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Showing content with the highest reputation on 12/06/2017 in all areas

  1. 2 points
    Increased Productivity: Even with magic this is only true to a point. Bless Crops doesn't generate more crops, it stops crops from failing. Much the same is true of Sunripen. Magic is really more about "not failing" than overproduction when it comes to that all-important food surplus. Also, it is worth noting a general dearth of spells that help artisans produce finished goods. Issaries, for example is all about storing and selling, but not so much about making. Pavis provides spells that help you put up a wall, but you need to finish that before the spell runs out. Gustbran at best gives you a spell that helps you ignore fatigue while working the forge. Sorcerers of course, have their useful form/set spells, but they are unlikely to produce high quality finished items unless the sorcerer also has the crafting skill involved. In essence, magic will make a good specialist better, but there is no getting away from the need for skills. As for education, RQ is a skill driven system where nobody is proud of their own ignorance unlike IRL. For all that, any advantage that magic provides is pretty static. Gods don't change, and innovation isn't encouraged by any society except the Lunars. Innovation is something those Godlearners and EWF mutants abused back in the Second Age, and we won't stand for it (jk). In many ways Glorantha is annoyingly conservative, socially, magically and technically. Magic actually acts as a brake on change. Even gods who have a Mobility/Change rune don't really change. Decrease in Child Mortality: The main beneficiaries of more children are agricultural societies where extra hands are needed to perform the 101 daily chores and plant/bring in the harvest. Every child is also a brake on prosperity because they are an extra 1/2 bushel of food lost to feeding them. IRL food surpluses were hard won. For example, in China the careful selection of rice that had more grains was specially chosen and cultivated to yield better crops from the same land. Really, having more children for most societies means that at a certain point they have a surplus population that they will plough into warfare. Traditional social values that promote female values will promote motherhood, not fertility control, plus the social drive to overproduce babies will mean they are harder to feed and will also drive warfare. Societies paid dearly for having ritual specialists and a ruling class soaking up their food surplus. Even artisans were only as useful as the resources they brought to market. Accounts of ancient battles in our world which seemed to exaggerate the numbers of casualties may in fact not have done so. Warfare can be the Malthusian dynamic that corrects human population, but not by the combat so much as the famine and disease that follows such as in modern wars in the Horn of Africa. Back in ancient times however, wholesale slaughter may have served to destroy entire populations, such as the Roman annihilation of the Dacians. Increased Life Expectancy: This will only be true in peacetime, of which there will be little, as most societies seem to measure their success by the seizure of territory. Also, obtaining the services of a medical specialist will be expensive. Essentially the rich will live longer, but they already do. Also, archaeology is suggesting that much of our assumptions about average life expectancy may be statistically abberant due to the effects of infant mortality on biasing the stats. Increased Capabilities: Magic means that individual people will become immense overachievers. These magical specialists are called Heroes. If society is lucky, the heroes might be able to pass on some of their powers through sub-cults. Heroes are a mixed blessing too. They do tend to have some very fixed ideas about the world and their place in it, and they tend to expect to be obeyed or they make your life miserable i.e. they can be massive bullies and may not have the best ideas. As heroes will wind up with a disproportionate amount of social influence and resources, anything that doesn't push their agenda may well be ignored, including (perhaps especially) innovation. Also, again, the Gods put the brakes on innovation and change thanks to their static and unchanging nature.
  2. 2 points
    Hey there! I asked this same question a while ago on Discord. The Power sacrificed on holy days is personal power, or what was known in later editions as magic points, so yes you do regain it normally. The rules don't really do a good job explaining this so it can be a bit confusing. However, there's nothing that says you can't sacrifice some permanent power to get a rune spell if you wanted, personally I would even attach some other bonus to sacrificing for magic on holy days, like one point sacrificed gaining two points of spells or even 3 on high holy days. It reinforces how special they are and encourages players to attend holy days for discount rune magic.
  3. 1 point
    And it's 'finished' at 288 pages. Two draft hardbacks (with much marking up as it was my first opportunity to read it on paper) with two Chaosium staffers; my copy marked up; two draft copies in a box. Bits and pieces may appear in the future. The entire thing? I suspect it wouldn't be commercially viable.
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  5. 1 point
    Thanks for all the information folks. As Richard S. pointed out the rules are a bit vague on this subject. I believe that it is only spelled out for Orlanth lay members in Cults Compendium. I guess I needed more confirmation than one isolated reference. I appreciate the extra thought that was put into the answers that you folks supplied, it is easy to just say yes to a question like that without any elaboration. Thanks again for all the help.
  6. 1 point
    And this is why we use house rules!
  7. 1 point
    Literally none of this is supported by RQ2. You can HR it all you want, of course, or perhaps argue that casting a spell on an enemy while on heroquest would invoke this. Likewise for benefits from casting on holy days. The spells are the spells, and their effects are clearly defined. There's no provision in the rules that remotely justifies it.
  8. 1 point
    Just a note: this is RQ classic/2 Orlanth's asking about, the POW check mechanic was added in three so isn't technically in the rules at this point.
  9. 1 point
    The current thought is that sacrificing your non-permanent POW aka magic points on a holy day or a high holy day may gain you a POW check and regains one point of divine magic. It could be argued that spending the holy day not in reaffirming the world but instead in increasing your magical power should be penalized rather than rewarded. Like, you forego your chance for a POW check when sacrificing POW for a new spell (point in your spell pool). That selfish activity detracts from your experience of the magic. But then that assumes that you experience the holy day in ceremony at the temple, and not flying the winds to the nearest Holy Mountain from where you enter Orlanth's Hall. If your holy day is spent flying on the winds and then feasting in Orlanth's hall, where do you find the time for sacrificing for a new spell? And where do you find a priest not involved in enabling that holy day magic? Learning your new spell by exiting Orlanth's Hall into the appropriate myth could be possible, though. After all, the magic of a divine spell draws the mythic reality of that incident to the caster of the divine spell, enabling him to act like his deity. But that results in less carousing with the host of Orlanth, less strengthening of your soul. Less chance at re-gaining that point of POW you are going to transform into a spell pool point. If you want more out of that Other Side visit, it is up to you and your supporting community (or communities) to start a heroquest on that day. That's the only way I would interfere with the point-for-point economy of divine magic in RQ. I would agree to an argumentation that divine magic cast in ritual context on the holy day gets casting benefits. So, whether you undergo a structured liturgy on the holy day or whether you visit the other side, your personal business is distracting from the real purpose of the holy day. Holy days are about the role of the deity in the world more than they are about the individual worshipper.
  10. 1 point
    I have some difficulties following your point. - Effect-based combat does not increase book-keeping needs. You generate an effect and spend it on the fly. What book-keeping are you talking about? - Pre-announcing the manoeuvre you want to use does not speed up things at all. Because it requires that you make a tactical choice every time you are about to roll. Post announcement, on the contrary, limits tactical decisions to when you win the exchange. You only pick one option when the dice have already said "yes", not when the dice might say "no".
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  12. 1 point
    I'd back an English translation project for the latest edition of the game. You betcha!
  13. 1 point
    I always liked Nephilim but it had some major issues. Mainly the absence of a "What the game is suposed to be about". List of other big problems IMO: - Not enough explanation of the Major Arcana and how it should influence the PCs. - No explanation of how to connect the nature of an elemental Nephilim with the chosen Major Arcana. Some combinations were incongruent or directly unplayable - No explanation about the Nephilim world... do they connect with each other regularily? Does anyone knows when a Nephilim awakens? Is there a catalog of suspended and awake Nephilims? How about the simulacra life? - Can you have a Nephilim "party"? how do they meet? should they be all from the same Arcana? if not how do they interact with each other? - Nephilim advancement is pretty much divorced from what it is supposedly enlightning. - Very few spells, and very limited in aplication. Understanding how the game is supposed to be run is a path to enlightment in itself!! I feel the game was more complicated than it should.
  14. 1 point
    Hate to say it, hope not to sound rude or condescending, and I'll probably piss off everyone in this thread, but I think you're taking something simple and elegant and making it a hundred times more complicated. A Climb is a Climb. If you're using the BRP Big Gold Book, you can say its a more difficult, or easier, based on any number of factors. But its still a Climb. I suppose it may just come down to style of play, and if you and your players really want to drill down into it like that, and that's fun for you - well, more power to ya.
  15. 1 point
    Hmm, sounds good. Should be elaborated a bit more, but methinks it could work. Skill 01-90, special parry -> riposte with other weapon (Difficult if weapon is offhand) Skill 91+, normal parry -> riposte with same weapon at -30% (or more if it is not the first riposte) Skill 91+, special parry -> choose one of the above
  16. 1 point
    So, I want to 'stat' a lightsabre for a BRP game. WoW-Future World has a Force sword doing 2d10 damage RQI-III has Fireblade spell doing 3d6 damage I could choose either, both have no doubt been playtested. Both are a doddle to swipe from an already published BRP game. Both give a very similar range of damage. Either would be equally 'right'. 'Fair enough you blithering oaf but why bring this up here you thread-derailing-buffoon?' you may ask Well.........because we have a variety of previously written rules for ripostes in BRP: A Critical Parry gives you a Riposte IFF you have two weapons* (Elric!/SBV) * or by extension: if you are unarmed A Successful Parry gives you a Riposte IFF you have a skill of 90%+ (SBI-IV) A Successful Parry gives you a Riposte IFF you are using a Shield (BASIC Conan) Oi reckons that choosing any one of those would be equally 'right' and is pretty much a matter of taste. Only a complete, completist and pedant would try and use all three in one game (that'd be me then!) Al
  17. 1 point
    Why make it complicated? The proposed rule is really a generic rule for any sort of counter-attack with any sort of weapon. It's not specific to fencing. Why not just say that a riposte/counter-attack is an attack using a defensive reaction. A riposte thus subtracts 30% from your next defense (just like any parry or dodge) and the attack can be any sort of attack. I see no need to bother with DEX ranks and so on. After all, a regular attack doesn't consist of mostly doing nothing except on your DEX rank, the DEX rank is just a handy method of ordering who does what when. It seems to me that the essence of BRP is about using fairly quick and simple ways of resolving issues with minimal book-keeping.
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