Jump to content

Baron Wulfraed

Member
  • Posts

    553
  • Joined

  • Last visited

Everything posted by Baron Wulfraed

  1. Perception/Stealth (and maybe some communication skills) feel to me like those that the GM should roll. It's not like Climbing, say, where failure and success are obvious (you gain ground, you don't gain ground, you fall to your death). Taking Listen as the example: Success: you hear something; Failure: you hear something (even if nothing is there); Success: you hear nothing (because nothing is there); Failure: you hear nothing (better clean your ears because there was something). Until the scenario plays out the character shouldn't be able to differentiate the success/failure variants until told they get an experience check.
  2. Is the intent to have the characters about two years younger than straight character generation to 1625 would entail? Unfortunately the rules don't really provide for that fine a gradation. Page 81 has a side-bar for older characters, but the time-span is per 10 years! Page 25 gives guidance for 15-16 year old beginners which mostly says skip personal family history events and personal skill bonus step (7). Family history mostly affects Passions Neither guidance does anything for Rune affinities. Off-hand it could be interpreted that those need to be set at cult initiation (and since character generation tends to assume one IS an initiate, this probably takes place by age 16). OTOH: for SKILLS, one could possibly interpolate. Cultural skill modifiers of 0% for 15 year old, table % for 21 year old, proportional between the two. Same for Occupation and Cult skill modifiers. Maybe use table values as-is for cultural skills (even as a kid you likely are being exposed to those skills). Cult RUNE POINTS and spirit magic could be interpolated... So for 2 years under normal age 21, one less RP and cult specific rune spell, and roughly 1pt less per year Sprit Magic. Not viable for passions though... at least not for gaining a new favored passion... 10% a year? It wouldn't break 50% until the 6th year -- and tracking increases to existing passions at less than 2% a year seems futile. This was easier to approach in RQ3 -- where "prior experience" (in /parent's/ occupation) was per year of age past 15.
  3. I've not encountered the "basic" BRP documentation. Is the "penny" the only denomination listed? (Well, let me modify that some -- RQ3 also priced things in generic "penny") Mentally I've always equated the clack/lunar/wheel as (US) dime/dollar/double-eagle ($20 gold coin) given the 10C:1L, 20L:1W ratio. If you include the lead bolg, it counts a US cent 10B:1C. Not explicitly, that I know of. Best may be to match up the stuff in RQ:RiG pages 408+ to equivalents. One problem will be that (page 413) food/drink are based upon pub/tavern/inn (ie; with overhead costs) and not what one might have as "home" food. For example: "Midday Meal", which is probably something even most "middle class" (farmers, et al) can't justify, is a whopping 6C -- meat and wine at a meal might be saved for special occasions by such. The recent Weapons&Equipment (PDF only) book expands on pricing... It has entries for "Rations, Fighting" (think an MRE) at 2C per day, "Rations, Garrison" (stew, porridge, about a quart or so of ale, and a large bread loaf) at 1C/day. Again, these are mass-produced items (army quartermaster/kitchens style stuff), not ad-hoc individual purchases. Addendum: Might I suggest using the information in the Conversion Guide (appendix) for RQ3 (since it explicitly mentions "silver pennies" which I'd equate to Lunars) where they mention "updating" RQ3 character wealth (confusing in that is reads "divide ... by 1/3"; I'm sure it means "divide ... by 3").
  4. I've never taken a liking to what are sold as D10 these days (and even D8 is pushing it). D4, D6, D12, D20 are platonic polyhedrons -- all faces and all angles are consistent. The D8 and D10 are not, but it is not as noticeable on the D8. D10s are a pair pentagonal-base cones joined at the bases. D8s are a pair of square-based pyramids stuck together. Never saw D20s with "+" notation. "_" to differential 6 from 9 was common. And, at my time (80s), dual (0-9/0-9) and true (1-20) versions were common (and we often had to go the other direction -- ignore the 10s digit to read as a D10). The other thing I notice is that modern dice tend to have overly rounded edges. My older dice have sharp edges/corners, which can catch on fabric (table cloth) to enhance the tendency to turn over, rather that sliding flat.
  5. Wow... I would have thought it was larger, based on what I was seeing in the late 80s and early 90s, when it was taking up half the "bedrooms" to put in tables for official games (not to mention the open gaming room and dealer room). The invasion of ants infesting the registration system (monsoon season, they came in for the dry heat of the computers and terminals), reports of people crawling into the HVAC ductwork as a crash pad, the SCA lecture when Hilary of Serendip borrowed the /DULL/* sword I'd let them display for variety and got surprised when "Hungry" put a big slice in the cookie tin she'd used to count beats during demos. The 2000s saw me attending furcons rather than gaming cons, and I'm pretty sure the fursuit parade at the last Further Confusion I attended exceeded 500 costumes alone. There were likely close to that many people cluttering the hallways to watch the parade (a bit more spaced out to make room for cameras) * One of the first Museum Replicas models, when they only made 500 of each, in Italy rather than the models made in India. A US Dime could compete as having a sharper edge. Hungry was so named as the balance allows for easy redirection of the blade when wielded -- vs "Reluctant", a bastard sword, that really wants to move in straight lines.
  6. I know I have a 3.5" version -- optional accessory for a laptop that had a CD drive option in the space the floppy would have been. I'm afraid to go to my storage locker and dig out the TRS-80 mod III/4.. Besides blowing out the dust, I fear the heads on the 5.25" drives might snap off as soon as they are powered up (at least 5.25" heads were "lowered" to the disk surface by the door latch, 8" used solenoids to pop the heads on and off). Biggest problem with 5.25" (and some 3.5") will be media FORMAT. The file system likely is not FAT... Some drives are hard-sectored (index hole marking start of each sector), others are soft-sector (index hole marks start of track, but sector gap [not quite noise] was written during formatting and detected by the driver). Number of tracks per disk (original TRS-80 used 35 track, later models used 40, and I think I successfully formatted a few at 41 or 42 [to squeeze a densely packed compiler/OS]). Single/double sided, single/double density. Most used fixed sectors per track, though I think Apple had more sectors on the longer outer tracks than the shorter inner ones. The Amiga 3.5" didn't even use the start of track index hole. The driver would read an entire track (something like 1.2 revolutions) and then figure out where the sectors were by examining memory; it also would write an entire track, starting at where ever the disk was in its rotation. This is how the Amiga fit 880K on the same disk that MS-DOS could only fit 720K -- no need for the inter-sector gap to be written (it is also why, with appropriate 3rd party file-system layer [cross-dos], an Amiga could read/write MS-DOS disks).
  7. It is in the book, but I'm fairly certain my old group ignored it... An 18INT only gained one 18%, 13INT scored just 3% adjustment. I don't think we ever played characters with INT less than 9 (though I did have character with 8SIZ, so?), we would never have encountered deductions... 8INT being -3% Since we started RQ2 characters as 16 year olds off to see the world (wearing the equivalent of a throw rug for armor, and dragging a tree branch as a mace) we tended to already had improvement rolls in the upper 70s to low 80s, so a bonus was quite small in effect. We also tended to "roll to miss" rather than compute the inverted chances (instead of "I'm at 25%, so I need to roll under 75% to improve", it was "I'm at 25%, if I roll over 25 I improve").
  8. Can't speak to bronze (real or fantasy) but a rough rule of thumb for steel swords would be around 1lb per foot, and then vary +/- to account for stylistic differences (a Musketeer rapier being about 1/3 to 1/4 the width of prior generation broadsword so may run 1/3 the weight; cinquadea (sp?) has such a wide base that it may weigh higher...). On that basis a greatsword may start around 5-6lbs, but then moderate a bit upward to allow for really long cross-guards and massive pommel to balance out the length.
  9. I just checked today -- while it still shows as v1.01, the associated date changed from December 2021 to January 2022.
  10. This will be my only post on this commentary, just to minimize the OT damages. There are some groups in the US that advocate just that for doctors -- to question patients about firearm ownership and subtly imply it is a mental illness.
  11. Essentially equivalent to spending another tour of duty in character generation...
  12. Count me out... How long is one on a liquid diet while the two sides of the split heal? I wouldn't think any healing spells would help as they should see the split itself as the injury and rejoin the edges.
  13. Sign in, go to your orders, find the appropriate order... As you dig down the layers you get to where the PDF(s) are listed. Should be a red square with white arrow -- click it to get to the download page. Then click on the book filename to actually download...
  14. Justification for the CA to join an adventuring party heading in the direction of said alternate temple ("You help me get to Water Reeds Temple*, I'll provide healing en-route") The opponent is fleeing. As such they are no longer a threat or possible cause for harm to others in the party (unless one is counting loss of the "loot" as injurious). Therefore, the CA should take no action. This is basically an expansion of what gets taught at concealed carry firearm classes -- once the threat of death or grave injury ceases to exist, one is not to shoot. I probably wouldn't go that far... But would consider severe discipline (hits on loyalty and/or honor, for example) and maybe "house arrest" (can not leave the temple environs; can only treat patients coming to the temple). You've just echoed my view on AD&D (2nd Ed) paladins -- as handled by my GM of the time. Opponents are losing, so they surrender to the party paladin Paladin must accept, and protects opponents from rest of party Since party is not equipped to transport prisoners, paladin accepts decrees of parole from them and releases them (with just eating knives/daggers and minimal armor perhaps) Paroled opponents rush back to their base, rearm, and set up next ambush down the road. * Walter Reed Army Medical Center 😁
  15. Except the various "ur-") words in the manuals are not "Gloranthan". In English (derived from Germanic roots), the "ur-" prefix indicates "primitive" ("primordial") or "proto". "ur-bronze" => primordial-bronze.
  16. Well, in RQ:RiG, page 82, a MOV unit translates to 3 meters (~10 feet, a common grid size for D&D type dungeons as I recall) (No change from RQ2, so likely common to all variants)
  17. It may not matter too much in any event, depending upon the time period of your game... From the Guide to Glorantha vol 2 page 649 (describing some events in 1624) No indication of what "some time" entails. Months, years, decades? Though if the party should attempt deep water travel, I suppose it could be somewhat humorous to have the LM attempt the ritual and not know if they succeeded or failed...
  18. Appears they didn't put a version number on the link text (the file reports as version 1.01)
  19. Counting 00 (as low, not 100 high), there is one "double" for every 10 values, so for someone with (for simplicity) 100% skill, you are granting 10 specials (10, 20, 30, 40, ..., 80, 90, 00) and 10 criticals (11, 22, 33, 44, ..., 88, 99, 00).
  20. {Emphasis is mine} So... Badger dog (Dachshund) up to a smallish Irish Wolfhound. Hmmm, I don't intend to do a search but does Glorantha have ferrets, and have they been domesticated for hunting rabbits?
  21. Shades of Logopolis https://tardis.fandom.com/wiki/Logopolitan
  22. Justification for the invention of socks? 👹
  23. Which actually is counter to advice given during an SCA seminar (at a gaming convention, Sir Hilary of Serendip being prime speaker, so that probably narrows the time period) some decades ago... Greatsword was considered ideal for the stereotypical D&D dungeon corridor (10ftx10ft) as the guard position was in front of the wielder, and with the hilt held about waist high, the blade easily cleared the ceiling. Strikes being done by pivoting the blade down from vertical (either to the front or to the sides of front). One handed (broadsword, et al) were less useful since strikes often entailed swinging them from behind the back -- which meant needing lots of clearance from any other party members adjacent to the wielder. Overhand strikes risk scraping the ceiling ("heroic" 6ft character, swinging overhand, likely has the hand&hilt passing near 7ft up, and a 2.5ft blade beyond that). A full-extension side swing (for me) puts the hand/hilt almost 3ft from neck centerline, and add a 2.5ft blade means the clearance to the side has to be 5 feet -- I'm basically scraping the left-hand wall with my shield to clear a safe space for a second party member (and it will still be tight, as they would need to be dead center of the corridor to have their blade clear the wall -- I might still hit their shield side). Short-sword, in a roman style shield wall using overhand chops and straight thrusts between shields would work -- but how many party members are trained in that discipline...
  24. At least bleeding is a more rare event... Consider what puddles of guano could generate? 😱
×
×
  • Create New...