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  2. Job

    HQG takes the back seat to RQG

    I hope they will provide HQG runes as well as RQG runes for each deity in the Gods book. I'm looking forward to Dragonrise add-on to Eleven Lights campaign. I am also hope for Sartar-Rising-era Nochet and Whitewall scenario books. At least these books will link up the Sartar Rising era to the RQG time period nicely.
  3. I wish you luck, but I treasure my copy far too much to part with it, especially considering that it's signed by Greg.
  4. Sir_Godspeed

    Orlanthi Clan Fission

    Just to clarify - I did not say the group did not have warriors. I was just describing what I thought such a splinter-group looking to form a new clan would probably look like: demographically varied, reflecting more or less the same proportions of society overall, with dedicated warriors in a minority. In other words: it wouldn't be an army. It would obviously have warriors - inasmuch as every Orlanthi group containing adults, and containing even a modicum of a political leadership has warriors by the very nature of Orlanthi clan structure.
  5. PhilHibbs

    What the heck... Check that out!

    ...until you've taken 5 points off it, at which point it is destroyed.
  6. Sir_Godspeed

    Ernaldan manipulation at the largest scale

    The idea of multiple differentiated units being part of a undifferentiated whole should not really be too hard to imagine to someone grown up in the mostly Christian West: The Son is God, the Father is God, the Spirit is God: but the Son is not the Father, is not the Spirit. In other words, Ernalda is The Goddess, Seshna is The Goddess, Asrelia is The Goddess, Maran Gor is The Goddes: but Ernalda is not Maran Gor, is not Seshna, etc.* Or, put into some phenomenological form: my left arm is me. My right arm is me. But my right arm is not my left arm. The question "thea-sophists" of the Theyalan Earth Tradition are going to disagree vehemently on, probably, is what exactly the deeper nature of the The Goddess is, and what the limits of The Goddess is. This is an area very fertile for some great plot lines, where players are probably free to declare this or that as incorrect or correct. As you mentioned, I'd imagine plenty of orthodox Earth Priestesses would find "pseudo-pantheistic" argument heretical and self-evidently wrong. Others might bob their head from side to side and admit that there are deeper truths into the identity and workings of The Goddess, and us mortals can only ever spy a little of Her. Some might take this further. Who knows. (*The Voria-Ernalda-Asrelia trinity is already pretty obvious, and might even be considered a trinity-within-a-pantheity, or more simply put, comparable to the differentiation of the fingers on a hand versus the differentiation of all limbs to a body. Still separate, but more closely linked.)
  7. PhilHibbs

    A fetching question... (ie, shamanism)

    If a character goes up against the Bad Man, and they break off before the 1D6 roll of rounds is reached, am I right in thinking that the taboos and abilities accumulated are disregarded as they have not become a shaman?
  8. JonL

    HQG takes the back seat to RQG

    Where I feel the loss most acutely is the Gods book being re-directed. The thing that would have otherwise been most useful to me has its utility (to me) most degraded, with so much word count devoted to crunch like associated cult spell lists & skill training opportunities rather than setting info, Runic associations that aren't on the RQG character sheet replaced and so on. With @jajagappa writing the Nochet book, and with the significant changes to the setting there between the game-lines time periods, I have some hope it will stay HQG. (Fingers crossed.)
  9. Today
  10. Atgxtg

    RQ vs D&D

    Yeah, it is a case of just how much can you change the game before it becomes/feels like a different game? I don't thionk there is a objective way to tell. That's why every time there is anew edtion of an RPG some of the fans of a previous edition don't like it and refuse to switch. I saw it with D&D to AD&D, with AD&D to 3E (which is what led to Hackmaster), and with 3.5E to 4E (which is what got Pathfinder started, and caused 5E to come out so soon and prevent the loss of D&D to Piazo). Likewise with RQ there were splits in the fanbase when RQ3 came out, with MRQ, and even now with RQG. So it's something of a gamble, since every change risks alienating a portion of the fanbase, and possibly a decrease in sales. But on the other hand without any change nothing in a game can improve and the rules can stagnate.
  11. Hzark10

    Underage Knights and Inherited Attributes

    Assuming we accept PV's rules in that regarding skills, I would accept the following: 1) Rudimentary knowledge Base 3) Normal competence 10 5) mastery 16 6) renowned, virtuoso level 20 Remember that many times, the number of coins you thrown is your base attribute (Brawn or Presence) plus a skill. Like the attributes, skills are limited to 6. So, giving abilites based on stats in Pendragon: I think this is the way to go. It would also help make conversion easier as the base skills are now based on a stat. I think we have the basis for a good start on conversion and a similar working system for a tweak in KAP.
  12. Sumath

    RQ vs D&D

    You'd still have scores called STR and DEX (they'd just be +2, -1 etc. instead). Ascending AC was introduced without affecting the identity of the game, so I can't see this being a big deal. Retaining unused 3d6 scores in CharGen just for nostalgia seems silly to me - isn't that what OSR rules are for?
  13. Runeblogger

    RQG: Reviews Thread

    I understand that it is far better to have a bestiary now, than a really exhaustive bestiary in 2 years. Will the rest of the creatures be included in a "Bestiary 2" or in their respective regional supplements? For example, woolly rhinos in a future Fronela book?
  14. Good. Part of the difficulty with female characters is that they have been marginalized in just about every conceivable way in the rules. Now some of that is due to the sources/setting, and some of it due to the focus of playing heroic knights, but the overall effect is that, as it currently stands, women are not worth playing, outside of the occasional warrior woman or magician. It's a tough tightrope to walk though, as we all want to improve them, but we still have the genre constraints. Oh, one other advatage of defaulting skills to an attribute in some way is that female characters will now get a default with weapon skills as well. Which could help those characters.
  15. Hzark10

    Underage Knights and Inherited Attributes

    There are discussions regarding this, rest assured.
  16. Hzark10

    Underage Knights and Inherited Attributes

    The other thing that needs to be accounted for is the different timelines. PV is knighted by the High King Arthur in 433, yet in KAP, Arthur pulls the Sword from the Stone in 510.
  17. Paid a bod yn dwp

    RQ vs D&D

    Prime stats are used in 5e - opposes strength and dex checks for example. Removing something as iconic as prime stats starts to dismantle the identity of the game. There’s innovation and then there’s innovation. I feel the same about saving throws in DnD, but they’re such big part of that games identity that they would be too problematic to remove. I think it’s the same for RuneQuest. If you change it too much or too dramatically it ceases to be the game you identify with. That’s ok if you’re starting fresh, but not so if you have legacy.
  18. It's less work. All that chancges would be your starting value. Instead of a (3) or a (7) or a (10) you'd start at APP/2. If your APP chanceg, your ceiling would go up, but that would be as complex as I'd make it. I don't think so. Yes, social skills will improve for high APP characters, but since it takes 2 points of APP to improve courtly skills by 1 point, I don't think it is any easier. Yes someone who starts with a 20 APP will also start with 10 in all their courtly skills, but that will come at the expense of other attributes. Plus a 10 skill isn't all that great. So the character will still need to spend a couple of years/picks to get skills up to 15. About the only point where I think it could become a problem is with ultra high APP, but even then the glory used to boost APP up to say 30 is glory that would have been more effective elsewhere (like boosting Intrigue from 15-20 or 20-25). But, since we are in the R&D stage, can somebody "break" this? Try writing up a Knight of Lady with this rule and see how far you can push the envelope. Try a half fae character and max out APP and see how far you can exploit this in chargen. I suspect that for a knight you can write up a social beast who is a paper tiger in combat. A lady would be somewhat more dangerous, I think, but that was what we were aiming for. I'll admit I'm a bit concerned that lady characters only need one attribute (APP), but that's true without this rule. BTW, I really wish CON would factor into their childbirth rolls. Something like if a woman "dies' in childbirth she gets a CON roll to survive a mortal wound. As the game stands now SIZ, DEX, STR and CON have no value to a lady character. But, back to the point, try to break this and see how bad it actually is/. Maybe APP/2 is too much and we need APP/3? Maybe it works just fine. Let's try to abuse the idea and find out.
  19. Hzark10

    Underage Knights and Inherited Attributes

    But if I am trying to track my skills, how much more work is this? And, more importantly, is this a quick way of skill-creep? Part of the frustration I had as a player, and accepted as part of the system, was I could not raise everything as fast as I wanted to. I had to choose. Make it too easy, or quick, and we will all have generic super characters.
  20. Oh, and just to throw in another idea we could have APP an/or DEX factor into the training and practice. For example if APP is 15-24 courtly skills get 2 points per point spent, if 25-34 3 for 1 and if 35+ then 4 for 1. Likewise if APP is below 5 then it take 2 points to improve by 1. THat would make it much easier to get a skill up to 15 with a high attribute.
  21. Yes. Although APP will still be useful later in play as players won't usually be able to or not necessarily want to raise all of their courtly skills above the default. For instacne if a Lady has a 20 APP he default scores would be a 10, so she would probably better better off concentrating on one or two skills skills like Courtesy and Intrigue and rely on the default for most of the others until she getsthe first two up to a point where she is happy with them. Say 15 or even 20. Then maybe years later she might look at Orate or Compose.And, if she should happen to have raised her APP by then, so much the better for he default skills. Well as envisioned, the default just replaces the value in parentheses next to skills. No more no less. So by itself it does't change anything. Now if we wanted to increase the training cap too we could, but that would make APP so important to courtly skills as to be the dominant factor..You could wind up at a point where someone's floor is above another's ceiling (i.e APP 20 vs APP 5). Yes, plus even when the mess up they look good doing it. In some ways it can even make them seem more charming as a sort of minor flaw that prevents them from being obnoxious.
  22. PhilHibbs

    What the heck... Check that out!

    The way you have played it has always been the way the rules were written. You don't get a POW check for resisting spells, and never did in any Chaosium edition.
  23. Bohemond

    Orlanthi Clan Fission

    I think several hundred would be the minimum necessary to create a viable clan. Much less and what you get is more like a bloodline or a fragment of a clan that would probably need to join a new clan. A brand-new clan is very vulnerable. Until it finds a new tula, it's just wandering rootlessly like the Deadwood (who first appeared--I think--in a scenario in the old Tales of the Reaching Moon, but who seem to be semi-canonical). Once they find a new tula, they need to forge bonds with any supernatural beings on the tula, acquire a new wyter, build alliances with neighbors, and persuade a tribe to let them in. All of that is on top of the basic survival stuff like building steads, marking out fields, etc. And remember that the thing that deters aggression against a neighbor is the threat of reciprocal aggression from the neighbor or the neighbor's allies. So a rootless or newly-settled clan is going to be vulnerable to aggression from all its various neighbors until it has managed to build up those various bonds. A clan without a wyter is particularly vulnerable to magic aggression like curses. A clan without political allies is vulnerable to military aggression. So founding a new clan is risky business. It happened a lot in the settlement period because everything was in flux, but by the 17th century it's probably an unusual event in Sartar because much of the decent land is either occupied or else problematic to exploit (like the Staglands because of the Telmori). Ivartha the Skinner's attempt to colonize Torkan's Vale ended in disaster because of the Telmori, even though she had the support of the Maboder tribe. So the specific scenario you mention--a group of women, children, elderly farmers, and livestock, without warriors, attempting to form a new clan--strikes me as likely to end in failure unless the women have a LOT of magical resources to back them up. For example, if the group is lead by an Ernaldan who has powerful peace-making magic or a Maran Gor who can intimidate enemies with threats to destroy crops or buildings, they stand a chance of surviving, assuming they can attract husbands quickly (to provide farmers, warriors, and a critical component in fertility rituals). But a clan that goes a long time without warriors is probably doomed to be destroyed. The question of where to get husbands from strikes an interesting spark for me. According to Roman history (which is probably legend and not rooted in fact), the Romans started out as an all-male group. They conducted a festival and invited the neighboring Sabines and then during the festival the Roman men seized the unmarried women and took them as wives, sparking a war that ultimately led to the unification of the Romans and the Sabines. Perhaps there's an Ernaldan equivalent of that--a festival in which the women use Ernaldan magic to make all the unmarried men fall in love with them and declare year-marriages with them. As I write this, I like the idea so much I'm going to find a way to use it somewhere. A more realistic option for what you're describing is your suggestion that they find a clan that has more land than it can exploit for its population and seek to join that clan as a new bloodline. They would need to intermarry with the clan as part of the clan-building rituals probably, and their treasures would become part of the clan regalia.
  24. Kloster

    Logician - seriously OP???

    As attack, Steal Breath is easily countered, not Moonburn.
  25. Sumath

    RQ vs D&D

    That's a fair criticism, RQG is not especially innovative. But then for the most part it doesn't need to be. There are a few areas (e.g. strike ranks) that haven't aged well, but the chassis of the game is sound. It's mostly tweaking that's required. The introduction of Runes and Passions is the greatest improvement IMHO. D&D 5E is also a missed opportunity - full of things that should no longer be there (e.g. prime stats, which aren't even used - modifiers are, so why not generate them directly?). WoTC also passed up the opportunity to solve many of D&D's shortcomings, particularly how lightweight combat is when that's supposed to be one of the three pillars of gameplay. There are similarities between 5E scenarios and Chaosium's old campaigns, but even for some of WoTC products they seem to be similarities in style rather than substance. We're currently playing through Tomb of Annihilation and it has plot holes that you could ride a T Rex through! Looking back at Borderlands or Griffin Mountain, they were rooted in a consistent and well thought-out fantasy world, and that depth and consistency mean that you can still pick those products up now and run them pretty much as they are. ToA is a couple of years old and already looks hackneyed.
  26. Paid a bod yn dwp

    RQ vs D&D

    Personally I’m not so sure. I think RQG mechanics being based off of RQ2 still works really well. They were so well designed in the first place that there isn’t a lot that would improve them IMO. Edit: though I think in some places the rules could be explained a little better, as evidenced by the long post on damage “Death by a Thousand Cuts” 2nd Edit: OK RQ3 First Aid skill feels a bit ill matched to RQG. I like the introduction of passions and Runes as it slides into the rule set nicely and really helps with the immersion in the game. Combat in RuneQuest still feels as visceral as it did back in the day. 5e still plays off of a simpler more abstract approach with AC. Though I find in play RuneQuest is fast and furious in all the right ways, despite perceived crunch. 5e ( which I play a lot of, and like) is much pulpier In approach, and despite having a more abstract approach to combat, can still fall into the trap of protracted fights, particularly at higher levels. I don’t see D&D 5e as particular vanilla. It’s setting and classes are quite specific DnDisms. Though I guess the background for characters tends to be much less then the rich tapestry of Glornatha. Which in one helps with accessibility - without lots of background new gamers can easily pick it up and run with it. Looking forward to see what Chaosium does with the new RuneQuest Starter Set on this point. We’ve got this great rich game, we now need different entry points for newcomers.
  27. Khanwulf

    Underage Knights and Inherited Attributes

    Ok, I get it: so APP and DEX create a floor value for the skills, meaning that the most efficient use of points is in raising them early before checks and training are applied. Are applied training points tracked separately from the skill base? So if a wound kicks in training keeps soil from dropping as much? Oh and: "boys will laugh at girls when they're not funny". Quite sure what's happening is that physical characteristics are covering for relative lack of skill.
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