-t2500.html
  14. drablak

    THE SORCERY RULES YOU NEED TO REMEMBER FOR RQ:RiG !

    What we have now is sorcery rules for the humans of the Dragon Pass area. It may be that sorcery in the west is different, with spells of their own, based on different principles and/or other limitations, and perhaps the Brithini (or whatever) start with 3d6+6 INT instead of 2D6+6.
  15. Jakob

    The Chances of Anything Coming from Mars...

    So, is this teasing a new setting ...? H.G. Wells, okay - but "Worlds United" sounds like a Kurd Lasswitz spin on it ...
  16. pachristian

    Mythic Greece

    I very much looking forward to Mythic Greece, but I agree that Mythic Persia would be great to have! Ideally it would cover multiple eras, and so could be a companion piece to both Mythic Greece and Rome.
  17. Kordain

    Advice for starter campaign for born again GM

    @Crel agreed. I know they are used to the ease of D&D so my thoughts too.
  18. womble

    THE SORCERY RULES YOU NEED TO REMEMBER FOR RQ:RiG !

    I don't think having units of foot armed with +3d6 Boon of Kargan Tor'ed weapons, strength 20 Ward Against Weapons and a couple of Neutralised Runes led by captains with 300-odd Battle and instant voice comms with their General is 'dilatory'. And that's entirely doable for an organised army from an organised society. Some of the Sorcerors who made those 'buffs' would even be marching in the ranks. And in a battle situation, the casting time for big Sorcery spells isn't quite such a problem as it is in a dozen-body skirmish which'll be done by the time the spell is cast. Those big-Intensity Fingers of Fire fuelled by platoons'-worth of MP Enchantments will sting, even if they're cast at double cost by a magus with the Earth Rune mastered. It's also far from the only thing they could do. We don't have anything like 'all' the spells for Sorcery yet (and probably never will, since you can make what you like, within reason..) There's a thread of additional Sorcery spells and that's got Flying in it... We also don't have much info about how the Divine interacts and synergises with the Sorcerous, in places where Sorcery is part-and-parcel of worship and the two go, and work, hand-in-hand. Maybe there are ways of storing Sorceries in a Vancian manner, or just in some kind of glyph or Enchantment so they can be used with snap-timing: how much more efficient is it to heal yourself with MP you wouldn't have used for anything otherwise than to have to use the ones sitting in your aura now? Even if those MP only heal at 25% of the effect per point cast compared to Heal Wound or Heal?
  19. Kordain

    Advice for starter campaign for born again GM

    Interesting. I’ll look it up. Thanks.
  20. g33k

    What price for Dune?

    I don't believe that publisher still operates; I think that should be, "Lyonesse had an official RPG..."
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  23. styopa

    THE SORCERY RULES YOU NEED TO REMEMBER FOR RQ:RiG !

    Some people may find the idea of consigning Sorcery to sequestered gnostic aesthetes "fun". Then again, some people find role-playing the managing of a stead "fun" while others are entertained by the compelling cut-&-thrust of a grocer & farmer negotiating the price of leeks... My players? Not so much. Relegating sorcery to more of an NPC function like 'magickal alchemist/astronomers' is not only dramatically uninteresting, it's not narratively persuasive either? As I understand it, sorcery is one of the three principle magical 'pillars' of Glorantha: Divine, Draconic, and Sorcery (with spiritualism and spirit magic potentially a fourth pillar, or more of a magical 'underbrush' depending on your viewpoint, and Lunar magic is...a new exception). I *certainly* don't see the mighty Jrusteli Empire, the Brithini, the Mostail, Fonrit, and pretty much the western 1/3 of 3rd age Genertela as feebling along on what amounts to dilatory buff-spells. None of those societies could have become what they were without a rubber-meets-the-road PRACTICAL magical toolbox, and it just doesn't seem consistent or credible that they were actually tossing around divine spells and spirit magic to get stuff done. How...drab? This presentation of sorcery of course is deeply colored by the deliberately-occluded presentation of RQG as "pretty much only the Dragon Pass area" - there, sorcery may indeed be relegated as described in this thread. No, while I CERTAINLY can see the narrative justification to sorcery having much broader intellectual underpinnings, scholasticism, and a theology based on deduced magic (rather than the 'revealed' fixed-effect magic of Divinity), I think the imagined constraint of Sorcery to only that is pretty badly mistaken and inconsistent with Glorantha as presented (barring more retconning). While I fully agree that viewpoint is perhaps common in some circles, your quote itself pretty strongly implies that there ARE in fact practical applications of sorcery out there, no matter how much they are dismissed by ivory-tower elitists committed to preserving their narrow worldview?
  24. lawrence.whitaker

    The Chances of Anything Coming from Mars...

    are a million to one," he said. Worlds United
  25. MOB

    Call of Cthulhu Starter Edition

    To coincide with the launch of the CALL OF CTHULHU STARTER EDITION, we've created a new video series introducing the game. Specifically pitched to newcomers to roleplaying games and Call of Cthulhu, these short (2 - 3 minutes) videos cover basic topics including "What is an RPG?" and "What is Call of Cthulhu?" Instalments we'll release shortly include "How to Play", "The Starter Set", and "What Next?". Here's Part One: The video series features Jess, an actor, dancer, gamer, and friend of Chaosium from Melbourne, Australia, and later some of her friends, around the gaming table. You can see more of Jess's performing arts work here:https://www.starnow.com.au/jessicamartin55
  26. Well since BoU refers to GPC second edition I think it was something Greg was thinking about too. I suspect he wanted to get Sires, Castles and Magicans out so he could keep everything consistent, get all the names right and so on.
  27. Of course not. The historical record is full of sorcerers contemplating the skies, looting Kralorelan celestialogical records, and identifying Ehilm/Idovanus with Keter/the Supreme Light of Consciousness/Pleroma/whatever. Angels of Light communicating secrets with wizards, or wizards levitating their intellect into the Aetherial realm. Only the silliest of wizards would take such cosmic secrets and sully them into a petty fireball. Fireberg yes, because that is awesome. Fireball? That is the sort of petty thing I'd expect to see from some half-barbarian Ralian. Or a fully barbaric Fonritian.
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