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Flesh Man

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Posts posted by Flesh Man

  1. 2 minutes ago, jajagappa said:

    True, but then he has to get that first.  And it has to be enough to hold 8+ MP's.  And he casts it once, and it's going to take awhile to replenish it.  And in the meantime, I send my allied spirit to attack him in spirit combat, or I cast my Dismiss Magic rune spell, or attack him with Disruptions.

    And he can send his pet dinosaur to step on your head before you do all that.

  2. On 6/9/2018 at 11:21 AM, soltakss said:

    In RQ3, a limb is cut off, maimed or mangled,  if you do double the points, so someone with a 9 point leg needs Heal 9 to put it back together again, at least, that's how we played it.

    Reattaching limbs in  RQ3 required  limbs to be healed to positive hit points within 10 Melee Rounds, there was no specific level of heal required.

  3. On 6/8/2018 at 12:35 AM, jajagappa said:

    Having played both, and having run RQ3 for many, many years, I don't recall ever having any player go beyond a Heal 6 as a highest variable point spell.  There were other spells they wanted. What I like with RQG is the cap based on CHA.  If you've got a CHA of 6 or 8, there's only so many spells you can get.  You want to spend it all on Protection 8, fine, but have fun when the spirits attack or you need some healing!

    The  spell was cap in RQ3, it used INT instead of CHA.

  4. On 6/6/2018 at 11:40 PM, styopa said:

    8 point spell them is only a 16 point spirit on average, easily defeated with moderate spirit screen...

    A POW 1 character under the current rules  could get  an 8 point spell by sweeping the floors for a week  and least there was some restriction under RQ3.

  5. 5 hours ago, PhilHibbs said:

    I think variable spell limits were only in RQ2, RQ3 got rid of them.

    In RQ3 you had to defeat a spirit to learn the spell,  the spirit had a power of 1d3 per point of spell

  6. 1 hour ago, Joerg said:

    To me the text you quoted is clear.

    If both STR and DEX are below the requirements, all attacks and parries with the weapon are performed at half skill. A character with DEX 11 and STR 11 will be able to wield a Rapier at normal skill, although his style will be markedly variant from the normal style.

    It isn't clear whether excess DEX can make up for lack in STR.

    Given the availability of spirit magic spells that cause temporary increases in either of these stats, it makes sense to train a weapon even if it cannot be used without a penalty without that boost. I do wonder whether having too low stats lets you roll your skill increase ticks against full or against half skill, though. Can training under adverse conditions make improvement easier?

    According to the last sentence BOTH characteristics have to be below the requirements, which clearly not the case in the example.   If the last sentence was " After adjustment for excess strength, if either  STR or DEX  are below the requirements, all attacks and parries with the weapon are performed at half skill."  it would be clear. 

    • Like 1
  7. pg 207

    . . STR/DEX: The minimum necessary STR and
    DEX required to handle the weapon. An excess
    of STR makes up for a lack of DEX, on a 2 for 1
    basis. Thus, an adventurer with a 10 STR and a
    12 DEX can use a rapier (which requires a 7 STR
    and a 13 DEX). If both STR and DEX are below
    the requirements, all attacks and parries with the
    weapon are performed at half skill.

    Should this be

    If STR or DEX are below the requirements, all attacks and parries with the weapon are performed at half skill.  Otherwise in the Rapier example if you have a STR of 7 or more your DEX is  irrelevant. It seems to be the RQ2 rule with the half skill bit added. In RQ3 you had -5% for each point DEX and STR were below the minimums.

     

     

  8. 45 minutes ago, MOB said:

     

    From Arthur Severanc

     

    Pages 57-60 lack rules for determining the modifiers for melee weapon, missile weapon, natural weapon, and shield skills (or a cross-reference to where they are found). The rules for this are probably somewhere else. I just haven't found them yet.

    They use the Manipulation modifier pg 59.

  9. On 02/01/2018 at 12:18 AM, BWP said:

    Who's "we"?  You can decide whatever feels right to you and go from there.  Speaking for myself, I don't find the evidence behind your initial statement very compelling ... mostly because you haven't supplied any.

     

    You obviously have  not seen the artwork from KoDP which is quite obviously based on Nordic/Germanic sources, nor read the statements from Jeff stating the Orlanthi are nothing like those cultures. Unless you have decided to ignore all that evidence.

  10. On 30/12/2017 at 5:24 PM, Joerg said:

    Let's just accept that Anglo-Saxons had not a very distinct look. Their dress and equipment would have been right at home with the contemporary slavs and other agricultural folk north of the Alps and along the Danube valley.

    Neither Anglo-Saxons nor (hornless) Vikings look very special, they are quite interchangeable with any warrior-farmer culture of that climate up to the steppes around the Ural. Their shield form is the most telling, give them a rectangular shield and an occasional Etruscan style helmet, and you get continental Celts from the Danube region, at least in winter.

    Anglo-Saxons may well look similar to  Slavs  but they look nothing like ancient Italians or this Orlanthi.png.c62d7c4c74ad9655208e40769f2

     

    And this Quote from Jeff

    Quote

    But one thing I really want to emphasize is that the Orlanthi of Dragon Pass are NOT Vikings, Irish or British Celts, or La Tene spiky haired Celts, or ancient Germans. They have a very different background, context, and society. And so naturally they have different architecture, different clothing, and different appearance. 

    Same thing  for steads/buildings the previously much maligned artwork from King of Dragon Pass, which is now reappearing, looks nothing like what we  were told Orlanthi buildings look like.

    570029dc7c77d_OrlanthiHouses7.thumb.PNG.

    Jeff

    Quote

    Martin's sketches are pretty darn close to canonical and are being used as art references right now.

    56dd8ac3746dd_ScreenShot2016-03-07at3.05

    •  

     

  11. On 10/12/2017 at 10:03 AM, Pentallion said:

    Hey, I hope I didn't piss you off somehow.  I got really flustered when I realized I had screwed up.  I've played on other public games where you simply announce the time and date and if it's open to the public then people just join.  I thought that's how Roll20 worked too.  Anyways, I and my players really appreciate what you did for us and couldn't be happier with the RQ3 sheet. 

    No as I said in PM I had a long string of medical problems hit shortly after that and no time to work on any RQ sheets.

  12. On 08/12/2017 at 10:47 AM, Gryphaea said:

    For the sake of clarity I have just reached out and asked the question about Character Sheets so that we know were we stand. I'll update when I get an answer.

    Waltshumate - thanks for your contributions already with the mods to the character sheet. I was not aware of that, and will try to get access to the amended sheets.

    I made a comment of your sheet was 'far from an optimal solution' to play RQ:AG, I apologises if this inadvertently caused you any offence - I was not trying to disparage your work which is of high quality and far more that I feel I could achieve. I merely wanted the comment to make folk aware that none of the character sheets at the time of launch of the Quickstart enabled you to easily automate all the features of the game.

    The RQ3 is far from optimal for RQ:G, you ran that game with the Numtini and the guy that wanted to do a horrible thing to the dead femal Greydog didn't you?. I think we had a discussion around about the time the Quickstart was supposed to be released about doing something about an Roll 20 sheet but like this time we  were advised not to do anything and let the professionals sort it out.  

    If anyone one is interested in running the Quickstart and you do not have a Pro account I can setup a game and give you GM privileges.   With Pentallion's permission I could a copy over the characters he put so much work into as well.

     

  13. 14 minutes ago, g33k said:

    I agree that they are fully committed with their RPG's.  I would -always- presume that the computer stuff would be hired-out or licensed-to someone who is a professional in that field.  Even if they produced something that was branded-as / published-by Chaosium, I would presume that it was work-for-hire by a freelancer, or similar...

    But before throwing tons of amateur/fan effort at a project, I suggest contacting Chaosium directly & privately, to ask if they ALREADY have something under way (and if so, maybe can you contribute/join).

    Which is why I have not created any amateur/fan to  be released to the production server and offered it as custom content. Apart from D&D all the sheets are made by fans / amateurs who pay for the privelege of expanding the service.Since you seem to despise that sort of thing you should probably stay awy from Roll20.

  14. 2 hours ago, Pentallion said:

    Yeah, I had a game all ready for AetherCon, but I misunderstood how open games work on Roll20, having only run private games.  I didn't realize what was needed to invite people onto the server and thought they could just join if it was a public server.  So the game dropped at the last minute.  Next time I'll be ready.  Unfortunately, I can't contact the fellow who created the RQG character sheet.  He does excellent work - his RQ3 character sheet is the best Character sheet of any game on roll20 - but he hasn't replied to me since that incident.  Bad enough I screwed up AetherCon, but I hope the experience didn't put him off too.

    That fellow you cannot contact made the post right above yours.   

  15. On 16/11/2017 at 9:20 PM, Psullie said:

    Hi All

    Recently I've been tempted by Roll20 as a way to play. I've never tried it before and rather than join an established group with the risk of not liking the technology I'd consider running my own game for 2 -3 sessions by means of a trail. Anybody open to giving it a spin?

    I'm looking at Sundays 2 - 6 UK time.

    Cheers

     

    I did a quick hack of the RQ3 sheet to handle runes, passions strike ranks etc, if you have a pro or know someone with a pro who set you up as GM I can send yo the source to use as a custom sheet.

  16. 13 hours ago, styopa said:

    Ruled out?

    • Agimori: a dark-skinned race  <- analogous to Earthly negroid
    • Veldang: a blue-skinned race with no Earthly equivalent
    • Vithelans: they resemble Earth’s East Asians.<- analogous to Earthly mongoloid
    • Wareran: a fair to olive-skinned race <- analogous to Earthly caucasian

    How do you get "there are no caucasians" out of that?

    (conceding of course there really is no thing as 'race', but there are recognized general ethnicities: http://blog.world-mysteries.com/science/how-many-major-races-are-there-in-the-world/ )

     

    Yeah failed my English roll there, but given Greg Stafford's comments and the differences in art between Sartar, Kingdom of Heroes/ Sartar Companion and The Coming Storm it is easy to see where this is going.

  17. 18 minutes ago, g33k said:

    uuuhh ... ?

    This would appear to (roughly) be Caucasoid.  "Fair" (i.e. northern-European) to "olive" (i.e. mediterranean) skinned is the normal skin-tone range.

    Except that is explicitly ruled out 

     

    "Three of Glorantha’s four major human racial types roughly correspond to Earthly equivalents, but the fourth is unique."

  18. 16 hours ago, Mankcam said:

    You may be right, as it is likely that she's an Orlanthi, probably a Vingan.

    The Theyalans were from the Wareran race, which equates broadly to Caucasian/European.

    In the G2G it describes many Orlanthi as having olive skin and dark hair, so I suppose this could be consistent with real world caucasian peoples from the Mediterrean.

    This would certainly fit Esrolia and Heortland, as well as Prax, although I would envision Sartarites being a bit more pale, given that many clans live in the ranges.

    In the RW, stereotypically the Europeans north of the Alps are generally much more pale in complexion, so perhaps her background hales from Sartar or somewhere with altitudes like that. 

    (Excuse my gross generalisations and stereotyping - there is no offense intended)

    There are no races in Glorantha that equate to Caucasian. From G2G

    Three of Glorantha’s four major human racial
    types roughly correspond to Earthly equivalents, but
    the fourth is unique.
    • Agimori: a dark-skinned race native to Pamaltela.
    • Veldang: a blue-skinned race with no Earthly
    equivalent. Their skin is not bright blue, but slate
    colored. The Veldang are native to Pamaltela,
    where they are found in Zamokil and Fonrit.
    • Vithelans: they resemble Earth’s East Asians.
    They inhabit the East Isles, Kralorela, Teshnos,
    and Vormain.
    • Wareran: a fair to olive-skinned race that inhabit
    most of Genertela, and Umathela in Pamaltela.
     

     

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