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  2. Crel

    "Quick" Sorcery Question

    That's kind of what I was leaning toward. Most of my confusion was because there's not really reference to a percentage for the occupational experience to get added atop, unlike the other skills.
  3. That's what I think, and was worried about. I don't think inspiration from traits is a good idea, as it will minimize the benefits of passions, but I could see how a traits might help in some cases, and could consider letting a PK average his trait with his passion (or applying trait>15 to his passion) under certain circumstances. I have occasionally allowed a character to add a skill to a attribute for certain roll (i.e. CON+Boating to avoiding becoming seasick).
  4. Yes, but you don't ususally increase a skill 1 or 2 points and just leave it. For example let's take a look at a young character who puts 5 points into DEX for a 15. That gives him a 8 in his weapon skills.Now if he was a squire that's a nice boost. If he is older, then But with the points/picks that normally go into Sword, Horsemanship and Lance/Spear Expertise, he had a 13. make it is much easier and faster for him to get those skills up to 15. Yes but the chances of that happening are practically nil. In order for a character to loose out this way, he would need to raise the attribute faster than he is raising the skill, and that seems unlikely. No, I just think it will spread it out more, but at least it will be a different attribute. As the game stands now, from a strategic standpoint players should raise SIZ when then can and CON and possibly STR when they can't raise SIZ. This rule does't make raise skills less important, it just makes SIZ and CON a little less important. But then, I value high skill much more than some other here. I'd rather have a PK with Sword 25 than SIZ 25 or CON 25. And there is a easy fix for characters with high SIZ too.
  5. Here's five fab new Call of Cthulhu releases by community content creators in the Miskatonic Repository on DriveThruRPG: https://www.chaosium.com/blogmiskatonic-monday-five-new-call-of-cthulhu-titles-in-the-repository
  6. Today
  7. Charles

    Which is correct? GtG or 11L?

    My memory of a posting (by Jeff?, by Greg?) from several years back is that Broyan, as King of the Hendreiki, broke a geas relating to obligations due to the Only Old One. It is quite possible that he was unaware of the geas and possible that, even if he did know, he would have been unable to fulfill it, as the Only Old One is gone. That broken geas made him vulnerable to attacks by darkness entities. Another different version that I recall (which may not be exclusive) is that Broyan acceding to Harreck's demand to loot The City of Wonders (whether or not he had any choice or anyway to stop Harreck) made him an oathbreaker and vulnerable to demons.
  8. Kloster

    "Quick" Sorcery Question

    It can also be understood that way. Once again, the RAW wording is ambiguous. I'm just not as generous as you on that matter.
  9. southpaw

    RQG: Reviews Thread

    This line from the review most emphatically describes my experience: "If anything, exploring RuneQuest Glorantha should be a pleasure in itself." Oh, yes. I -love- what RQG has brought to my table.
  10. tedopon

    RuneQuest Dice from Q-Workshop

    Any updates? I have nothing to contribute beyond what I posted in January. They haven't responded to any of my emails, but was curious if anyone got replacements or bought new sets that were corrected.
  11. Shiningbrow

    Pregen Regen - Recreating the pregenerated adventurers

    Noble has Ride or Drive chariot at +10%. He's got a high Broadsword and ok Medium Shield, plus ok Orate, Manage Household at levels I'd expect from a Noble, and he could have seriously bumped up Bargain (+25% from choices, +Issaries Cult Skill), and he seems to have the language skills of a noble (own, Tradetalk, and R/W Thelayan).
  12. styopa

    "Quick" Sorcery Question

    I'd use it as written: the skill is 1d6+magic skill modifier as a base. That's the skill %; so in play, the chance to succeed would be that PLUS the magic skill modifier. Yes, you're double-dipping a bit on the magic modifier but it makes sense that someone innately better at something would start better at it than a complete schlub. (And I would also put the profession bonuses atop that, not in replacement for that.) You might ask if that's consistent, as weapon skills don't get a similar innate-ness bump when they're learned, but: - you could add it, sure, or - you could recognize that they DO get it: weapon skills already have a base skill level. Personally, I prefer the idea that an ability score category bumps that for the same reasons it makes sense for spells.
  13. Shiningbrow

    "Quick" Sorcery Question

    I'd say no, as it's just another skill that needs to start somewhere. I presume that the added 10/20% comes from the experience gained in the intervening time after you initiated into the cult, or whatever.
  14. Bohemond

    Lhankor Mhy hero cults

    Years ago I ran a Pavis game in which the LMs were constantly arguing about which organizational scheme to use. Toward the end of the campaign, one of the NPCs did a hero quest to organize the whole library according to his system.
  15. Harmast His Runes are 5% higher than they should be I can't really do his skills as I don't know what occupation he is! Farmer? No, his Farm is already 5% below what it should be for a Sartarite. Noble? No, no Drive Chariot. Can't be Merchant as he has no third language. Any ideas? I'm going with Noble, thanks @Shiningbrow. Orate should be 45%, not 50% Farm should be 40%, not 35% Move Quietly should be 25%, not 30% Speak Own (Heortling) should be 55%, not 60% Speak (Tradetalk) should be 65%, not 45% So far he's down 10%, but for elective skills I had to take 5 at +25% and 1 at +10% instead of 4 and 5 respectively, so that makes a total of 25% down on what he should get.
  16. Sir_Godspeed

    Lhankor Mhy hero cults

    Of course the libraries already have a standard system catalogueing! The problem is that they all have *their own* standards of catalogueing, and if someone tries to impose a *foreign* system, the Temple's guardian spirits will make their ink run dry and vellum crack and lower back ache indefinitely.
  17. Tianlong

    Magnetic Statues

    The magnetism aspect is fascinating, but we don't need to inflict science on Glorantha overly much. For me, the apparent significance various parts of the statue is interesting to consider. www.sciencenews.org/article/ancient-sculptures-guatemala-magnetic-rocks-struck-lightning
  18. Vostor Intrigue should be 10% not 15% Farm should be 40% not 35% Homeland Lore (Lunar Tarsh) should be 35% not 30% Meditate should be 10% not 15% Spirit Combat should be 40% not 45% Worship (Seven Mothers) should be 30% not 35% Perception modifier should be +5% not 0 Search should be 30% not 25% Track should be 10% not 5% To get the other skills in line I only needed 3 at +25% and 3 at +10% so he's missing out on 1 and 2 respectively. By the numbers, he's 45% down on what he should have.
  19. Joerg

    Broken Tower questions

    Depends on whether you can cut through the outskirts of other clans area without encounters, or whether you are forced to endure hospitality everywhere on your route.
  20. MOB

    RQG: Reviews Thread

    "Cheaper than its constituent parts, easier to assimilate, faster to run... this is the best-researched setting that fantasy roleplaying has ever seen, topped by a robust system that meshes integrally with the fluff."—Antonios S. review of the RQ Slipcase Set, RPGnet. https://www.rpg.net/reviews/archive/18/18064.phtml
  21. Nathem Dodge should be 44% not 49% Ride should be 20% not 15% Animal Lore should be 35%, not 30% Cult Lore (Odayla) should be 20%, not 15% Homeland Lore (Old Tarsh) should be 40%, not 30% Spirit Combat should be 40% not 35% Worship (Odayla) should be 30% not 15% Conceal should be 25% not 15% Listen can't be 50%, if he takes an elective +10 then it's 45%, +25% would give 60% Hide should be 25%, not 30% Move Quietly should be 40%, not 45%, if he takes an elective +25% Speak (Heortling) - should start at 10% as 1/5 of Tarshite, so 25% is not possible. I assume that this is an elective +25% and they didn't take into account the 1/5 default. Should be 35%. Composite Bow should be 80%, not 70%, assuming an elective +25% I make it 50% down on the numbers, as I had to take 7 skills at +10% instead of 5 to make all the others line up.
  22. Kloster

    "Quick" Sorcery Question

    Sorry, I've not checked before: There is nothing extra for spells in the various sorcery schools, only rune and techniques (I am using the current version, in my case downloaded when I purchased the slipcase). Yes, for me, the Sorcery spell score is: 1D6%+Magic Category modifier (RQG p390)+What you add at creation (from profession)+experience (when later).
  23. My players will likely choose to enter the Dreamlands shortly (this choice is possible in my game) and I want to give them a great experience. The purpose of the excursion is for them to find levels of Gate knowledge that "doesn't exist" in the Waking World. Once again, my spin. They have a Cat of Ulthar ally who has been with them for a while, giving them subtle aid and dropping them Dreams periodically. But, now they will likely choose to walk the staircase. So far, I've mostly focused on Dreamlands 4th and Sense of the Sleight of Hand Man to give them their own "QOUK" but with the end goal of finding the Gate knowledge. I need to rely on published materials for a lot of what I do as I have limited prep time. Tentative plan: 1) Staircase as presented in Dreamlands 2) Intro to the Lost Woods and Ulthar 3) Suggestion to visit Randolph Carter, loosely following the Ilek-Vad chapter of Sense. Along the way they meet the Black Man and get their first real introduction to one of the major Outer Gods of my campaign (so far it has been just lesser independent races). Saving Randolph Carter will get them the knowledge they need. 4) Seek out The Book of Keys and Gates highlighted in Sense. Does anyone have any suggestions for other Dreamlands scenarios that might fit into this? Or other "tasks" they may need to complete in order to "earn" the Book of Keys and Gates? I also considered that training/practice of the Dreaming skill could be a component. They will have to warp their experience to ultimately get the book. I will not be using the "notch" system in Sense.
  24. Our friends and licensees Dayspring Games are currently crowdfunding MASKS OF NYARLATHOTEP in Korean. In the first 72 hours they've raised 103million Won (roughly USD$90,000). Their record-breaking Call of Cthulhu crowdfunding project in 2016 only reached that point after 26 days. There's still 40 days to go, so this campaign has the possibility of making a new crowdfunding record in Korea! https://www.tumblbug.com/nyarla
  25. I don't think these are nearly as significant as you think, Cornelius. 1. You need 2 stat points to increase your defaults by 1 (assuming that you are not already at the cusp after chargen, which, let's face it, you shouldn't be). This is about equivalent to 10 skill points (9 if you use 1d6+1 rather than flat 5). Which means you would have to be raising 10 skills by 1 to break even. Which feels a bit far fetched, IMHO, especially since your main skills would already be higher than the default. You are much more likely to focus on, say, 3 skills which means you get 3 points in each, x3 the amount you'd get from stat raises, in the skills you are interested in. 2. Same thing here, the Attribute defaults mainly function at the chargen, giving you higher starting skills and hence more skill points to spare on things you'd like. That is their major impact. Any minor experience lost has been more than made up by the fact that the starting skills are now 2-3 points higher, on average. Again, your main skills are likely 10+ anyway, so if your Play suddenly 'loses' an experience point, it is more than made up by the fact that the other low DEX skills (Dancing, most weapons that you didn't spend points on) went up by 1, too. Something you wouldn't get in the base system. 3. See 1. You still see focus on skill training, but if you want, you will get some benefit from DEX or APP increases, if you want to be more of a generalist.
  26. klecser

    Starting skill top?

    Also worth noting that, even at 100%, a character will still only attain a critical success 5% of the time. 100% skill only guarantees a Regular success. Thanks for posting TC! As others have said, it's your game and you can choose to alter any parameter. There is no rule that says that anyone has to play any RPG "as written."
  27. David Scott

    Broken Tower questions

    It's Clearwine Village just outside the fort on the map. Page 28 "Clearwine Fort: The main settlement of the Colymar tribe and the village of the Ernaldoring clan". He likely casts Axis Mundi - This summoning ritual creates a holy sanctuary 10 meters in radius, use his Man Rune % to resolve the ritual. Exploring the Ruins page 34 has guidelines for loot. No one is very good at this, it just takes longer. Although Vishi Dunn has 50% if you use him.
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