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  2. I had in fact two regular players in my Pendragon player, the one with DEX 20, and another, who fought defensively most of the time. I guess the other would have done so if I had understood the rule correctly and let him fight defensively and use Double Feint...
  3. Yes, I think so. It's just trying to figure out if what he actually gets is what we think he gets, and the ramifications in play. I think that the high DEX character will be at a disadvantage for damage, probably a serious one at first due to stat loss for being young, as well as having fewer hit points. But he should be more rounded in combat skills at the start, which could mean: Faster Advancement towards Knighthood: Getting the required skills up to 10 or more would be possible for some PKS by age 15. Potentially higher skill scores overall: A higher starting score means the squire could max out a skill at 15 sooner, and have more chances to improve the skill above 15. More rounded Combat Skills: With a higher default and 5 points of free extra training per year, the squire should easily have high or even max scores in multiple combat skills. A DEX 16 character who just puts all 5 points into one knightly skill each year could have six knightly skills at 13 without normal training and practice. Just a few years of training and practice could make these all 15s and leave the player with some extra training and practice for other things. Potentially a more rounded character overall: If combat skills are higher, then the player might be free to spend more points from Training & Practice on other skills. Potentially the ability to catch up in SIZ, STR and CON: Since Combat skills will start off higher, and will get 5 points of additional knightly training each year, a high DEX character could opt to spend his Training & Practice on improving SIZ, CON and STR, and could conceivably catch up with the high SIZ characters here. But, the reverse is true as well, so it mostly balances out. Potentially being able to raise traits and passions in order to net more glory or qualify for a bonus: With the knightly skills covered, the player can afford to spend some training time elsewhere. Potentially being great at many skills: A high DEX, high APP squire could start with high skill scores across a lot of skills. This could make the character very useful as he would probably be the first or second best in the group at just about everything. That could mean a lot of little glory awards for skill successes, discovering more things during an adventure, and generally having more options open to him. This could really help if the players is working towards an officers position or some such. Potentially not being able to improve anything with the 5 points per year in extra training due to having all the knightly skills maxed out at 15: I have to stop and do the math here, but I do wonder if a high DEX character who focuses on his knight skills early on could max all his knightly skills out by age 16 or so and then have no place to put the 5 extra points of training. All in all it seems like a good idea.
  4. Old Bones Publishing is also dedicated to spreading the Joy of Mythras, and likewise participates in this sale. 🙂 https://www.drivethrurpg.com/browse/pub/10499/Old-Bones-Publishing
  5. I can see conceptually (and historically) why Conceal was included as a Standard skill, but I sympathize with TheophilusCarter. I think I have never used Conceal in actual play. Some of the examples above seem blurred with use of the Stealth skill, to me. Also, for characters in an action scene, I think the concept of Cover goes a long way toward precluding Conceal checks. To sharpen the discussion, let me ask: Do you see Stealth as involving movement, whereas Conceal is for an immobile object (or possibly character)? I don't have RAW in front of me, but it is probably worthwhile to check the exact verbiage in the entries for these skills, with this in mind. In RQ3, we had separate Hide and Sneak skills, which frankly were almost always resolved with a single roll when a character was trying to be stealthy (and if you failed either one, you were sunk). Thus sweeping these up into a single Stealth skill resonated with me when I first read RQ6/Mythras. Meanwhile, in RQ3 Conceal was used specifically when a character tried to hide a large object that was not himself. (For quite small objects, you used Sleight.) I think those older ideas are worth revisiting in this discussion.
  6. Why waste my POW crystal--which can hold anything!--instead of the low, low cost of one POW? Good points both directions though.
  7. With chained/serial simple contests, you just frame a simple contest on a specific event or exchange rather than an overall conflict. Any benefits of victory or consequences of defeat are applied immediately, rather than deferring to the end as in an extended contest. There is no result point tally (HQ2/G style) or AP bidding (HW/Q1 style) so conflicts are open-ended. They can end whenever it makes sense based on the outcome of the individual contests. One fight might end when someone gives up after taking a nasty gash, another might be a nasty grind out to the death. Here's a summary I posted in another thread last fall:
  8. Honestly, why bind when you can just put them in a low POW storage crystal? I'm not going to waste my perfectly good POW just for that! I'm waaaayyyy too much of a munchkin!
  9. That was the reasoning behind removing it, as was explained to me. Terminology aside, only fighting defensively and all-out attack/berserk cancel each other out- although they have been modified in later editions too. Fighting Defensively no longer does damage on a critical success.Apparently some players were taking advantage of it in an offensive fashion. by fighting defensively when they had high modified skills to get a better chance of doing damage than they would otherwise. For example, let's say two average knights, both with Sword 20 are fighting. Normally each would have a 50% chance of winning a given round of combat, as thier skills are equal. But if one knight fought defensively, he would have an effective skill of 30, and critical 55% of the time doing damage. Even when he doesn't critical, his lowest result would be an 11, meaning that he can only lose and take damage, when he rolled a 9 or less (45%) and his opponent rolled a 10 or greater (55%), or about 25% of the time. I've read that this was one of the arguments against the +5 when unarmored bonus knights got, and why Greg eventually decided to remove it, and it might be tied in with the double feint thing. An unarmored knight in the above situation would have a modified skill of 35, critical on a 5 or greater (80% chance) and with a minimum result of 16 could only lose and take damage when he rolled a 4 or less (20%) and his opponent rolled a 5 or greater (80%) or 16% of the time.
  10. Asrelia’s Penny Pants. A slightly threadbare pair of trousers, seemingly made from bison skin. The trousers are stained with a variety of substances and have obviously been around a long time. Despite that, the stitching is completely intact. The trousers have one pocket on the right side. This pocket appears to be lined with white silk. Cults This section lists the relation of the item (and its possessor) with various cults. · Associated: Orlanth and Xiola Umbar. Knowledge Automatic, One of a Kind. History Asrelia has a somewhat unfair reputation among the gods and goddesses as a bit of a hoarder. She created these trousers and released them into the world so that there would always be evidence that she shares wealth rather than hoarding it. Procedure Requires a hero-quest. Powers Must be attuned. If the trousers are ever destroyed (10 HP), then the remains vanish and re-appear randomly somewhere in Dragonpass. They provide 2 points of armor for the legs but cannot be worn under or over any other armor. If the pants are worn for 12 uninterrupted hours, the wearer can reach into the pocket, where they discover one perfectly normal Clack coin that they can remove and keep. The pants can only produce one Clack per day, but the wearer can accumulate coins over a period of time. Value 200L.
  11. I must be difficult to fly those falcons in the great hall though.
  12. Today
  13. Hiia’s Scabbard of Persistence. A scabbard made of black leather, bound with silvery-grey thread made from some kind of animal, possibly a wolf. The scabbard automatically changes size and shape to accommodate any one-handed sword. Cults This section lists the relation of the item (and its possessor) with various cults. · Associated: Humakt. · Enemy: The hair bound around the scabbard was taken from the wolf form of a vanquished Telmori. As such, Telmori will generally attack the user of this item on sight if they recognize the hair bound around the scabbard for what it is (difficult Scan skill check). Knowledge Automatic, One of a Kind. History Hajii died to cross the Crossline. Whilst in the spirit world, he encountered what appeared to be an old maid who offered him the scabbard if he swore to protect and champion the helpless. He readily agreed to this and when he found himself back in the world, he also found the scabbard strapped to his side. Procedure Requires a hero-quest. Powers Must be attuned. The wearer of this scabbard does not go into shock or become incapacitated when an extremity (arm or leg) suffers excess damage. They do however lose the normal amount of hitpoints from the attack and may lose the limb or use of the limb as normal, depending on the amount of damage. If their chest, head or abdomen is reduced to 0 then they still collapse as normal, but are otherwise able to continue taking actions as long as their total hit points are greater than 0. Value 5,000L.
  14. Yep, exactly that. What some the places around here (Dorset, UK) do is give you a ticket that can be reused for a year. For once marketing came up with something useful – it certainly encourages me to take visitors to places if I don't have to pay again.
  15. Yes we did and even got closer than my memory from the 2nd visit. It was a July Saturday, though, so the place was packed. The shuttle buses worked fine, but the only exit was through the gift shop and that was a nightmare. Even my wife who thrives in museum shops said that it was a bit too much. Amen to that. My wife just commented on that the other day that one can live next to a famous site their whole lives, and it is only when some friends come over that you get to see it as well, acting as their local guide.
  16. Thanks for posting! Think of published scenarios as a set of tools, not an established end point. The challenge of writing scenarios for a wide audience is referencing the myriad of possible outcomes. At the end of the day, investigative role-playing is about investigating. How a scenario is play-tested can have an impact on its final form too. While scenarios do sometimes make the assumption that players will fight it, I approach any scenario as a Keeper with a "this is available for use" mentality. But just because a monster is stat-ed-out or the module says the players should fight it, doesn't mean you can't do better with your players. Also, consider that part of the mystery can be trying to figure out HOW to fight something. And the answer to that question might be something specific, or the answer may be that it isn't possible to fight it. I find that a big part of transitioning players from combat-focused games to CoC is to "prove" to them that combat often isn't a viable option. It's better to prove that through clues than in combat itself. Description can be the most powerful tool here. The more horribly you describe it the more likely your Investigators may see it as foolhardy to attempt direct conflict. Also, consider trying to avoid the "perfect timing" fallacy as a key way to up the horror and minimize the combat-focus. Further reading:
  17. If "off the mark" means seeing the forest for the trees, then I'm happy where I am.
  18. Sounds like a useful product, not just for beginners either. There are certainly times when a short, easy to run adventure is just what I need. No definitive word on the tone of the adventures, but the lack of any mention of comedy or a light-hearted approach suggests they're actually in the serious, traditional style, which is certainly more generally useful and probably better for newcomers to the game. In which case it looks like you're off the mark on this one.
  19. Issaries uses Movement and Harmony I thought? At least those are the two runes that make up the Trade rune.
  20. Correct. RQG has relatively simple rune mechanics, only using the subset of 2 form, 8 power, and 6 elemental runes (plus plant for aldryami). So while Yelmalio's actual rune in Glorantha is the Light rune, no adventurer has that rune. Just like no adventurer has the Equal Exchange rune, so the rules use Stasis for Issaries instead (which is tough for Orlanthi with their high Movement runes). Hang on is that right? I think it's Lhankor Mhy that gets Stasis instead of Law. Let me check... yes, @Richard S. managed to get in before I corrected myself, Issaries gets Harmony instead of Trade, Lhankor Mhy gets Stasis instead of Law. Orlanth doesn't need anything in place of Mastery, as he has two runes already that can be used. In an ideal world, Command Priests would use the Mastery rune.
  21. I'm like 96% sure it's just @David Scott.
  22. Official? Not sure if it's ever been that. It is what it is, I think it was originally fan-created and has just been adopted as a useful thing by Issaries and then Chaosium. David Scott knows more about it. I think he's on the forum but I can't remember what is ID is to tag him (thanks @Crel I have no idea why that didn't show up when I tried it). If you're not so worried about officialness, I've converted the rune font into individual SVG files, and improved a few of them (some were distinctly lacking in the crinkly edges department), as well as adding the Sorcery techniques runes. They're on the unofficial wiki. *Edit* The font on glorantha.com is presented as official, but is dated since it says Moon Design rather than Chaosium. I forget what the exact legal relationship is between those two entities nowadays but it's mostly the same folks at heart.
  23. Ah damn, I forgot to add the part where it gives everyone in your family tree Fetches too. And yes it does work on vampires, but the whole thing just ended up breaking the compromise and time stopped!
  24. So I know we keep coming back to the POW-draining disease spirits cheese, buuuutt... It just occured to me that in the Bestiary they have only POW, no INT or CHA. So that means a Binding Enchantment for one only costs one POW, right? Makes it just that much more efficient. I don't think that was brought up before? Also means Mallia Shamans have some serious economic advantage when it comes to the "how many spirits can I get together at once" game.
  25. Pleased you had a great time, and it makes a change to hear our trains complimented. Now, I must confess you’ve inspired to me pull my finger put and get up to Old Sarum. It’s ridiculous that I haven’t visited it as it’s only an hour’s drive away, and especially as I’ve driven past it often enough. As ever, we often don’t get around to visiting the things under our noses.
  26. Does it work on vampires, perchance? (... or have I assumed an incorrect reference? )
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