Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. jajagappa

    Warning: Egregious munchkinnery!

    Except when you know it will be! Those cults in GoG aren't coming out of thin air. Oh, he would be. But pity the poor Trickster who does so and finds that CA is no longer protecting him from Mallia... And Mallia just loves seeking out Disorder...
  3. Today
  4. Ravian

    Experiment- Endurance Points

    I wouldn't likely use this in base pendragon, as you're right knights in shining armor are a big consideration. I've been pondering some various alternate settings where lighter armor might not be such a crazy idea. (Right now I'm looking at Game of Thrones for instance, where heavy armor is still generally going to win out, but there are lighter armored foes that can present at least some difficulty to even a knight, even if they still will likely win out eventually. (Water Dancers and the like)). Mainly I'm thinking this as more of a consolation prize for lighter fighters to keep heavy fighters a little cautious that they won't just mow through them like grass. They'll still probably win, since armor will trump Endurance in most cases, but the foes will still probably be able to survive an extra hit or two, during which they might get that lucky crit in.
  5. Bill the barbarian

    Warning: Egregious munchkinnery!

    You know, if I had a trickster able to get it out of CA teacher (good enough story, correct rolls, yada yada), I would have to think the trickster was doing his job.Oh and thanx for the citations!
  6. Crel

    Warning: Egregious munchkinnery!

    Munchkin Answer: Referring to a forty year old supplement is not relevant to the modern game! Rules as written, Tricksters can insist the party takes a nap. Plus, as @gochie says, shamans are a thing if you really wanna get your hands on the spell. Just takes a good bit more work. Munchkin answers do not necessarily reflect the poster's actual opinions.
  7. jajagappa

    Warning: Egregious munchkinnery!

    Except if you go back to Cults of Prax, with a full writeup of CA, you'll find on p.69 "No non-cult person can be taught this spell. Befuddle was once a special cult battle magic spell as well, but unwise teaching of it beyond the cult led to its use in attacks, perverting its merciful origin. That cult mistake will not be repeated." I believe this will be reaffirmed in the new Gods book.
  8. I'll fight anyone for it. I may or may not have season-long Sword Trance precast.
  9. gochie

    Warning: Egregious munchkinnery!

    Then again, couldn't any Shaman go find a CA healing spirit and steal the spell from it? And then he could teach it to whoever he wants. Or you could torture a CA priestess and force her to teach you the spell (if you were so inclined).
  10. Crel

    Warning: Egregious munchkinnery!

    P.73 "Cult Spirit Magic: If your cult teaches spirit magic, choose 5 points of cult spirit magic. The spirit magic spells taught by the cult are listed. An initiate can start with spirit magic spells taught by an associated cult." On p.75, Chalana Arroy, Issaries, Lhankor Mhy and Orlanth are listed as Eurmal's Associated Cults. On p.74, Sleep is listed as a 3-pt cult spirit magic spell. Therefore, RAW, Eurmali Tricksters can begin play knowing Sleep as 3 of their 5 points of cult spirit magic. Additionally, I currently see nothing in Chalana Arroy's longer writeup (on p.290) which directly contradicts this reading, although @PhilHibbs's comment is probably accurate. I guess it's worth pointing out that any of the cults noting CA as associated can get access at start of play to Sleep. Eurmal just stuck out in particular because Tricksters. And, I suppose any other cult would have some notion of "use this spell nicely, or else CA's gonna be pissed" whereas Tricksters are Tricksters. Other cults include Ernalda, Issaries, Lhankor Mhy, Orlanth, Storm Bull and Yelm.
  11. Yesterday
  12. Bill the barbarian

    Warning: Egregious munchkinnery!

    Would you be so kind as to give us a page number citation of us to scurry after. I gotta check on this but if you were already there.... Lotta pages to leaf through. cheers
  13. BalazarLightson

    Gods of Glorantha Gen Con 51 Preview Edition

    There may be a RQDU Con copy left. Chase up MOB and ask.
  14. DreadDomain

    Survey what do you most want for RQG?

    I agree the focus should be Glorantha. Fantasy Earth is all good but others have that well in hand and trying to compete on that front (Fantasy Earth) while you have a unique topic (Glorantha) to cover seems counter productive (unless of course FE does not somehow draw resources away from Glorantha). Also, one of the best element of RQG is how the Runes are baked in the setting and character creation. That would obviously play a different role (if at all) in a FE line.
  15. PhilHibbs

    Warning: Egregious munchkinnery!

    That's definitely an omission, Chalana Arroy never taught Sleep to non CA cultists.
  16. Oracle

    RQ vs D&D

    No, I don't think so (at least that's how I understand the rules). But in your example Melee would be a too generic skill (at least from my perspective), so you would have Swordmanship as a skill and Rapier as a breakout.
  17. Crel

    Warning: Egregious munchkinnery!

    A starting adventurer can choose spirit magic from any associated cult for their starting 5 points. Chalana Arroy is an associated cult of Eurmal. Therefore, Tricksters can have Sleep (better not ask how they learned it...).
  18. GMB

    BRP Character Sheet

    Great sheet. I still can not find a sheet that is geared toward mundane/non-magical settings. I need a CS that doesn't have POWERS. I use power as Willpower. I don't want to have to overlook the spell/power area. I want a sheet that doesn't have it. I do like that you added the hit locations. VERY useful! Great, neat CS. Thanks so much. Bob
  19. Crel

    Warning: Egregious munchkinnery!

    Curse my selective pedantry! You're right. you can go up to 18 with the bonus points, and then the +2 from Rune Modifier is the next step. So total of 20, not 21, on this method. But, a skill can grow from 15 instead of 16.
  20. PhilHibbs

    Warning: Egregious munchkinnery!

    Ooh, I would have thought that those points would be limited to 18... does it really not say that?
  21. Crel

    Warning: Egregious munchkinnery!

    On p.53, Determining Characteristics, it states that "if the total [of your characteristics] is 92 or less, you may allot up to 3 more points to your adventurer's characteristics, as desired." On averages, characteristics result in 81 points. So, on average rolls you can get up to +5 points in a single characteristic when including your primary Elemental Rune affinity, to a max of 21. Thus, on a varied array which meets averages, any single characteristic of 16+ can become maxed at adventurer creation. This mostly seems relevant for POW, CON, and sometimes INT.
  22. Crel

    New Skills in Bestiary

    Gotcha, my B. When compiling the list, I used the character sheet as my quick-reference, which does not have Draconic Lore listed as a skill. Additionally, it does not have the parenthetical specialization for Elder Race Lore noted on p.179. Thanks for the clarification. List will be edited.
  23. boradicus

    RQ vs D&D

    Can you have a string of breakout skills? For example: Melee is the skill, and under that would be the breakout for swordsmanship, and under that would be the breakout for rapier.
  24. svensson

    Warning: Egregious munchkinnery!

    With the current generation rules it is a simple matter to get your character within spitting distance of Rune levels during generation. About the only things that will hold you up are the POW and CHA requirements, which are dependent on how well you rolled your 'toon. I suppose this was designed to get the players 'Hero Wars ready' in a much quicker fashion, but old RQ 2 Pavis rubble-rat in me sort of misses that desperate struggle to get your skills up to Rune examination level, all the while begrudging every POW point sacrificed and/or lost in spirit combat 😎 I'm just hoping that the upcoming scenarios are as epic as the RQG starting character generation implies they'll be.
  25. Atgxtg

    Sword-canes

    But apparently not much more civilized.
  26. tedopon

    Sword-canes

    Sword Cane is an elegant weapon, from a more civilized age.
  27. svensson

    Detailed Maps of Sartar

    MOAR hand drawn colored pencil maps! Old Geeks Rule!
  28. svensson

    Detailed Maps of Sartar

    I just hope we have better cartography than in the RQG Core Rulebook. That stuff is very difficult to read, and every player I've showed it to agrees with me.
  1. Load more activity
×