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Showing content with the highest reputation on 08/23/2018 in all areas

  1. 6 points
    RuneQuest vs. Dungeons & Dragons??? Bah! I send my Classic Traveller mercenaries to bring civilization to your miserable TL 1 mud ball of a world. "What was that, Corporal? Squadron B was just eaten by a WHAT?" 😱
  2. 3 points
    I think I found a moonboat: https://www.marinetraffic.com/en/ais/home/shipid:308953/zoom:10 *Update* At the time of posting it was in the middle of Spain, nowhere near a river. Probably a GPS glitch or an extrapolation.
  3. 2 points
    Slightly off-topic, but my favourite incarnation of a class/level/skill/social system remains FGU's 'Bushido', which successfully marries class and level-based character creation and advancement, with a sophisticated percentile and d20 based skill system (as in Pendragon or HeroQuest, one rolls skill or less on d20. The score of the skill is figured on a 01-100+ scale and divided by 5 to provide the resolution target number). There are experience points for killing things, for acting honourably, and for certain social functions too. The level/XP system is neatly divorced from the skill advancement system, but still influences it, so that there's a satisfying blend of skill driven advancement, with the visceral satisfaction of gaining another level (there are only 6 levels, with one's level providing a straight +n bonus to the d20 skill. So a 4th level warrior may have a sword skill of 14, with level giving him an effective 18 or less to roll on d20 for success). Years ago, I hacked Bushido and HeroQuest together to run a Griffin Mountain campaign, and it was superb fun. I think 'Bushido' remains one of the best examples of elegant, nuanced game design. The rules aren't necessarily easy to parse (he writing is highly technical, and the rule books have a strange structure), but the mechanics are rock-solid, surprisingly flexible, and offer a perfect blend of class/levels/skills/d20/d100, built-in task resolution, XP, and social advancement that was surprisingly ahead of its time. I still enjoy the system.
  4. 2 points
    My personal preference is your bias. We're just having a civil and frank conversation. D&D 5e isn't really to my taste, but I quite happily played a session of it a few weeks ago and had a great time. I'm sure I'll play it again. I've stated my personal issues with RQG many times here, I think it's far too complicated. Specifically skill category modifiers, strike ranks, hit locations, etc - I think there are far simpler and more elegant ways to get the same or similar end results. If I can say that here without becoming a pariah and RQG hater, why can't some of us also talk about some of the things they dislike about D&D 5e, or any other game? Especially as it relates to using those systems in Glorantha. There' always something to learn from other games. 13th Age may well be basically a D&D variant, but I've learned a lot from it. The success of D&D 5e has a lot of lessons for us too. Back in the 80s I came across a table at a convention playing AD&D in which someone had ported across some of the RQ2 combat system. I forget the details, but each class got a % chance to hit based on level. How awesome is that?
  5. 2 points
    No problem. As I say, I'd been pondering it, partly from the point of view of how the metaphysics could/should affect chargen for the group I'm hoping to get started soon. I think it did throw something interesting up: the contrast in characters produced by cultures with different access to fertility magic is quite startling. It seems to completely overshadow any differences like the DEX/SIZ cultural modifiers for Bison/Impala riders. If, as a Sartarite or Esrolian mother you get a "Popular [high CHA], experienced [15 Rune Points say] 'Midwife'", your kid is going to be running at 13 points over average. Not a feature necessarily commonly available to Lunar Provinces where it's just Seven Mothers, or even the Praxians whose Daka Fal/Eritha worship overshadows the more human-focused Ernalda support of the Sartarite/Esrolian nations. So Sartarites might tend, in general to be bigger, tougher, faster, brighter, stronger and more impressive than your general Nomad who hasn't got 2 grannies with the best interests of their Tribe at heart and the Fertility magic to back it up. The Praxians would have better herds though... It gives an explicit magical support role to the elders of the tribes too, in generating Enchantments with all their 'spare' POW gains. Even if they all run their POW up to 21, there's going to be some sloshing around to make presents for important people, or just general Tribal use.
  6. 2 points
    So does its author think. It is not an RPG forum if you do not flame. And now, let's flame about what you can be call an RPG forum instead of what you can call an RPG.
  7. 1 point
    Coming in November. The box includes three books: Introduction and Alone Against The Flames, Call of Cthulhu Starter Rules, and Adventures; as well as five pregenerated Investigator sheets, blank investigator sheets, dice, a player handout and four classic adventures. MSRP is $24.99. The adventures are Alone Against The Flames (solo), plus Paper Chase, Edge of Darkness, and Dead Man Stomp. https://icv2.com/articles/news/view/41188/lure-new-players-call-cthulhu-starter-set
  8. 1 point
    Now that Agony and Ecstasy is out, I wanted to talk a little bit about how the superpower mechanics came to be. When I was working on them, I had two primary goals in mind. Supers should always be super: You never see the panel of a comic where Superman can't use his heat vision because he fails an activation check or runs out of power points. Superheroes with powers should always have access to those powers, barring unusual circumstances or glowing green rocks from the remains of their home world. So at the core, the system had to have base abilities the characters always had access to. Superheroes also find new and inventive ways to use those powers beyond what their core abilities can do. That lead to the development of boosts, which augment or enhance the base power at the cost of power points, the system's version of magic points. For example, the Flash's base power lets him run at fantastic speeds, and he has boosts that sometimes let him vibrate through walls or create small, localized whirlwinds by running in circles. It had to fit Mythras: The game already has great magic systems, psionic powers, and mystic abilities for supernatural creatures. When designing the superpower mechanics the goal was not to reinvent the wheel, so the primary inspirations came from the traits as presented in Luther Arkwright and mysticism from the core book. With a few tweaks and adjustments, they served as a basis for what is presented in the scenario. Since the goal was low-powered, street level heroes, the powers were also designed with balance in mind so they could scale along with other aspects of the game and not be too lethal or overwhelming. That being said, certain concessions were made to maintain “comic book logic,” so that is why Tortoise can lift a car but doesn't burst criminals like ripe melons when he punches them. I hope you enjoy what we came up with and it leads to some fantastic superpowered adventures beyond what is in the book. While it was designed with Mythras in mind, the basic superpowers system in Agony and Ecstasy could be easily adapted for most d100 games. As a little bonus, here are two additional powers along with some example boosts and possible limits to use in your games. These are based on abilities the villains of the adventure possess, but I'm sure in the hands of your players they will be put to good use. CLOSE COMBAT ATTACK You possess an enhanced melee attack such as claws, a mystic blade, or weapons made of pure energy. No matter what form it takes, the Ready Weapon action must be used to draw or manifest the weapon before it can be used This attack has a Reach of Medium and you may choose one combat effect at creation, such as Bleed, Impale, or Stun Location. The base damage and size of this attack is determined by your POW, and you may add your damage bonus to the amount inflicted. With the Gamesmaster's permission, you can determine your damage bonus for this attack using POW+SIZ instead of STR+SIZ to represent a mystical or psychic melee attack. POW: 8 or less: 1d4/S, 9-12: 1d6/M, 13-15: 1d8/M, 16-18: 1d10/L, 19+: 1d12/L Spend 1 power point to change the weapon to a different type for the encounter, gaining a different combat effect, or add a weapon trait, such as Entrapping or Ranged Parry. For an additional power point you can do both. Spend 1 power point as a free action to instantly ready the weapon. Spend 2 power points to increase the weapon's base damage by one die type and the size by one step for a single attack. Limited Power: The close combat attack is always out and is obvious to onlookers. While you never need to take a Ready action to prepare it, it often hampers certain physical or social actions by its presence and inflicts a one step difficulty penalty on those actions. EMOTION CONTROL As an action you have the ability to inflict a specific emotional state on a nearby target that fails an opposed Willpower check against you. This ability has a range equal to your POW in meters and the type of emotion you are able to inflict is chosen when you take this power. The exact effects depend on what emotion you create, but the feeling is so overpowering that it severely impairs the target. At the start of the next round as an action the target can attempt an unopposed Willpower check to break free. Some example effects follow: Euphoria: The only action the target can take is Dither, but if it takes any damage it can make an immediate unopposed Willpower check to break free. Fear: The target gains a temporary passion of “Fear (person or object of your choice)” equal to your Willpower. A passion check must be made on the target's turn to avoid fleeing from the source of fear. Hate: The target gains a temporary passion of “Hate (person or object of your choice)” equal to your Willpower. A passion check must be made on the target's turn to avoid attacking whatever it now hates. Love: The target gains a temporary passion of “Love (person or object of your choice)” equal to your Willpower. A passion check must be made to take any offensive action against the beloved thing or to prevent the target from protecting it. Spend 1 power point to change the emotion you inflict to a different one when using the power. Spend 2 power points to make the target's Willpower check to resist one difficulty grade harder. Spend 2 power points per additional target you want to affect within range. Limited Power: You must make physical contact with the target to affect them with the power.
  9. 1 point
    This is NOT a post critical of the supplement. In most respects, I love it... a great world to plunder, the stunts system is genius and Voudou is a great magic system ripe for some rich roleplaying rather than the usual flash-bang effects. But as I run it for my group I am finding numerous issues, typos and stuff just plain missing from the rules. i.e. at a "rules on paper" level it is far from perfect! Some endemic "typo like" issues are in there which I can ignore: The author indicated that it was a mash up of 2 background - one magical, one historical and it shows periodically. Sections of rules that need to be together are spread between chapters. The layout is "challenging" at times, but a proper read and judicious use of post-it tabs and some PDF printing helps gets around that Also there are a lot of "See page XX" references and references to "Bokors and Broadsides" (the old name for Blood Tide!). Now I know it is teh oild name for the system I know the game is referring to itself and not some weird supplement I can't find. So since this is the official "Chaosium" community and the author is on here I thought we could collectivity help to fix it in a hope of building a bit of an errata or help the author with a second edition with some more annoying problems resolved. If anyone has any house rules, links, scenarios or useful tools relevant to Blood Tide - feel free to add them below. I will post a couple below to get started...
  10. 1 point
    It was always my impression that the Orlanthi didn't really view Yelm first and foremost as a sun deity, but as constriction on the freedom of Orlanth, hence why they see Elmal as the sun. Similarly, it was always my impression that the DHs viewed Orlanth not necessarily first and foremost as the storm and wind, but most importantly as a symbol of the disruption of proper social and natural order, hence why they associate the Middle Air more with Entekos (and later with Sedenya - unless Entekos was only really important in Pelanda). Anyway, my point is more that it seems, from the material I've read at least, that it's the mythological narrative role that supersedes the elemental association in the mind of each "opposing" pantheon. That is, of course, assuming that the Bad Emperor and Rebellus Terminus can really be said to be Yelm and Orlanth to begin with - and that this isn't a First Age Council/Nysalorean innovation in order to "harmonize" the World Council's disparate (and probably conflicting) mythologies. I assume we will never know.
  11. 1 point
    The Air Gods are the progeny of Umath, who was the result of the union of Ga and Aether. Copper is the metal of Earth and Tin is the metal of Sky, and their union resulted in Bronze. This is the mythic explanation of why copper and tin (even though not the same as the terrestrial metals) can be alloyed to make bronze.
  12. 1 point
    Bags of holding. it actually got to the point where the containers themselves become a problem. But then, I'm the GM who once put a lifesized (SIZ 16) statue of solid gold (magically strengthen) in adventure to see how the PCs would do about it. It has a mass of around 1.5 metric tons (SIZ 52), worth about 40 million RQ3 pennies.. Being an work of art. the PCs didn't want to break it up-more because it would fetch a higher price as a work of art than as lumps of gold. That I can understand a bit. Medieval weapon prices were intentionally kept high by law (to keep them out of the hands of the "riff-raff"). So a pound for a broadsword is okay. BTW, if RQG prices really bug you, get a copt of the price lists from Harn. Harn uses standard medieval LSD pricing, and has a longbow priced at 36d.
  13. 1 point
    I suspect that Bronze made as an alloy of tin and copper might (but it takes a very long time - I have a piece of late Roman bronze and it hasn't corroded - yet, and the chemical breakdown depends very much on chemical composition of the soil), but iron rusts (it would be logical for the dwarves to sell iron to humans with this inbuilt design flaw).
  14. 1 point
    In celebration of Runequest Gloranatha: Quickstart Rules and Adventure coming home with ENnie Gold (and because I'll be running the Quickstart at a local convention at the end of the month) I decided to take the Pregenerated Player Characters and build little booklets for each PC. I just uploaded them over in the files section under the "Fantasy Other" Category. (There doesn't seem to be a RuneQuest Glorantha category yet.) Each booklet contains the relevant Rune Descriptions, Rune Spells, Spirit Magic Spells, and short descriptions of the respective PC's cult, as well as all the other information contained on each of the PC's character sheet from the Quickstart. My design goal was to build a little booklet which would allow a Player to flip through the booklet and find the relevant information for a specific rule or topic on a given page. I'm a big fan of the A5/8.5x5.5 format at the gaming table. They take up less space, you can hold them in your hands easily when flipping through them. The PDF is in a A5 format. You can print the PDFs using "booklet" formatting and get a 20 page doc on five sheets of paper. (There's a short table of contents after the coverer page. The whole idea is to make an easy to use, easy to access document for someone sitting down to play RuneQuest Glorantha for the first time.) The pages were built in A5 format. But you can easily print them in 8.5x5.5 format with only the slightest shrinkage to the text and no real effect on presentation. These is a format that i came up with for myself, of course. Which reflects my own thinking and design principles. But I hope people might find them helpful for getting new demonstrations of the game up and running. I haven't done a final proof on these yet, so if you notice anything askew, please let me know! Thanks! https://basicroleplaying.org/files/file/642-rqg-vasana-quickstartpdf/ https://basicroleplaying.org/files/file/643-rqg-sorala-quickstartpdf/ https://basicroleplaying.org/files/file/639-rqg-yanioth-quickstartpdf/ https://basicroleplaying.org/files/file/640-rqg-harmast-quickstartpdf/ https://basicroleplaying.org/files/file/641-rqg-vostor-quickstartpdf/
  15. 1 point
    Interesting, thank you.
  16. 1 point
    I agree. Bushido is all about gaining and maintaining "Face" -- a reputation for honorable (although not necessarily moral) conduct. A character who loses Face actually decreases in level, assuming he doesn't have to commit ritual suicide to wipe out the shame he's caused his family. It's a whole different thing than collecting gold or glory for experience points.
  17. 1 point
    I believe Alephtar have a BRP Mecha supplement that you could quite easily hack for Mythras.
  18. 1 point
    Personally, I have enjoyed RQ and Glorantha for a long time, but I fairly soon found that RQ required too much bookkeeping for my taste. (Which led to simplifications and some house rules.) I think my ideal level of complexity is somewhere around the level of Stormbringer or Pendragon, getting most of the benefits without the pedantry of tracking hit points and armor per location for five scorpion men. If there was a nice way to unify such simpler rules with the HQ conflict mechanics, it might be even better.
  19. 1 point
    Elmal would seem to typify a 'conservative' strand in Heortling culture. It's my belief that when Sartar and his followers made so many changes, it shook the 'arch-conservative' nature of the Quivin tribes - they fled Heortland/Hendrikiland after all to avoid profound changes and the cosmopolitan influence of Belintar - and the Emlali found themselves facing an existential crisis: their defensive and practical obligations were eroded by Sartar's new sheriffs and the peace he established, as well as his Larnsting nature - quite opposite to their fixed and circular path. So the innovation of Yelmalio is to them a 'greater tradition' or 'the prisca theologia' - they fall back on an imagined order which 'returned them to purity'. It is this tendency that we see with historical conservative movements: a conservativism that becomes so defiant that it turns into a new, radical thing. Compare the Catholic League during the French Wars of Religion, or the reactionary response to modernism becoming Fascism. Retrenchment is a particularly conservative/traditionist response, often more instinctual than rational, that results in something unrecognizable. The Elmal > Yelmalio shift is a very good example of this. Monrogh's insistence that this was the 'true, original, way' (we know it was not) allowed people to 'rebel' while still appealing to authority and the Elmali instinct to preserve and repair.
  20. 1 point
    According to the Guide to Glorantha and the Glorantha Sourcebook, the Orlanthi god of the Sun Disk is Elmal. He may be a Little Sun, but he's still associated with the sun itself.
  21. 1 point
    It is worth noting that the BGB tries - albeit the implementation is not perfecct in many points - to leave the door open for using either option, locations or variable armour/major wounds, or DEX Rank vs. Strike Rank, with little or no impact on the rest of the rules. RQ2, RQ3 and RQG, instead, "choose for you", stating that you should use locations and Strike Ranks, unless you want to do a huge amount of houseruling. To be honest, I fail to understand why the option of putting this choice in the hands of players was not chosen when the new "RuneQuest married with Glorantha again" was designed. Neither of these options is fundamental for the Gloranthan feeling of the game: as the conversion rules for PendragonPass of the '90s said, "If King Arthur can fight without Strike Ranks and Hit Locations, so can Prince Argrath." YGWV (and YCWV*). Oh, and maybe we have gone a little bit off topic. * Your Camelot Will Vary
  22. 1 point
    All of this makes me wonder - if Elmal is only Lightfore/The Yellow Planet/Little Sun - what is the Orlanthi god of the ACTUAL sun? Maybe I've read things incorrectly, but I've never gotten the impression that the Orlanthi expressly associate the Bad Emperor with the glowing orb in the sky, as it were, rather focusing on Yelm's tyrannical/despotic aspects than on his solar ones. Of course, I might be way off. It really is interesting seeing home much of the Monomyth was worked out long before the God Learners, especially in the central Genertelan area, where Pelorian and Theyalan cultures engaged in a vigorous cultural exchange only barely a century after Time (not to mention before).
  23. 1 point
    Love the analysis, @womble. Thanks for rummaging with the numbers and sharing your interpretation with us. I usually can't be arsed to number-crunch, so it's much appreciated . It seems to me like the next question is: Does this image make for a more or less interesting game world? Personally, as I've been pondering a bit on those numbers, I find it rather attractive. Glorantha's supposed to be a "EVERYTHING'S MAGICAL/MYTHICAL!!" world, right? And these numbers and ideas, to me, seem to support that. This new paradigm where all initiates have reusable Rune magic (with rare exceptions like Resurrection) makes sense for how I understand Glorantha, and sounds like a bonkers world to be playing a tabletop game in. It's obviously not "Everyone's flying, all the time!" like some high-magic settings are written, because Rune points are a limited resource since you only recover them in worship, but the idea that a substantial portion of a village's warriors could fly out to meet invaders if they really, really needed to sounds fun. It's also definitely a murder-hobo deterrent. I guess I'd have to actually play the game in that mode to get a good feel on if random villagers even having 6 or 7 RP feels exciting or feels bland, but it's a gameplay style I think I'd like to experiment with. Methinks that a further step from this pondering would be that characters are of course defined by their cult and their way of expressing piety, but what really distinguishes them from random people is their skill, not their magic. A bunch of Orlanthi might run around able to Lightning Bolt something if absolutely necessary, but most of them won't be able to make a sprinting mount onto a horse and then ride down a fleeing raider at a gallop while lopping off his buddy's head.
  24. 1 point
    Case in point, I'm currently working on writing up a comprehensive rules doc for the nasty mess of RQ3, Petersen's Western Sorcery & Tekumel Sorcery, and some oral homebrew that we've been using in my playgroup's "RQ3" game for the last few years, and the document just broke 30,000 words. I'm nowhere close to done. Now, I love love love the RQ3 approach to sorcery, and it's one of the things which has kept me playing the game for some years. I love this crazy, excessively-complicated tangle of skills and spells and all that, and how flexible everything is. The first time I cast a week-long spell (coming from my 3.x background) was this amazing moment for me, personally. Kind of an, "Oh %#!$, I'm doing real magic!" moment. Plus, actually mathing out all that nonsense feels a bit... arcane. D&D's more "black & white" magic does work well, I think. My subjective experience has been that it feels about the same as spirit magic does in RQ: do the thing for a stated cost (whether MP or spell slots). D&D just goes to a more well-defined top end. Well, sometimes. There are some moments and spells from D&D which just feel iconic to me, like the first time you splatter an enemy with scorching ray or fireball. Classes = Cults Or, perhaps Shaman/Priest/Sorcerer? Then again, RQG is starting to introduce more overlap between those paths, so IDK. (plz no flame!)
  25. 1 point
    I may have missed something in the thread here, but to get good translations it may a good idea to see if we can agree (more or less) upon what God Learner means in English. Should 'Learner' be read as meaning both 'Teacher/Master' and 'Student' at the same time, or is it just the 'Student' part that applies? What other English terms could have been appropriate? Pupil, beginner and apprentice capture the student aspect, while scholar can be both a student and a teacher. -Terry
  26. 1 point
    It's interesting that Belintar did not take more forceful action - his relationship, of course, with Sartar was complex. He essentially is the bogeyman for the traditionalist clans who settled the Quivin mountains, but it was partly with his support that Sartar resisted the Lunar Empire in the coming decades. A wild surmise: Belintar partially mastered the Light/Sky rune [in the form of Veskarthan/Caladra & Aurelion's fire), but perhaps he could have extended his power over the region, if Vanntar could be absorbed into a Greater Holy Country. Many of the other cultic sites in the region see similar meddling where eventually a God-king emerges from their elites.
  27. 1 point
    Traveller has a different version of increase. You go from a Las rifle to an FGMP-15, and from a far trader to a gazelle. Perhaps[s you dont hit much more often but people notice a lot more.
  28. 1 point
    West King Wind seems to be the same god who the Grazelanders call Wingkoalad, given the Dara Happan on the Pentan's flags in Prince of Sartar Other names for Orlanth include Karborn, Father of Bears in Sylila (Sartar Companion 279), in Ralios there was Humat (Guide 373) and Erulat (Safelster in the First Age). There's also an old post of Jeff's in the mailing list containing some Talastari names here. Not sure on its current status. (Although the Ernaldan names are still used in SKoH.
  29. 1 point
    I get it. I just wish there was a in-between between "Bugs Bunny" knock-out rules and nothing.
  30. 1 point
    It's considered a feature mainly because the (linear) progressions of 3.X resulted in ridiculous numbers like "I'm rolling a d20 with +43". Crunching that down to SOME plusses but great swathes of them obviated by advantage/disadvantage (which is a GREAT mechanic, btw) was a strong progression from 3.x to 5e. Your first point is absolutely correct, and a deliberate design decision. Your second point ironically may be partly a result of RQ. Tweet, Cook, and Williams all were quite familiar with (and iirc Tweet was a big fan of) RQ. Again IIRC it was him who really implemented the novelty of skills generally in D&D3, and it's not unlikely that the 'portability' of classes - the dipping into classes for 'packets' of abilities' - was a deliberate way to get out of the straitjacket of D&D class system. Nor, to be clear, does it make it ipso facto worse, either. I don't think you'll have much debate here that RQ is a fundamentally better system here, of course. ENWorld? Maybe. Ultimately it's a subjective call, which is why debating them generally (as opposed to specific mechanics) is futile. There are some features of 5e I like very much but on the whole no, it's not a better game for how I like to play RPGs. Then again, how I like RPGs (I can pretty much guarantee) is likewise not what others on this board would agree is fun, either.
  31. 1 point
    I've been wondering about the impact of the apparent (relative to the perception of previous versions) impact of readily (again relatively) available Rune Magic. If what you want is lots of POW to sacrifice into Rune Points and Enchantments (mediated by your Wyter, see below), you want to keep your POW low, if that doesn't gimp you in other ways. Your average Farmer doesn't need a POW of more than 11 to function well as a community member, and your Priest with their minimum POW of 18 gets more chances for gain rolls. An average Initiate who hasn't thought much about their development within the Cult (and so has the basic Worship skill) would have their base 20%, +20% for the two MP they have to sac in any Worship Ceremony. 5% for a chicken is not unreasonable for the Big Days. The High Holy Day and Sacred Time rituals get an inherent +40 so we're on 85% for those two. So any Worship Ceremony in a Temple of any size gives a 95% chance (90% if you omit the chicken) which can be pushed to 100% by putting in an additional MP. Initiates get their POW gain rolls if they succeed at Worship at either or both of HHD and ST. So an average Initiate will gain about 1 POW per year. Very quickly they'll hit their max of 11 Rune Points (by the time they're 30). Major cults with lots of Holy Days get more Rune Points back per head, over their entire congregation than smaller cults which only have Seasonal, High and Sacred Time Holy Days. Some consequences I've thought of: Initiates with access to Reproduce can have one child every year if they want. Cultures whose Initiates commonly have access to Bless Pregnancy should have near zero chance of 'Child dies at Childbirth' results because almost every pregnancy will get a Bless Pregnancy cast on it. With Initiation so common and Rune Magic reusable, access to such spells in the relevant culture should be almost universal. If the Grandmother of the family (who's firstly got their full 11 Rune Points and secondly doesn't need to use any of them on their own pregnancies any more) does the Bless Pregnancy, the child would have +9 to spread between their stats when they roll...). With Elders casting Bless Crops, your average farmer's Income roll is going to get a decent bonus (up to +220%!), just if a senior Initiate cast the spell, making the impact of poor years or being raided less significant. The worst Income roll penalty is -60; Your average Farmer might have Farm at 60%. so Bless Crops could be cast at +100 on 6 Hides by your average senior Initiate and they could do that (absent other calls on their Rune Points) a couple of times a season. Access to Heal Body, Heal Wound, Regrow Limb and Restore Health will make the vicissitudes of life significantly less lethal when your average fully grown 30 year old has 11 Rune Points. Because magic in general makes armed conflict more dangerous, the common availability of powerful healing spells and large MP stores (s Once you're past 30 (or a bit older if you've a higher CHA), you still get POW gain rolls even if you can't accumulate Rune Ponts. While you, yourself, as an Initiate, don't get access to Enchantments, often your Wyter might (if the responsible Priest does), and you can both sacrifice the 1pt the caster has to put in to start the enchantment to the Wyter and contribute any others you feel appropriate as can your relatives and friends (though using your Wyter this way might be horribly inefficient if you have to spend Rune Points as well as characteristic POW to increase the strength of the Enchantment, because the Wyter would have to spend double). If your Wyter's representative doesn't have any enchantments, other Priests might, and they may well have a point of spare POW that can start an enchantment, for a suitable donation, or even just because they like you and want to keep their POW at 18 to maximise their chances of getting more POW gains. I can certainly see a custom of 'coming of age' gifts made with quite a lot of POW from the extended family, and possibly even 'birth gifts' for the children of those who can maintain a Noble lifestyle, and therefore have a greatly reduced chance of dying before adulthood. I would envisage the first point past 'base' contributed to be one that restricts the use of the item to just the intended recipient, partly as an OOC way of preventing a deluge of items everyone can use, and justified by a cultural attitude of "It's their present, no one else's." While this is a mechanical look at the process, I don't see why the inhabitants of Glorantha wouldn't have, by now, internalised the way the currents of magic work so that such manipulation of resources is no more unusual than efforts to maintain the functioning of social constructs. Another social consequence is that it actually directly benefits the Initiate to be more pious, because if they have the leisure to sacrifice most of their MP to their God to increase their Worship success chance on a given Worship opportunity, they'll have more Rune Points to spend on casting useful spells. Because magic in general makes armed conflict more dangerous, the common availability of powerful healing spells and large MP stores will make warfare casualties either (almost instantly) lethal or, in the longer term, inconsequential. Either you got cut in half by the True Sword spell, or your mace-broken arm is healed back up and you're ready to go. On the whole, a population having a high proportion of initiates (especially the ones which have a predominance of Ernalda initiates) does, I think, provide significant societal bonuses, because POW gain rolls are commonly available to Initiates, even if they aren't particularly pious with their praying. The supporting nature of most of the points above might also offer some input into the notorious resistance of the Orlanthi persisting even when worship of the Chief God is largely proscribed: Ernalda's powers provide such a strong base that the culture can persist in the face of terrible adversity and persecution, if Ernaldan worship is unconstrained. Also explains why the Windstop is such a pivotal success for the Lunars in their suppression of the Sartarites, since it is the first time their earth priestesses are hamstrung.
  32. 1 point
    This whole thread accomplishes nothing but turning off folks who may actually like both RuneQuest and D&D. Everyone on these boards already likes RuneQuest or you wouldn't be here. Some of us also like D&D. I'd suggest the board administrators delete or lock this thread. As the official Chaosium boards, there will likely be an influx of D&D fans who become curious about RuneQuest after seeing it on shelves or available online in the next few weeks. This thread would only turn them off in my opinion, and hurt potential RuneQuest adoption.
  33. 1 point
    What I meant was a level 1 guy has a 55% when the opponent is actively defending because D&D assumes it is so, rather than BRP systems which have an opt in Parry or Dodge. I'm sure BRP is not assuming you are just standing there waiting to receive a blow, you just did not go full monty on the defense. When you consider the D&D assumed defense adjustment as opposed to called parry /defend than my final 55% must have been at least 75%. This assumes he only has 20% defense. If his defense is 45% I must have a 100% base attack against someone just standing there, (to get the 55%), which is the HackMaster 5 way. Seems like Mythras might represent my thoughts better although combat rounds with multiple actions are really just chunks of individual actions rather than descreet actions themselves. Still, any individual swing with a 30% skill will miss more than 3 out of 4 times unless he defends, then its gets worse. Perhaps Combat Styles with groups of weapons trained as a unit might make it less likely to start with such low percentages as well??? Certainly this issue is not a fatal flaw in my mind, just something I have been pondering. As always, thanks guys!
  34. 1 point
    I know this one is too late, but it was fun to read people's suggestions. The hibernating bear symbolism became pretty obvious as soon as someone pointed it out, so when thinking about something myself, I had this idea: A dead person has no heartbeat, which a sleeping (hibernating) person has. While in the underworld, Odayla could come across or trade for (perhaps with the aforementioned Hedgehog) a drum. Odayla proves that he is alive by playing the drum (simulating/representing his heartbeat) faster and faster until he wakes up (ie. achieves a normal heartbeat. Bonus points for some good old mythic trickery). Alternatively, you could have Odayla stoke a dormant fire, to show that a) he has breath, and b) he can generate heat against the cold of death/winter. You could even add these together plus one more to get that fine mythical pattern of threes, which is always satisfying. A consequence of this Heroquest should definitely be an uncontrollable hunger or losing a lot of weight or something like that when one wakes up. I chuckled at the birthing side of things. Good stuff. ^^
  35. 1 point
    Oh, okay. I just have RQ2 and RQ3 to work with. Perhaps. Most RPG price lists tend to be pretty bad overall. I used to get my playerslaughing in D&D by translating prices from gp to weight in gold, and the nightmare of logistics. Magics items were literally worth more than their weight in gold, which was fine until you realized just how commonplace magic was, and what it meant to the economy. A good magic sword could literally cost a ton on gold, and a leader outfitting his troops with even +1 weapons is going to need a heckova supply line, and the city of El Dorado to pay for it. Not that any of that helps with RQ bow prices, but at least we don't have it as bad. If you want to, just divide the prices by 10 or 100, or assume that the Gloranthan Yu tree is much rarer and harder to cultivate, and takes longer to dry than the Terran Yew tree. Perhaps Yu only grows in Snakepike Hollow!
  36. 1 point
    My friend got me to watch this by telling me "It's a gloranthan heroquest. Totally. You have to watch it." So I did and it was. Totally
  37. 1 point
    You guys may want to get all this petty hate speech out of the way now before the new RQ and even 13G drop in wide release... Nothing at all wrong with having preferences, stating them, sticking to them fanatically and so on, but it's a real turnoff when you keep coming back to that well. I've been a fan of both Runequest and D&D since I was in middle school. Now I'm firmly in middle age. I have always been a "RQ guy," but will play anything. The biggest turnoff for me, in any endeavor/group/hobby/occupation/whatever, is the elitist, smarmy jerk who knows better than everyone else. The two gaming communities who are the worst about this, IMO, (ironically) are Glorantha/Runequest fans and pre 3rd edition D&D fans. Both communities are full of pompous, self righteous pseudoscholars who take their interests far too seriously. We are on the precipice of what is likely Runequest/Glorantha's last chance at bringing in a large chunk of "new blood" into our favorite stomping ground to share ideas and good times with. I ask all here that we maybe tone down the elitism a few decibels and keep the shoegaze conversations civil when/if outsiders start poking their heads in. We want them all to become insiders. They won't want anything to do with this community if we're all a bunch of BADWRONGFUN jerks. This post wasn't aimed at anyone in particular. I have gotten a bad attitude here and elsewhere more than a few times both on the internet and in real life related to gaming topics, so I share the burden of trying to put my best self forward when my knee jerk usually isn't. TLDR version: You may see a bunch of people in the near future here who are fans of things the typical current user isn't. Try not to crap in their yard so they want to come visit yours.
  38. 1 point
    Also keep in mind that the rules for generating adventurers ARE NOT intended to create ordinary members of society. They create adventurers who are likely participants in the Hero Wars.
  39. 1 point
    I recommend the following as it gives a wide range of data for several centuries on bows - the issue is clearly quality and custom fit really cost otherwise really rather cheap (if perhaps nasty) Archery in Medieval England: Who Were the Bowmen of Crecy? By Richard Wadge There are three Major costs in any Quality non-composite bow. The careful selection and long seasoning as a skilled and controlled process is the first - representing a very significant sunk capital cost. The second is the cost of the skill that takes years to develop and to retain - this is a premium product and its application cannot generally be accelerated. The third element is the time of the customer as such bows are definitely fitted and customised most carefully. Composite bows and quality powerful "self" bows (for a longbow is "merely" a large specialist self bow with some careful customised selection and finishing that helps mimic strengths of composite construction) both have long slow stages in them but at opposite ends of the process. Careful selection, working, seasoning and production of a quality bow stave is a process (historically) of years with a high "failure" (that is less than desired outcomes) rate. Modern bows and bow wood etc can truncate a lot of this with technological cheats treating the wood to achieve what time was needed for. For Composite bows this is the careful and considered "drying" (because the agents can't actually be let fully dry), successive applications of the various components and then the vital protective finishing. Again customising requires much time of the customer as the bowyer. The vital question for Gloranthan is what effect will magic have PLUS does Glorantha use "Hot Box" techniques for shaping and drying and finishing / sealing? When and whom used what parts of these arts is real blood on the floor territory for competing "schools". What IS clear is that some parts of these techniques are evidenced very very early on in the construction of bows found and examined. All significant cultures using massed archery demonstrate a degree of massive production of "standardish" items to or within general limits - an economic necessity for both those making the bows and for those organising the users. That England employed massed archery Without anything like the same use of bulk standard is both an edge at its peak and a major likely factor in decline. In the "barbarian belt societies" such as the Orlanthi represent bulk production should be non-standard. The issue would be the degree of customisation - custom bows Should use the archers full abilities (if affordable) and certainly more of than not. The point frequently missed though is that it is the ammunition that places the absolute limits on bow striking power. With a tanged arrow fitted to a shaft and not very expensively finished (the bindings needed use both much skilled time and non-trivial cost materials) past a limit adding to the power reduces effectiveness on protected targets - the shaft splits on impact and much energy and momentum is lost. The European answer was the socketed arrow head - now that is a skilled pieve of work and expensive. The critical point for Europe and handgonnes was the cost of ammunition - as this rapidly dropped firearms became so much more usable and attractive.
  40. 1 point
    The texts I've read in Glorantha material about what "Initiate" means has always been less than clear. But as far as I can tell there are kinds of Initiate in Orlanthi culture. The first kind is an initiation into adulthood and the Orlanthi religion. Everyone does this. The initiate learns the secrets of gods, of the Storm pantheon and so on. But there is another initiation that can take place: A complete initiation and commitment to a specific god. It is this second type that I believe gains Rune Magic and Rune Points. Here is an essay by Stafford on Orlanthi initiation Rites. After describing the general initiation into adult and the religion, this passage shows up near the end: "At this time individuals often choose the specific deity that they wish to worship, and afterwards undergo complete initiation and commitment to that entity." Now, I may be misreading this. But this is how I've made my peace with this issue. I read it this way in part because my sensibilities line up with Narl: I'd like Rune Magic to be more special affair, for those who have dedicated their lives to a god and cult in ways most people don't.
  41. 1 point
    Pg 269 somewhat contradicts that and says that most members of the cult are lay members. Most people will not have access to rune magic just those who are in the cult hierarchy.
  42. 1 point
    Treat it like a passion. Genetic Memory X%, which can either augment another skill (when calling on something specific), or roll against the passion when calling on something general.
  43. 1 point
    Hush, Murphy may hear you! 😉
  44. 1 point
    Ship Crew GM/Player Aid Managing a crew on a ship could become a tiresome and burdensome paperwork exercise. Especially if you want to add a bit of character to the crew and have everyone named, with a nationality and equipped with different skills which can be hired and fired. I created a spreadsheet that allows you to quickly create random crew which you can drip feed to the party as they go. Each has a random set of stats (just Physical/Mental), an optional special skill and 1-3 wounds. All the players have to do is give them a Location on the ship and a Section to work in. The spreadsheet then works out the effectiveness of each section and gives you all the numbers & rolls you need when you have some event on the ship or want to start ship combat. To set it up and give you a fresh set of random crew read the "HowToUse" Tab, otherwise you can just use mine on the "Rabble" tab. I have attached a "dumb version" of the spreadsheet so you can see it working. It will do 90% of the job. However if you want it to pull together the specialisms involved in each section then you need to use a Macro enabled version which I have popped on a Google Drive here. Have fun. ShipsCrew.xlsx
  45. 1 point
    Ship Boarding Rules Has been a subject of a thread here, so have pulled together their findings here to have rules clarifications in 1 place. The key is to pull together the Ship Combat rules on p86-88 & the Rabble rules on p109-110. So from these discussions I have pulled together the following Quick Reference based on this and my own assumptions. BOARDING: Start - SHIP COMBAT TIME (5min): Boarding starts when 2 section gets within 10 yds Contested Seamanship Roll Winner boards the other ship & takes initiative - allow 1 free Hit for boarding side Each Round - COMBAT TIME (1min): 1st: PCs/NPC in DEX order Choice: Attack Crew or PC/NPC Crew - each HIT takes out 1 crewman PC/NPC - resolve normally 2nd: Crew (Rabble) simultaneous Section rolls to hit (average Combat + Section Leader [10% of PC highest combat]) Section rolls damage (assume same weapon) Each DAMAGE POINT takes out 1 crewman Morale Check (Section passes 25%, 50%, 75% casualties & others - see p88) Fail (Rabble stuck for 1 round) Fumble (Flee or cower) Options: Re-assign Crew (Command Roll by Section Leader/Captain) - SHIP TIME - i.e. takes 5 round with everyone moving in last combat round
  46. 1 point
    Game Affecting Typos p70 & p72 has a lot of weapons doing 1D60 damage!!!! The author has clarified that these should be 1D10 on another post here p87 under Crew Recovery the text in mangled. Not sure what it is meant to be but I have assumed that it is meant to read "Of the total crew lost, 2D10+5 percent are fatalities" Will add more as they are clarified or I discover them.
  47. 1 point
    This sounds interesting. How do the stunts work mechanically? Are they similar to heroic abilities?
  48. 1 point
    I have just started going through Blood Tides and it looks excellent. The musket damage jumped out because I have been tinkering with something about Barbary Corsairs in the early 17th Century. There has been some variations in Musket damage, from the standard Cthulhu 1D10 + 4, in the Quick Start rules Richelieu scenario which has them as 3D6 + 2 and Aces High has them as 3D8.
  49. 1 point
    First off, thanks to everyone for the kind words about Blood Tide. I will try to answer rules questions as best I can, but bear in mind that I wrote this book a few years ago. Muskets should inflict 1d10+4 as their damage. Although I love odd shaped dice, I have never seen a d60 (but would buy one if one came on the market). I am always tempted to write games that require some of the odd dice form my collection, but who has a d7 or d24?
  50. 1 point
    I'm just getting thru my PDF copy of Blood Tide while I'm waiting for the hard copy to arrive. Quite impressive I must say. One thing that strikes me is that the Stunts could easily be ported almost directly into Astounding Adventures, and that would make AA a more complete Pulp game to my thinking. A few name changes here and there, but overall these Stunts would work well in any pulp adventure setting, regardless of whether it's a Swashbuckling Pirates setting, or a Roaring 20s & Thrilling 30s adventure genre. I am really enjoying this book from what I've read so far, it looks like a great addition to the Chaosium library
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