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  2. PhilHibbs

    Warning: Egregious munchkinnery!

    And it stacks rather nicely with Bladesharp and Strength.
  3. Ok, its time to take OpenQuest 3 to playtest on Google Hangouts. Looking for 4 players, one day a week 8-10pm BST. If you are up for it comment below with favoured days (given levels of interest I may run two groups). The aim is going to be to playtest the new rules and highlight any weakness in them or the current rules. So this will be a mini-campaign of about 5 seasons initially.
  4. gochie

    Warning: Egregious munchkinnery!

    The difference is the spell alters the adventurer, not the weapon, and boosts the Sword skill - ie. any and all sword skills. For 1 guease, having no shield, and an amazing chance to parry, +sword HP is the best gift to get imo.
  5. PhilHibbs

    Warning: Egregious munchkinnery!

    I think it is, especially if you gift the sword to do double damage, you do not want to break that thing. Combined with the "finely made weapon" +1HP that gets a broadsword to 20, so it can take a 60HP critical before it breaks completely. The problem with Sword Trance Extension is, I fully expect most GMs to rule that it rather gets in the way of doing anything that isn't sword-related. Although it doesn't say so, it is a trance.
  6. Shiningbrow

    Logician - seriously OP???

    Sorry, I meant the spell casting could be augmented by ritual practices - not the knowledge skill itself. For this spell? (which is what I'm referring to). How often was this spell being used in that sort of situation (Need to do it now, not in 5 minutes)? I know she is... but I'm saying most players choosing to go sorcerer wouldn't choose scribe. (if they're just using sorcery, then perhaps). Would you inform them of this beforehand? Or just be evil and wait for it to happen?
  7. tedopon

    RQ vs D&D

    That came from 4E.
  8. Shiningbrow

    Warning: Egregious munchkinnery!

    Ah, I didn't add the starting 3RPs to your extra 2 for Extension.... My bad! However, in saying that... If I was GM, I'd be loathe to give the bonus to both hands for the 1 spell. 1 sword - sure! 2...??? (after all, Bladesharp, which is what this is similar to, is only for 1 sword). I remember the days of Right Hand/Left Hand skills... I do get the added HP for the sword - just not sure it's worth it, that's all... But that just might be me.
  9. To emphasize more on what @soltakss wrote above. In a sense, it does not matter what the Ghoul wants from the contest (the Ghoul does not have its prize). I think they say that in RQ "the Monsters get experience rolls too". In HQ it is always all about the player characters, not the NPCs. If the PCs fail they don't get what they want and then some more consequences. The Ghoul does not get the PCs killed in Marginal Defeat.
  10. soltakss

    Temple Defenses

    I think that the Temple Wyter should have access to all spells available, including Associate Cult Spells. Both. Each Shrine in the Temple should have its own Wyter, which has access to a Rune Pool depending on the strength of the worship. So, a shrine to Chalana Arroy in an Orlanth Temple should have its own Wyter that operates independently. It won't be very strong, as Orlanthi are not normally members of the Chalana Arroy cult, so might just count as a Shrine with 1 Rune Point. I'd have each Shrine as having its own Wyter that defends that Shrine, with the main temple Wyter defending everyone, including the Shrines. Some Temples will have larger Shrines that provide more Rune Points. So, a Shrine to Storm Bull in an Orlanth Adventurous Temple near a Chaos Nest, such as in Bull Pen, might itself count as a Minor Temple and may well itself contain Shrines to Storm Bull Heroes or SubCults.
  11. Today
  12. David Scott

    Logician - seriously OP???

    in practice players have added between 30 & 60%. I didn't allow it if it was a 0% skill as it's entirely a magical effect. Yes if you succeed in the knowledge roll, then at the end of the spell you rub the check out.
  13. gochie

    Warning: Egregious munchkinnery!

    You start an adventurer with an automatic 3 Rune Points. You sacrifice for 2 more and cast Sword Trance (1) with Extension 4 (lasts a full season), and pump it with as much mp as you can (let's say 10mp for +100% with any sword). Dual wielding swords, which grants you 2 attacks per round, means you survive by parrying with one of your swords. So you take the +50% sword HP for one (or both) of your swords for an awesome 18 damage block at 200ish% chance of success. At 200%, you could effectively block 6 attacks before your Parry chance drops to 100%. Also, make sure you cast a countermagic or a cheap protective spell everytime you go into battle so Sword Trance doesn't get dispelled first, and you should be fairly safe from dispels.
  14. David Scott

    Logician - seriously OP???

    You can boost the Knowledge skill with ritual, but you could increase her chance of casting Logician. Likewise you can't use meditation Demo games last for an hour or two so this is actually a common situation. See page 94 or the updated version in the GM Screen Pack. She's a LM scribe so only three sorcery spells, but has all common Rune spells, plus Analyze Magic, Clairvoyance, and Knowledge.
  15. Shiningbrow

    Warning: Egregious munchkinnery!

    Sorry, I'm confused... where's all this from? (I get Sword Trance is 10% per MP, and it's a 1 RP spell... I don't get teh "2 extra PW to have a Season-long ...". And I'm not seeing the great benefit of the +50% HP to a sword)
  16. Shiningbrow

    Logician - seriously OP???

    You obviously make some good points (possibly even magic points... har har har...). To me, the biggest problem is the 'active' trait. Personally, I wouldn't go 100% in the skill, because it can be boosted by meditation/ritual, and rarely would it be in a "OMG, I desperately need to get this spell of right now or we're all doomed" situation. While you lose the ability to Inspire through Passions, skills can still be augmented through other means, including Runes. RE: MP's to fire it up... there's always Steal Breath.... (second most OP spell???)... one casting at base intensity 1 gets you 1D6 MP per round for 5 minutes...thus, one little 8 MP (at worst) spell gives back 25D6 MPs (chances of not being in a place that has lots of air are... pretty low... (of course, what Orlanth and other Air Rune beings might think of this is another matter)). This leaves the option to drop the spell as needed (see below on re-casting with a full MP pool - unless you're taking from spirits). I'm sure you wouldn't want to be on a ship with a 5 minute expert... but I'm sure you'd much rather be on that ship with said 5-minute expert (plus extra slots of duration), than be forced to take refuge on a ship with no expert at all for any length of time (but, perhaps your Glorantha varies...). As for the Active status... very annoying, and thus long durations won't be a good idea... but those with a high INT should be rolling around 60% to keep concentrating (higher if they've got Enhance INT on). If Solara was a Philosopher (as I imagine most sorcerers will start out), then she'd have 2 Runes and 2 Techniques... (and 6 spells!) (I'd also strongly consider expending the POW to put this spell into a matrix for the boosts) The question(s) remains then - if this isn't the most OP spell in the game, firstly are there any? And, if so, which?
  17. Joerg

    Logician - seriously OP???

    Actually, this being an active spell makes abandoning its effects and returning to the use of passions (though losing the ability). In practice, I would call a skill of 70% a decent chance at success with the knowledge skill bonus a sorcerer necessarily has. As soon as the skill is 0%+Nx10% (N being the intensity of the spell), the skill category bonus ought to apply. Does the use of Logician allow skill checks for the magically acquired skill for those 0% knowledge skills with a checkbox?
  18. Oracle

    New Skills in Bestiary

    That's correct. It's on p.179. Also Dwarf Lore and Elf Lore is covered by Elder Race Lore in RQG (again p. 179) Aldryami Lore = Elf Lore Mostali Lore = Dwarf Lore
  19. PhilHibbs

    Temple Defenses

    Temple wyters and associate cults Should a temple just have one wyter that runs the defenses for the whole temple, including access to spells that the associate provides at that temple? Or, should each associate cult that has a shrine in the temple have its own wyter, and should that wyter have access to the full gamut of the cult's spells on top of the one spell that the shrine teaches? I think the latter is probably better, because that way the wyter can have high ratings in the cult's runes and so a good chance of casting, but a smaller Rune Point pool. Or, you give the all-in-one wyter separate Rune Point pools for the associate cults that it encompasses.
  20. 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.
  21. 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.
  22. 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. *Edit* Although, the Bestiary says this on page 174: So... they don't really need those Rune ratings or Rune Point pool that, for example, the Black Spear clan wyter has on page 14 of the Gamemaster Adventures book.
  23. 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
  24. soltakss

    Temple Defenses

    I should read the rules again and more carefully.
  25. 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.
  26. 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.
  27. 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.
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