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  2. Mechashef

    Death by a thousand cuts

    Thanks. Your responses have been extremely helpful. btw, one of the things I get paid to do is run training courses. A couple of these courses I have written then modified many times over the past 20+ years and are on a topic I have an encyclopedic knowledge of. Even after more than 20 years I still occasionally find bits that are wrong because I knew what I meant when I wrote them, but they don't actually say exactly what I intended. And of course because I wrote it I generally don't spot the error. There is a reason good technical writers are worth their weight in gold. It is a really hard thing to do. While it is easy to pick flaws in what has been written by the authors of RQG or the posts by those helping to explain things, it is really hard to actually do it better than them. Thanks again for your invaluable contributions.
  3. David Scott

    Logician - seriously OP???

    Not in my experience. Sorala (one of the pregens) has it and I use them when running demo games. Sorala has a 55% chance of casting the spell and as she doesn't have the summon technique it costs double magic points. She has 17 Free Int (3 spells in memory) and 23 Magic Points. Players always bumped their skill to 100% so that they couldn't fail (although 96-00 is always a fail). So the costing for an unknown knowledge skill to 100% is 2mps (spell cost) + Strength 10 (9mps x2) = 18mps = 20mps already. She can increase the duration to 20 mins (+2 mps) if she wants. In this case all her mps for the adventure are gone. Admittedly if she knew the technique, it would only cost 11mps, still nearly half her total gone. What actually happens is that the player normally uses it to boost their cult lore at 35% for particular part of the adventure. Most add about 5 strength levels to get it over 75% so it cost only 12 mps to cast for 5 mins. The real barrier is the no Passion part. Most don't use it as Passions are an instant bonus in stressful rolls and loosing them for 5 mins is often not worth it. Your is very costly even if you know the technique. Shiphandling is a 0% skill, so 2 + 9mps (Strength 10) is the basic magic point cost. I'd not get on a ship with a 5 minute expert, so extending it for the journey is a must. A day is (level 9) is another 8mps and you'd need a high Free Int to accommodate the spell, at least 19... The biggest limitation is that it's an Active spell, so any time extension means you can do little.
  4. PhilHibbs

    Temple Defenses

    I should have quoted the relevant section at the start of the thread. Hm. Sorcery for temple defenses... interesting. Wyters have MP, so I guess there's no reason why they can't use that to cast sorcery spells, so I guess LM wyters should get sorcery techniques and spell percentages. That would need a little more stat preparation than straight Rune Point wyters. Regular wyters get some Rune ratings to cast their spells with in the writeups that we've seen.
  5. Paid a bod yn dwp

    Death by a thousand cuts

    Ah yes I missed that I shall try and edit that. It shouldn’t suggest ignore hit point loss to total hitpoints
  6. soltakss

    Temple Defenses

    I should read the rules again and more carefully.
  7. Hzark10

    Underage Knights and Inherited Attributes

    I am thinking that if this approach is taken, those skills that are specific to an attribute could be STAT/2, but if it is borderline, then I feel that the stat is not specific enough. I like the idea that as the attribute increases or decreases, it modifies the skill. I know I am not as good as a dancer as I was as my Dex has slipped. And, yes, if I am almost bedridden, my ability in the skill should suffer. Also thinking certain skills maybe are combination of 2 attributes, for example Weapon skills. A stronger individual would be able to do more damage, but a dextrous one would be able to hit more often. Easiest way to track this is to calculate base, and then the number of points put into the skill. That way, if your attributes increase, your skill goes up and vice versa as you know how skilled you are in it.
  8. Mechashef

    Death by a thousand cuts

    The reason why I was trying to nail it down, is because that is not what is written in the earlier posts: Reading that, if we try and determine the effect of cumulative hits we get: Thus stating that even cumulative hits will not pass a combined total of more than 2 X location's HP on to total HP. Thank you for clearing up what it is intended to say (and I agree that the interpretation you intended to write is the correct one), but the section I've quoted does not mean what it is intended to mean.
  9. It's like what Fazzur had to do with Hofstaring - banish him to a Lunar Hell. Plenty of old forgotten places to put these powerful foes in the Otherworld where they can't readily get back from.
  10. Today
  11. Paid a bod yn dwp

    Death by a thousand cuts

    That’s it. You got it
  12. PhilHibbs

    Temple Defenses

    Clearly great minds think alike. p284: p288:
  13. soltakss

    Earthshaker Plow Team

    Yes, broo ploughmen are not advisable, unless in Dorastor.
  14. That's why you cannot hold powerful PCs or NPCs. If you think that having Runemagic is bad, then having HeroQuesting magic is far, far worse.
  15. soltakss

    HeroQuest SRD and OGL, genre packs

    We can only hope. It just be the prettiest and best-laid out of SRDs. Personally, I like my SRDs as plain old documents that I can copy text from, not beautifully presented supplements that are difficult to use as sources.
  16. soltakss

    HQG takes the back seat to RQG

    The beauty of HeroQuest is that is can use the RQG Gods and Goddesses book as it is quite easily. Any of the cult descriptions and mythology can be used as fluff. Spells can be used as Breakouts to the Deity and Feats can be just the powerful spells or something from HeroQuesting stuff. So,, for Orlanth, from the RQG Rulebook, we have the following Runespells: Orlanth Adventurous: Dark Walk, Earth Shield, Flight, Leap, Lightning, Mist Cloud, Shield, Wind Words Orlanth Thunderous: Cloud Call, Cloud Clear, Dismiss Air Elemental (any size), Summon Air Elemental (any size), Thunderbolt Orlanth Rex: Command Priests, Command Worshipers, Detect Honor Vinga: Dark Walk, Earth Shield, Fearless, Flight, Leap, Lightning, Mist Cloud, Shield, Wind Words Associate Cults provide the following spells to various Aspects of Orlanth: All: Analyze Magic, Charisma, Command Sheep, Heal Body, Lock, Tame Bull Adventurous/Vinga: Face Chaos, Identify Scent, Restore Health, Snow, Teleportation Thunderous: Bear’s Strength, Guided Teleportation, Restore Health Storm Voices: Bless Thunderstone, Rain Wind Lords: Bless Woad. So, you can just have these as default abilities of the cult, so someone with Orlanth Adventurous 19 can cast any of those spells at 19, or you could have them as specific Breakouts, indicating a speciality with the spells, or knowledge of the spell.
  17. Mechashef

    Death by a thousand cuts

    So based on this, if Bazza's arm was at -3 (7 points damage to a 4 point arm) and his arm was hit for an another 10 points damage: His arm would be reduced to -4 HP (only one point more damage) because it can't go beyond X2 damage. His Total Hit Points would be reduced by 8 HP because up to twice the arm's 4 HP can be passed on to General Hit Points as damage from one blow. This results in a total of 15 (existing 7 plus 8 new damage) Total Hit Point damage and Bazza will die at the end of the round. Is that correct? Thanks again
  18. soltakss

    RQ vs D&D

    When I GM, I allow any applicable Trait to be used, but I think the Revolution rules say one, or maybe two. Each Trait adds +30 to the skill, but I play +10 because of the multiple Traits. So, in my Revolution games, you could have Science as a skill with Astrophysics, Quantum Gravity, Mathematics and Black Holes as Traits and you could also have Quantum Maths as a Stunt under Mathematics and Rotating Bodies as a Stunt under Black Holes. Revolution has Stunts, which are particular specialisations of Traits, so someone could have Parachuting as a Trait for Agility but have High Altitude Low Opening (HALO), Sub Orbital Low Opening (SOLO) and Wing Suit as Stunts, which I play give a +30/+10 Bonus to the skill when performing those actions. Really, the idea of Traits and Stunts is far more important than slavishly following how they work in the rules. Personally, I have a more narrative interpretation than Paolo and treat them almost like Breakouts in HeroQuest.
  19. soltakss

    Temple Defenses

    Warding is always good, unless it's a Chalana Arroy Temple. What I would do is to give the Temple a Rune Pool and allow it to spend them casting any Runespell available to the cult. That way, the Temple Guardian can cast whatever spells it needs. Spells such as Warding can be cast by Priests in service of the Temple in addition to the Temple-Generated spells. An Issaries Temple will have a Great Market spell, across the whole Temple, rather than on the market outside the temple.
  20. JanPospisil

    The Lore of Six Ages: Ride Like the Wind

    Hey, Sheliak, I replied to your post about new runes on Reddit. Here are the ones I did: Michelle Lockamy then used the Ekarna rune quite beautifully in her ritual's illustration. (because of course it's a trader's tent!) https://sixages.fandom.com/wiki/Ekarna_Four_Trader
  21. Sumath

    Temple Defenses

    You might be interested in these, which are some temple guardians for solar, earth and trickster cults that I created based upon Assyrian spirits of protection.
  22. Cornelius

    Underage Knights and Inherited Attributes

    @Khanwulf and @Atgxtg: Interesting list and I like it. There are however some things that need clarification. 1) Starting skills are now around 2-3 mostly. There are a few exceptions (like First Aid). With the rule STAT/2 as the default and people having their STATS at 10 minimum you will have a skill default at 5. This almost double than the base value now. I am not sure what would happen, but if you divide the STAT by 3. You get around a value of 2 or 3 as default. 2) Decrease of a skill. If you reason that a skill is based on a STAT you could also reason that the skill decreases if the STAT decreases. You could say that part of a skill is based on your STAT and part on training. Thus as you age and you lose your DEX you will lose part of your skill as you are more stiff and cannot move as agile as you did before. In the example the Dagger skill will increase when DEX increases, and decreases as DEX decreases. 3) Combat skills as DEX based. I am not sure if I like that. Since combat is an integral part of the life of a knight DEX would become very important for combat. I understanbd that SIZ and STR determine the damage you do. I understand that in your idea only the default is changed and as you wish to increase your primary combat skill higher than 10. So when you focus on one combat skill (for instance Sword) it will be less important to have a high DEX. But a person with a high DEX would be able to get more combat skills at a higher level than a low DEX person. (Of course if you apply my comment 2 then this is even a bigger impact)
  23. Sumath

    RQ vs D&D

    That's my point - you're adding the modifier to the roll. You're not using the prime stat. So why not just generate the modifier to begin with?
  24. EricW

    2nd Age starting point...

    How about Blood of Orlanth? Brilliant three way struggle between EWF zealots, old ways rebels and God Learners trying to establish a beachhead into dragon myths. Add Orlanth’s secret vulnerability, a source of unspeakable power which if misused could change the balance of the world.
  25. metcalph

    Logician - seriously OP???

    I think comments that certain sorcery spells are overpowered miss the point IMO. Sorcerers aren't interested in learning a system of magic that puts them on a level footing with priests and shamans. Sorcerers aren't interested in playing fair. If they find or discover a spell that gives better results, they will use that spell. Why some spells are more effective than others is a better question to ask but one that is slightly beyond the scope of this forum.
  26. gochie

    RuneQuest Core Rules Questions

    If your CHA isn't *only* physical appearance, what happens to it if you possess another person's body (Aka Shaman gift, or any other way)? Do you retain your charisma in the new body, do you now have their charisma, or a sort of merger of both? I'm assuming you keep yours, or you could lose spirit spells, but then could you still have 18 CHA as an ugly trolkin?
  27. Leingod

    The Lore of Six Ages: Ride Like the Wind

    The wiki mentions that they once inhabited Dorastor sometime before the Dawn. An internet search reveals more info about them (and information/speculation?) on the Gold Wheel Dancers, courtesy of Jeff Richards: http://glorantha.temppeli.org/digest/worldofglorantha/2007.12/4609.html http://glorantha.temppeli.org/digest/worldofglorantha/2007.12/4612.html
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