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Showing content with the highest reputation on 01/26/2019 in all areas

  1. I said someone will take a chance on a Magic World license, turns out that someone is me. https://reigndragonpress.weebly.com/news/sean-hillman-of-reign-dragon-press-signs-limited-license-to-publish-a-setting-for-use-with-chaosiums-magic-world-rpg I am happy and nervous as heck. I realize I did not specify in the announcement, but it is a single setting book for use with MW.
    4 points
  2. A Kill You Regiment militiaman (Alkoth). I don't usually publish roughs, but here's one for the next sketch, doodles and all. Hmm, I need to angle the arm and shield out a little more. Additional: Jeff says this is a senior file-leader.
    2 points
  3. I prefer human-centric settings myself, but I can definitely get down with giants. In fact, my favorite race from modern D&D are the Goliaths. My least favorite (in any fantasy setting) is probably Halflings or any other Hobbit analogue.
    2 points
  4. I've bought many books (more than I care to think about, really) from DTRPG over the past years and they do a good job. They've all been of good quality. In fact, I can't think of a single one I've had an issue with. I wish I could say the same for books I've bought from Lulu.
    2 points
  5. Yes it did only apply to Rune Lords, but that was because only Rune Lords could get a weapon skill above 100%.Now spells like bladesharp could get attack above 100% but they were temporary. Yes, the fact that the character had to split the skill is what kept the character in check. Same happens in Pendragon. A character with a 40 skill is unstoppable in one-on-one, but not if he gets double or triple teamed. But in RQG a character with a 200% skill is virtually immune against practically any number of characters with a skill below 100%. That's a huge change from earlier versio
    2 points
  6. Not many more to do... Chapter Number of sketches Additional sketches required Introduction 0 0 Fundamentals of Warfare 4 1-2 Arms and Armor 10 1-2 Regional Warfare 20 1 The Battlefield 16
    2 points
  7. Similarly, I have also been playing since 1982 and have GMed once a week for the past 15 years and I find that the 100%+rule works. Yes, you can have every single combat encounter meaning that the Humakti hunkers down and defeats everyone. Great, so the NPCs back off and pepper the Humakti with arrows, or cast fear and Madness at him, or send undead after him to lure him into a place where someone can have a go at him, or make him face Thanatari with Sword Trance or whatever. There are lots of ways to handle combat with a very skilful PC. I think this is more of a problem with
    2 points
  8. I've been reading this thread with growing confusion, not because anyone here is saying anything that is wrong for them -- but I couldn't be sure if the game was "broken" in some concrete way objectively. Now, I've only played any version of RQ once -- when I ran the RQG Quickstart for some friends. Had a good time, but we clearly never got into the intricacies of the game, and how all the rules interact with each other over time. And clearly I have no perspective of RQ from one edition to the next. But reading this thread, I was also thinking along the lines of the passage I quoted
    2 points
  9. So let's talk species and cultures for a moment. For the moment we will have the the three species as playable: humans, giants (frost n fire), and gek. So four playable species or sub-species int total. That number may go up as we work, as the various cultures unfold. For example, there will be at least two more kinds of giants, but they are destined for the bestiary portion of the book. There will likely be either a sub-species of gek or a related species. Humans are humans and they can just sod off. However, when it comes to culture there will be a greater variety of those, severa
    2 points
  10. As described in The Great Winter and Time of Two Counts, Windwhistler is one of the allies that comes, at the moment of crisis in the Windstop, the Sun Domers enact the 'Last Light' heroquest. The myth speaks of the 'false friend', but Lord Belvani was able to convince Count Solanthos that the wyrm was indeed a true ally. Lord Belvani later proclaims himself Count at Moonbroth 2 and embraces the Sun Dragon: Proclaiming himself the new Count there-and-then, Belvani immediately announced the Sun Domers would make a pact with Argrath White Bull, also known as the Dragonlord, leader of t
    2 points
  11. Official updates will be down in the Q21 forum (and I may see if I can get a sub-forum for it) and I built a page for it on my website. Nothing is there yet. However, for the foreseeable future I imagine I will be spending time here, answering and asking questions. I want the MW community to feel a part of this. Here are five things about ABaB thus far. Intentionally Multi-cultural. There will certainly be Welsh and Finnish influences, however we are drawing inspiration and ideas from across the full spectrum of human experience and myth. It will not be typical sword n sorcery or typical
    1 point
  12. https://thegrognardfiles.com/2019/01/21/4567/ If you are interested in the history of the best roleplaying system out there...
    1 point
  13. Has anyone ever written up the cult of the Devil? What terrifying magics could a worshipper of the ultimate evil in Glorantha sacrifice for? Is it possible for a mortal born inside time to hero quest to the greater darkness to connect to this terrifying being, and to bring access to those powers back into time, either for personal use or as the focus of a new hero cult?
    1 point
  14. The Sartarite Clan Generator has a question about the clan's ancient Chaos Foe. Most of the options are a group of things (Broos, Ogres, Scorpion Men, False Friends, Dragons. Even the Thing With Many Bodies is a group.) But there is also The Hydra, which seems to be a single specific thing. The only Hydra I've heard about is the Hydra of Hydra Hill in Dragon Pass, which is chaotic but doesn't seem to move around very much and which seems to be of army-level power and a single powerful thing, like Cacodemon or Cwim or so on). As a clan enemy it seems both extremely powerful (if it can fight an
    1 point
  15. blue 19 - Spider Temple is above 37 - Troll Corner (very top, left)
    1 point
  16. ... but some Reign Dragon Press news. https://reigndragonpress.weebly.com/news/sean-hillman-of-reign-dragon-press-signs-limited-license-to-publish-a-setting-for-use-with-chaosiums-magic-world-rpg
    1 point
  17. Also if you wanted to target a specific area In combat you could use an *aimed shot* . RAW this would be to target a hit location, but if it fitted with the story/play style you could be more specific and aim for an eye.
    1 point
  18. Sorry if I came off needlessly aggressive, I'm not going to pretend either of us have anything other than opinions, and I completely understand in the context of 1 point of serpent man scale, their scales wouldn't fall off after one punch. However if that serpent man were to survive a dynamite blast, I think it would be reasonable to assume that it may lose some of its natural protection. All I'm saying is what makes sense is contextual.
    1 point
  19. It's a huge change in how the game runs. Before, a guy with 200% skill would have a tough fight against two guys at 100%. Now they both get bumped down tot minimum and he just walks all over them. Now if that is a problem or not is a matter of opinion, but that is is a major change from before isn't. It did, but in old Strombringer combat skills were capped at 100% (plus any bonuses for a demon weapon) so there was a upper limit to how many parries one could reasonably get off, plus the opponent's attack skills weren't bumped down to the gutter.
    1 point
  20. I like the cult secrets from Hero Wars as inspiration for HeroQuest abilities.
    1 point
  21. And Jump (because climb is only upwards), but yes.
    1 point
  22. Some feats I might treat as rune spells, but I agree that many would be HeroQuest abilities as you try to get closer and closer to incarnating your deity.
    1 point
  23. My memories of RQ2 are far away (and my copy is 200km away) but IIRC, the Anti Parry effect for attack above 100% was concerning only Rune Lords. If this is the case, having (because of a spell) a Sword of Humakt that becomes a true embodiment of Death does not bother me. Whatever the case, this rule added to RQIII should not (in my opinion) break the game because you can parry more than 1 attack only by splitting a score above 100%. Even if you were boosted to 300% Parry by a spell, with 6 opponents, you have only a 50% score!
    1 point
  24. It was like this in RQ2. RQ3 dropped the rule, which, for me, was a big mistake, so I have usually brought it back in RQ games that I play. Elric with Stormbringer makes a Humakti look like a kid with a wooden sword, but is that over-powered? Demon Weapons do so much damage that they dwarf almost anything in RQ, except a big Slash or Crush.
    1 point
  25. Oh? A duel? Bring it on, but I must warn you, Soltak Stormspear was quite tasty back in the day. Those Illuminated Orlanthi/Uroxi/Humakti can be quite nasty in combat.
    1 point
  26. It depends on the version. In HW/HQ feats are pretty much rune spells, with more flexible usage if they have slightly ambiguous names. In HQG, the rune spell equivalent is just use of a divine rune affinity (and in a sense by RQG not forcing you to pre-decide your rune spells the two have become closer). in HQG feats are heroforming, and intended to mirror the kind of magic seen in the extract from Harmast Saga in Gloranthan Visions called : Morden defends the Camp. You become the hero and gain access to a whole range of abilities whilst heroformed (until the terminal conditions are met o
    1 point
  27. Not everyone is a fan of them, but I like Thunder Rebels a lot. It was clearly bronze age, with its funerary rituals, storms etc. and influenced by a range of European cultures. And i think there was something to the more complex religion of Orlanth and Ernalda. I think that it went a little too far in some places, and that 'housewife magic' was an idea that should have been stepped back from, but it has more that I like than dislike.
    1 point
  28. You miss the idea of the sweeping and circular parry. The idea is for the blade to "make significant contact" with the other weapons and brush them aside. Now, yes, it can easily go wrong, especially if one weapon is missed in the sweep as it would probably leave the defender exposed. But, the point is that parring multiple weapons at once is not only possible but it was practiced. So it's not just something from the movies. Now that said, combatants in a real fight would rpobably try to maneuver to avoid just this situation. Well that's very different from every version an
    1 point
  29. RuneQuest being RuneQuest, a set of bumbling incompetent spear-kin can get lucky and bypass the 150% parry of Rurik. People mentioned the "wall of whirling blade" defense like the eights of the axe, and what happens if the weapon makes a significant contact - breaking that wall of whirling blade for long enough to make parrying the next incoming attack a challenge, to say the least. Several bumbling incompetents in the 30% range should be a severe challenge to a mere 80% attacker/parryer in my book. The same character doubling his sword skill through magic (and that's a cap I would s
    1 point
  30. I'm gonna suggest that you get the Quickstart, and use THAT as your basic rule-set. It's the little one with the same "Vitruvian Man" DaVinci-style cover. The PDF is Officially Free, so you can distribute it to your players without any qualms. Add subsytems as-desired from the BGB.
    1 point
  31. Okay, I like all of it but there are two things that make me extra happy. #1 vast inland seas. Any adventure hooks that revolve around sailing are much appreciated. #2 Four main species that do not include dwarves and elves! Nothing against dwarves and elves but nearly every fantasy setting has them. Human, Frost Giants, Fire Giants and Gek are perfect! Also looking forward to what you do with magic. The few tantalizing tidbits you mention sound interesting.
    1 point
  32. Great question. There will not be machines as we understand them. More akin to something Davinci might have come up with. The apocalypse hit during a Renaissance / Golden Age of the world in terms of technology. So no guns or machines. No printing press. We will draw not just from European renaissance, but equivalent periods and golden ages from around the world. It took place 1000 to 2000 years in the past? It has become almost a legend, like the Flood mythology of our world: many cultures mention a great flood.
    1 point
  33. I hope folks will like it, we are taking a deep dive into creating an actual magical language that is easy to use mechanically, works with the existing sorcery spells and any new spells we create, and of course works with Alchemy or "The New Magic".
    1 point
  34. Today, I have a mystery. Over the last two days, have drawn two sketches; one mostly worked (below, though it requires a little more digital modification) and the other did not, and will have to be redrawn. Both used this crosshatching technique using a 0.05mm pen, both on the same paper, but when scanned one looks mostly okay, and the other is an awful mess. [With the one below, I messed up the shield and had to redraw it, and then mate it digitally; I find drawing an aspis shield very tricky even using French Curves...]
    1 point
  35. It's an interesting idea that the Golden Sun Dragon, or Dragon Emperor, was an EWF mystic who became a Dragon. I am not sure if that was the case, though. When it passed the Ten Tests, it is commented that it did so without having hands to do something and so on, if it had been an EWF Mystic, then it would have had hands and would have been able to fit the clothes. The Dragon Emperor was Emperor of Dara Happa, as it passed all Ten Tests. This means that it was an incarnation of Yelm and so became the Draconic Part of Yelm. Whether it was always the Draconic Part of Yelm that allowed it t
    1 point
  36. Another inspiration was a Mesopotamian lamassu (variety with a lion's body).
    1 point
  37. Sable Tribe rider drawn, but the full-sized one requires shading, tomorrow...
    1 point
  38. God created RuneQuest Sight discovered (Excerpt from Seven Mothers todo list.)
    1 point
  39. The only God Learners around are Harrek and Argrath from their sojourn in Jrustela.
    1 point
  40. It's a suite that is focused on games, primarily video games, but I guess that it can be used for pen & paper RPGs too. So I would expect things like game play video, perhaps explanations or examples of some rules. It's like Youtube in some respects, only geared towards gaming. So you mostly go there and watch videos.
    1 point
  41. Yep, I've always heard the Infinity Rune. Metcalph: Much as I know Jeff hates the term, Superheroes came out of the box quite literally over 40 years ago and nobody but a few at the top want to put them back in. Darius: "perverse" Vadeli magic?!? Perversity is in the eye-phone of the beholder. Jeorg: Why don't you think of Hon-Eel as a Superhero? She seems more powerful that Jar-Eel.
    1 point
  42. It's his cloak. (Joerg beats me to it.) Who do we know with the Infinity rune that didn't come up via Mastery? Is Mastery the signifier of "Hero?"
    1 point
  43. Does a bear god fur count as a cape? Otherwise, no full body armor. Whether boobs or man-boobs, superheroes follow the bikini chainmail rules in Glorantha.
    1 point
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