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  2. Max_Writer

    Role Playing Journals

    The Call of Cthulhu Down Darker Trails Catastrophe Engine Campaign continues. Two others go in search of Professor Brandon Stalloid and eventually find him south of the border. Can they stop the bandits and recover the Dragon Cannon? On April 14, 2019, the campaign continued with session two of the original scenario "Fire of the Orient" The role playing journal of the game session is here: https://www.yog-sothoth.com/blogs/entry/3428-fire-of-the-orient-session-two/ Additionally, a playlist of eight videos of the game session and a highlights video is here: https://www.youtube.com/playlist?list=PLonZ7fuFAFDrJlds4iev_RbcgwtlMWdE6 Players were: James Brown as Jack West (gunslinger) Samantha Underwood as Jane Bloomberg (bandit) Yorie Latimer as Professor Brandon Stalloid (scholar)
  3. Richard S.

    Temple Defenses

    Well do they even have to be cast by the Wyter? I don't know too well how sorcery works in RQG, but I think in previous editions at least you could make sorcerous enchantments to defend against intruders. "When a person passes X, check to see if they belong to Y. If not, cast Finger of Flame 10."
  4. Atgxtg

    Religious conversion

    Yeah, although with the Grail procession a conversion might not have been required. It's an item that has as much Pagan history to it as Christian. A lot of British Christian stuff in KAP is a mix of the two religions.
  5. Craiger

    Religious conversion

    I'm currently playing a pagan knight that has converted to Christianity. (He witnessed the procession of the Grail, and the healing powers the grail had.) All of his stats are still pagan stats, and I role play him as a new convert that is trying his best to understand his new religion. It has created a very interesting story arc. I really think it's all about how your player portrays him.
  6. svensson

    Layered Linen - Another Look

    Nevermind the Aztec /Central American equivalent of the ichcatlhuitpilli [EEK-ca-tl-hweet-pill-ee] or literally 'cotton shirt'. It was a sleeveless, quilted cotton chest and abdomen protector that was pretty much standard issue for Azeteca and Tlaxcalan armies. The way I handle this stuff is more classic RQ2... Soft Leather /Quilted cloth = 1 pt. Thick furs /Hides = 2 pts. Cuiboulli = 3 pts. Lightly augmented leather [bezanted jack or sewn rings] = 4 pts. Heavily augmented leather [scale or splint lames on leather] = 5 pts. Only soft leather /quilted can be worn under a heavier armor. The armor points and ENC stack. Armor [especially leather based armors] requires maintenance. Expect to pay for repair and refurbishment on a regular basis [at minimum seasonally in Gloranthan terms if it is worn more than twice or three times a week]. And don't forget to wash your under-armor [gambeson /aketon /whatever] unless you want every creature within a square kilometer to know exactly where you are. My basis for these beliefs is about 10 years of fighting heavy in the SC wearing leather lamellar armor. On average, I wore the armor once a week and even waxed cuiboulli can and will soak up sweat. This is not a dainty odor. Therefore, I developed an annual maintenance routine wherein I regularly washed my gambeson, annually saddle-soaped the interior of my armor, annually checked rivets and stitching, and re-laced the whole cuirass about every other year. But let me note that while I was getting bashed about by several different species of clubs, my armor didn't face bladed weaponry like arrows, axes, spears, or swords [that is, real ones not SCA equivalents] that would cut laces, pierce or slash lames, etc. All that would have obviously cost more maintenance time.
  7. PhilHibbs

    Logician - seriously OP???

    I wouldn't allow ticks for anything rolled under a Logician bonus.
  8. Oracle

    RQ vs D&D

    Nope. Breakouts are generally based on and relative to the base skill. Let's say you have a skill Warrior at 18, and you add a breakout Shortsword, then this Breakout skill starts with +1, e.g. Shortsword +1 (i.e. Shortsword 19). If you raise your base skill, then this raise includes the Breakout skill, e.g. Warrior becomes Warrior 19, and Shortsword +1 then means Shortsword 20. But you can also train your Breakout skill independently from the base skill, e.g. you still have Warrior 18, but you raise Shortsword to Shortsword +2 (i.e. Shortsword 20). As you may guess raising a Breakout skill is cheaper then raising a base skill.
  9. prinz.slasar

    Survey what do you most want for RQG?

    What do I most want for RQG? - a "Sartar Book", in which all informations of Sartarite culture, customs, laws, habits, society etc., are collected, updated to 1625 and RQG and official. As a GM who wants to play a campaign in the Colymar/Sartar lands it's a bit tough to portrait the unique Sartar setting at the table and to avoid the "barbaric culture cliché". But to do it I have to know how they function. The RQG Core Rules are a good teaser and the Adventure Book goes into more detail, but can't answer every question which will arise from the playoutcome. So we as Glorantha newbies have to do research: many books, many opinions, we read in the HeroWars material, in the KingdomOfHeroes/SartarCompanion, even in King of Sartar and so on. But the informations are scattered, contradicting, suspected of being outdated/non-canonical. So we ask the wise Tribe (aka Forum or Social Media) and asking questions about law&order, funerals etc. Even more information, and because the answers are so great, we have to dive deep in the forum and collect pieces of information from the many threads and topics to make a picture of Sartarite Culture. So why not collect all written material from the now canonical books and texts (I guess S:KoH + Sartar Companion) minus informations, which are already in the RQG books. Even the artwork in these books is IMHO good and has flavour. I prefer the simple, straightforward approach of RQG, therefore I'll happy with only a summarized description of culture and customs. In sum: If Sartar is the default campaign setting for RQG I need a condense, summarized description of Sartarite culture with its uniqueness and wonders. As an aid to portrait them at the table to my players. The informations are buried and scattered, it's time to bring them together for RQG and its GMs.
  10. You might niot like it, but it is quite realistic and a part of GMing. I pretty have to do it every time the the does something stupid that getsa lot of them killed. There are quite a few things abotu Pendragon, as well as other RPGs, that the GM should explain to the players. For example, I do point out that using a glory bonus point to improve Play (HArp) from 3 to 4 is a waste of a bonus point. Yes it does. But I think it would be a bad rule to implement. IMO DEX doesn't help a character enough to be worth the penalty. Not all stat bonuses are equal., With skills, low values translate into lower until and therefore a skill that won't be used very often - at least not when it is important. The guy with Boating 2 might be fine to padding a boat across the lake, but not on the ocean during rough seas. You'd want the guy with a higher skill for that. Meanswhile the stat bonuses from high SIZ, STR and CONm, such as an extra d6 damage doesn't have that effect. A guy who does 4d6 damage might not hit as hard as one who does 5d6, but 4d6 can still be relied upon day in day out, where a 5 skill cannot. Yes it is. If fact it has been done. WEG's Star Wars RPG uses skill specialties that do just that. Once a character takes a specialty then it becomes it's own, separate skill and is unaffected by the base skill. If the base skill catches up to it, then the player basically "lost" points. It's explained in the rules, everyone knew about it and it doesn't cause a problem. Lots of people don't like the rule, but it is functional. I think it is when you look at the benefits of a high DEX compared to a high STR, SIZ or CON. Specifically: The benefits of DEX 20 vs. DEX 10 is a 5 point increase in most combat skills, from 5 to 10. Now in game play that's not much of a benefit. Yes the character can master a lot of weapons more quickly but, so what? Having one weapon skill, Sword, at 20 is much more useful than having a half dozen at 15. The penalties of losing DEX, if they reduced skills, would far outweigh the benefits, because high DEX helps low skills but low DEX would hurt high skills-that is the one the PKs rely on. I think it would b e a deal breaker. In addition the loss of skill would offset the "advantage" of a high DEX/APP and make those attributes the dump stat again. The PK with a 20 DEX can lose 8 points off his skill before being bedridden, while the guy with DEX with 8 can only lose 2. Yes, but examining it holistically DEX and APP are still the out stats out by far. Back when we were going with Morien's idea of a stat bonus (APP-11)/2 then DEX and APPS benefits were universal to all skills -this is the guy with Sword 22 benefited from raising his DEX 2 points as much as the guy with Sword 5, IMO moreso. But is DEX only determiners the defalt then it doesn't help the guy swith Sword 22 at all (uless he has a DEX of 43), so I don't think it will be rightfor it to hurt him. Yeah. What I wish KAP had was skill categories liek RQ. While many people dislike them and prefer to take them out for simplicity, every version of RQ/BRP that does do, including KAP suffers by having attributes that don't mean as much. Arbitrary check. The same argument could apply to orate, intrigue and courtesy- they should be spending the points. The whole idea of APP as a skill modifier of some sort presupposes that they shouldn't need to. Definitely. There will no doubt be unexpected consequences. Frankly, I don't think the DEX as a base for combat skills will help much if Sword, Lance etc. still start at 10. APP will be more useful as courtly skills tend to have a lower base. But that's just my theory. I don;'t really know what effect raising the base for the courtly skills to around 7-8 will really have. I suspect it will just speed up advancement a little for ladies but not much more than that. But I won't know what it does until I have a player trying to use the rule to his advantage. Me too, but Energetic has been tied to stamina and endurance, and have overlapped with CON and Awareness in some instances. But I think for the most part we can ignore it.
  11. pachristian

    28mm Morokanths from Rapier Miniatures

    These are great! When will they be available individually? I plan to assemble a group of 1 of each Morokanth, then round out to an even dozen by getting three more with spears and two more which are on all fours. I don't know how many herd men I'd want.
  12. pachristian

    Layered Linen - Another Look

    Blast! I knew I was doing something wrong when I only order 14,400!
  13. Kloster

    Logician - seriously OP???

    Yes, there's nothing that forbids.
  14. Today
  15. Yes, that was that I thought at first too. But Morien has suggested that Attribute/3 doesn't make APP or DEX all that important. The difference between a 3 and a 6 isn't worth the attribute points. Basically neither skill is worth using except in an emergency and the year or so it saves a character on training isn't worth the the investment in attribute points. You could. I don't think itaht would be a good idea through for three reasons. First off it it would require ,more bookkeeping. Secondly, APP and DEX don't give all that much to the character, so just adding penalties makes those attributes the dump stats again. Lastly, if a loss in DEX or APP accompanies a loss in skill then PKS are encourage to have lower values to age won't hurt them as much. That is how it would work. I don't blame you for being unsure about the rule. I'm unsure too. And yes while it will help a high DEX character geta higher skill with more combat skills it actually will be a downgrade for most PKs. As it stands now all PKS start with Sword, Spear Expertise/Lance and Horsemanship at 10. With the DEX/2 rule, they'd need a 20 to get that.
  16. PhilHibbs

    Logician - seriously OP???

    The world has many more "balancing" factors than just how a few spells operate. And, from time to time, some cultures HAVE trounced the world. The actions of a few Heortling heroes recently wiped out most of the magical and mundane Lunar forces in Sartar, where is the balance in that? I love RuneQuest and Glorantha largely for the lack of balance. It's bedlam out there, and it's exhilarating.
  17. No quite the coming storm but Patrol suggest's the use of the encounters from Satar: Kingdom of Heroes. I started to flesh out Encounter 2 Bandits (Garhendrik's Bandits). My campaign has justed started so I haven't created the Man himself yet. Berenvara: https://rq-wherokuapp.com/view_character/1864? Berenmast: https://rq-web.herokuapp.com/view_character/1869 Carasatar: https://rq-web.herokuapp.com/view_character/1870 Jarmakt Spearl-Rattler: https://rq-web.herokuapp.com/view_character/1871 Derkos Storm-Wise: https://rq-web.herokuapp.com/view_character/1872
  18. boradicus

    RQ vs D&D

    Thanks! I was thinking of another approach the other day - that perhaps after a skill reaches say... 50%, that you *must* take a specialization, and then after that specialization reaches say... 50%, that you *must* take a sub-specialization. But that did not sufficiently answer for me how much a specialization would contribute to the general skill. Technically, I suppose that raw intelligence is a factor when determining how much can be abstracted from a specialization to type of general knowledge... but that might be going a bit far for game mechanics. What are breakouts in HeroQuest, and how do they work? Are general skill levels (the ability to abstract from specialized skills) increased when breakouts are added?
  19. styopa

    Logician - seriously OP???

    Meh, I agree with you in objectivist principle, but while RQ makes an effort at simulationism, it is still a GAME (and I'd argue that RQG deliberately tries to retreat from 3's simulationism toward the playable-game end of the spectrum) in which balance, or at least rational power-costing needs to make some sort of sense. To say nothing of the fact that it's an entirely fictional world; to have any semblance of credibility supporting the fictional-extant of various powers, they HAVE to have some balance. If a divine or spirit magician can cause 1.5 points of damage at 25m for 1mp, and (all else being equal) sorcerers can do 5 points of damage at 100m for the same 1mp, why wouldn't sorcery have trounced the world? (The only place where I can see breaking this deliberately is Lunar magic. The above posits a sort of static equilibrium, and the Lunars are BOTH 'fresh' and 'kicking ass' suggesting that their stuff is intrinsically more powerful...now there may be larger, contextual, meta-limits in the background, but I believe there's a strong argument for giving Lunars better magical kit PARTICULARLY if they're intended generally to be dramatic foils.)
  20. Khanwulf

    Underage Knights and Inherited Attributes

    Personally I dislike telling players "you should have planned better". This, by someone who plans excessively. It's just not realistic, and a given player doesn't need to hurdle of understanding mechanics intimately to jump into Arthurian legend. It needs to be accessible. No they don't, but speaking as someone getting older--you do get slower and that makes a difference. I'm ok with a lowering of an attribute through age/wounds to cause a decrease in skill, assuming that the relationship with the skill is linearly established at start. As it is here. No sir. Explaining to a player is not the answer. And let's please acknowledge that the objective is to change the "wastage" of points into DEX, APP or whatever. An investment in an attribute should be valuable on its face, with the benefits clear and measurable even if not always equal. Yes but what is it tough? Because if your DEX and APP drop too far you become bedridden and unplayable? Not sufficient--that happens to STR and SIZ and CON with much more direct impact on knightly effectiveness. I'm willing to build-in reasons why you don't want to lose *any* attribute. And after posting I realized that PV uses Presence as an actual stat name. I'm using it generically. It is literally personal magnetism through appearance, in KAP. Only because STR is already core to knightly skills in the form of critical derived attributes like damage. Again, my point at least is to holistically examine stat impact. Also, if weapon skills are DEX-based, yet damage is STR-based, then you already have additional attributes built-in to the equation. Yes, we have APP, DEX, CON and knowledge, where Greg specifically structured KAP to remove the mental attributes and assign them to the player. They are modeled through skills that deal with memory, domain knowledge and reasoning. Then they should be sinking the skill points that they would otherwise spend on Orate, into Recognize. With this like of arrangement there will be a higher base level for courtly skills and I'm quite OK asking a specialist to raise up other skills that are important but more knowledge-based through yearly training. There needs to be balance. Agreed, it needs to be tested--or at least modeled with several cases both expected and extreme. I'm opposed to incorporating Traits into the base of skills, as they are supposed to be personality. --Khanwulf
  21. PhilHibbs

    Warning: Egregious munchkinnery!

    And it stacks rather nicely with Bladesharp and Strength.
  22. 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.
  23. 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.
  24. 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.
  25. 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?
  26. tedopon

    RQ vs D&D

    That came from 4E.
  27. 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.
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