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SeanF

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  • RPG Biography
    I have been playing RPG's for the last 35+ years. Starting with D&D and moving through any and all games from BootHill, to Paranoia. Top playtime was always Runequest. First played 2nd edition, then into 3rd Edition with a home-brew campaign world where we have played long enough that my original character's children are old enough to have children. Other favorites include, Call of Cthulhu, Morrow Project, and a home-brew system lovingly pirated from many other rule systems.
  • Current games
    Currently running Runequest - Roleplaying in Glorantha and playing in games of D&D 5E and DCC Dark Trails.
  • Location
    Ann Arbor, MI
  • Blurb
    It's all in the reflexes.

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  1. On pg. 55 of the Weapons and Equipment pdf it states the cost of having a Spirit Magic Matrix created: "Spirit Magic Matrix: Creating a spirit magic matrix for use by the customer. Price: 200 L per point of POW expended for its creation, plus the cost to learn such a spirit magic spell, plus the cost of the item." Why is the cost of learning the spell included in the price? The point of matrices is so that the caster doesn't need learn the spell or spend CHA space on knowing the spell. Is this supposed to reflect the cost of the maker needing to learn the spell? If the maker already knows the spell, is this cost not incurred?
  2. Does the disruption from a warding spell hit an interloper when it crosses the warding from either direction? I always assumed the answer is no and that the disruption only hits on the way into the protected space. However, in reading one of the classic RuneQuest scenarios, they specifically say that the warding in the scenario does damage to a PC in both directions of travel. Is this how most people play wardings? The warding in the scenario is also way over the 4 point limit in the RAW so maybe the whole thing is just an anomaly? Any insights are appreciated.
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