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Bren

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Posts posted by Bren

  1. I haven't run that adventure, but the notes I made on page 51 of my PDF copy say,

    Quote

     

    The floor plans here do not match the description on the following page.
    REVISE THESE MAPS!

     

    I haven't done that yet, though. So I too would be interested in what anyone who ran this already did to get the text description and the map to match.

  2. Quote

    Actually another pet peeve that I have with the present Glorantha canon is this whole idea that Morokanths aren't able to eat meat, i.e. are not carnivorous/omnivorous like humans.

    Yeah, I don't use vegetarian Morocanth either. And my Humakti is still wearing that Morocanth claw necklace he got in Prax.

    Quote

    Let's ignore the other logical problems with Waha's Covenant (such as what exactly was the competition, and why did Humans have to compete against so many different beasts when the beasts apparently didn't compete against each other, etc.) 

    I reckon that the major tribes each individually competed against their specific herd beasts. The Bison, Impalas, Sables, and HIgh Llamas all lost and the human tribes with those names all won. The Morocanth beat whatever tribe the Herd men were before they became beasts just like the herd beasts of the four major tribes.

  3. Kangharl overthrows Leika. Kangharl is the son of Kallai Rockbuster.

    I think what jajagappa was saying was that on the Taraling Lineage Chart on p. 21. The Box labeled "Kohlmy" the one with 2 wives, 2 sons, and 1 daughter (none named) should really be Kangharl.

    Should Kolmhy be spelled Korlmhy?

  4. 3 hours ago, Kloster said:

    Here are the full calculation I've found for every value of skill and augmenting skill below 490% (above that, Special% should be capped to 95%).
    It is easy to see that to get a good benefit of the augment, the skill should not be above 65%, and if it is above 75%, the gain will be even lower because the max probability of success is 95%.

    Critical: ((Skill+50Crit%*AugmentCrit%)+(Skill+30Crit%*(AugmentSpecial%-AugmentCrit%))+(Skill+20Crit%*((Min(95;Augment%)-AugmentSpecial%))+(Skill-20Crit%*(100-Augment%-(101-AugmentFumble%)))+(Skill-50Crit%*(101-AugmentFumble%)))/100


    Special: (((Skill+50Special%-Skill+50Crit%)*AugmentCrit%)+((Skill+30Special%-Skill+30Crit%)*(AugmentSpecial%-AugmentCrit%))+((Skill+20Special%-Skill+20Crit%)*((Min(95;Augment%)%-AugmentSpecial%))+((Skill-20Special%-Skill-20Crit%)*(100-Augment%-(101-AugmentFumble%)))+((Skill-50Special%-Skill-50Crit%)*(101-AugmentFumble%)))/100


    Success: (((Min(95;Skill+50%)-Skill+50Special%)*AugmentCrit%)+((Min(95;Skill+30%)-Skill+30Special%)*(AugmentSpecial%-AugmentCrit%))+((Min(95;Skill+20%)-Skill+20Special%)*(Min(95;Augment%)-AugmentSpecial%))+((Min(95;Skill-20%)-Skill-20Special%)*(100-Min(95;Augment%)-(101-AugmentFumble%)))+((Min(95;Skill-50%)-Skill-50Special%)*(101-AugmentFumble%)))/100


    Failure: (((100-Min(95;Skill+50%)-(101-Skill+50Fumble%))*AugmentCrit%)+((100-Min(95;Skill+30%)-(101-Skill+30Fumble%))*(AugmentSpecial%-AugmentCrit%))+((100-Min(95;Skill+20%)-(101-Skill+20Fumble%))*(Min(95;Augment%)-AugmentSpecial%))+((100-Min(95;Skill-20%)-(101-Skill-20Fumble%))*(100-Min(95;Augment%)-(101-AugmentFumble%)))+((100-Min(95;Skill-50%)-(101-Skill-50Fumble%))*(101-AugmentFumble%)))/100


    Fumble: ((Skill+50Fumble%*AugmentCrit%)+(Skill+30Fumble%*(AugmentSpecial%-AugmentCrit%))+(Skill+20Fumble%*(Min(95;Augment%)-AugmentSpecial%))+(Skill-20Fumble%*(100-Min(95;Augment%)-(101-AugmentFumble%)))+(Skill-50Fumble%**(101-AugmentFumble%)))/100

     

    😀 Thanks again!

  5. 7 hours ago, Kloster said:

    Ok, after taking in account Windchild's remarks, here are the calculations for a 90% skill, possibly augmented by a 55%, 65% and 75% skill:

    Thanks Kloster for posting this and for partially showing your work. While I don't need the exact numbers in play, having some sense of where the numbers are for a rational optimization choice vs. a do-you-feel-lucky choice.

    Coincidentally, in tonight's session, all three PCs failed their Runic Augmentation in the same short scene. But, as has been mentioned, that didn't impact the skill they were trying to improve, though it did cause some complications for one PC when later that day he wanted to cast some Rune Magic. This thread helped me decide to (rightly) decide to roll my second best Runic affinity, so that I could save my best affinity for casting Rune Magic in climactic combat that came later.


     

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  6. Walking into melee it seems like the CA should, in addition to wearing distinctive garb, also make some noise (like ring a bell, chant, or sing song) so their location is audibly clear in case they are visibly obscured by fog, smoke, darkness, intervening fighters etc. Their protective status is because they are healers and so they can heal. It's not supposed to be a way for a healer to play gotcha with the fighters in a conflict.

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  7. 46 minutes ago, Bill the barbarian said:

    Same  for me, having played it for four years I feel I should know it better, but just beginning to come to grips with it.

    While I really like a lot of what has been done with RQiG, I find the rulebook much more difficult to use as a reference book in play than I found RQ2 & Cults of Prax.

    For example, finding the rules for calculating the physical and spirit combat damage bonuses in the middle of the long character creation section is awkward for me as a GM as I need to reference those calculations whenever I create a new NPC or creature.

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  8. 12 hours ago, lordabdul said:

    That's an interesting analysis, thanks Phil. Here are a few notes:

    • Augments don't necessarily last for only one roll. Runic and Passion inspiration last a whole scene, and skill augments last for however long you can keep doing the thing that the skill augment has you do (which could be the whole scene too). So it's possible that with one augment roll, you actually augment many rolls. This is especially true for combat, in which you will augment several of your attacks with a weapon (potentially all of them!), or whatever. That compounds the interest of getting that bonus in a way the spreadsheet doesn't represent (although of course it can compound the penalties, but not necessarily, see below).
    • Runic augments have no downside for the thing you were trying to augment on a failure. A failure only means that the Rune rolls themselves (such as Rune Magic rolls) will get a -20% penalty. A Fumble is bad, and may have some consequences on your actions (such as preventing you from acting in accordance to the Rune), but it doesn't give any penalty to your skill rolls. So it's "somewhat safe" in that sense -- you cast your Rune magic, and run into combat while screaming "FOR ORLANTH!" or something (i.e. roll your Rune augment after). Again, the spreadsheet info must be used with this in mind too.
    • Passion rolls are the most risky IMHO. If you fail a skill augment, you get -20% for the next roll, but then you just stop doing the augment if possible. So if you were singing to try and motivate your troops with a Battle roll, you just stop singing after you realize everybody is holding their hands to their ears, and you got -20% to just that one roll (unless somehow you're oblivious to your failures!). But for Passion augments, that doesn't work, you're going to be depressed for the whole scene.
      • However, the more you use your Passion, the more it has a chance to go up. And you can use it for other things such as getting resources from your clan and such. So it's still a good idea to use it at least a few times every adventure. Plus, probabilities be damned, it makes for some good action and excitement around the table!

     

    Good points. Also the Passion roll failure is -10% to all rolls for the scene while the success is +20% to only one skill for that scene. So a lower penalty for failure, but applied very broadly. And fumbling a passion often (like say in the case of combat) means your PC just auto-failed the entire scene. Passion augments do seem to have the worst cost benefit ratio. As the GM I don't think I'd want to rely on a die roll for the duration of despair. Fumbling a Passion is like a temporary death. Sort of a little death. Ironic, really.

    I'm curious how people have treated Fumbles for Rune augments. It says, "The adventurer must even avoid acting in accordance with the Rune during that time." Depending on the Rune, the situation, and the breadth of the interpretation a fumbled Runic inspiration could also result in an auto-fail the entire scene. I'd be interested to hear any examples for how people have treated that outcome in a way that enhances fun.

  9. 20 hours ago, PhilHibbs said:

    Is the special success chance on the Darkness Rune roll based on the Darkness Rune rating, or on the Greatsword skill?

    The Darkness Rune rating.

    20 hours ago, PhilHibbs said:

    If the former, then you're allowing an augment to entirely replace all skills that it covers, so with a 70% Darkness Rune, you have 70% in all skills that can be Darkness-augmented, which is rather generous!

    If the latter, then the Darkness Rune rating is rather irrelevant, you're just allowing a re-roll on the original skill.

    You would also entirely eliminate any potential down side to augmenting (which could be intentional and desired), or would you keep the turmoil result if the Darkness roll was a fumble?

    Good point. I was too focused on the one example, where the skill being augmented is higher than the source of the augment.

    I did not intend to completely eliminate the potential for a down side, but it would be nice not to have double the chance of fumbling because you are making two percentile dice rolls.

    I think what I'd like to have (at least some of the time) is a method where the augment is attempted after the first die roll is made. So the player avoids turning a roll they perceive as good enough into a roll that fails or worse still turns what might have been success into a fumble. So they instead can try to push their luck with a second die roll and hope to do well enough with the augment to turn what might be a failure into success.

    This seems like it would really only work well for a single die roll contest. Not for something like combat or an elaborate stealth entrance where multiple die rolls will be attempted. This will require more thought.

  10. Thanks for the analysis. This makes explicit something that has implicitly concerned me about how augments work and whether its sensible for players to even try to augment. I want augments to be something players will try to use when success matters, not something they should choose every time they try to do anything. But the way augments work, it seems that often times if success matters, augmenting has too much downside for the potential upside. So rational players should avoid augmenting in important situations...which is the opposite outcome that I want to see in play.

    I'm wondering if augments would work better as something PCs can use to push for success. (Setting aside for a moment whether they are pushing their luck, their will, or what have you.) Instead of rolling the augment ahead of time and then adding or subtracting a bonus or mallus from the main skill, I wonder if a better mechanic would be to roll the augment as a separate roll where the player can choose whether to use their roll for the main skill roll or the roll for the augmenting skill/passion/affinity roll. In effect, this would be similar to rolling with advantage in some systems.

    So my Humakt initiate fighting in a night battle would roll against his 95% Greatsword skill and also roll against his 70% Darkness Rune affinity and use the better result from the two rolls, e.g., rolling 48 for Greatsword and 13 for Darkness Rune. He would choose to use the special result from the Darkness Rune rather than the normal success for the Greatsword.

  11. Since the mid to late 1990s virtually all "knowlege" about Glorantha is said to be subjective. So the player who wants the character to know what they, the player, know, may end up thinking their character "knows" many things that are contradicted by objective fact or other subjective beliefs in the Glorantha that their PC is inhabiting.

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  12. I'd thought that the physical damage applied to embodied spirits who are currently discorporate and I like the image of the body of a discoporated character showing wounds based on spirit combat effects. But looking at the page again, I'm less sure that is the correct interpretation of the rule.

    If it is true, that's a problem for the Chalana Arroy worshiper attacked by a shaman. If not, then I suppose the issue would be moot.

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  13. Sometimes spirit combat does physical damage.

    Hit Point Damage
    When suffering a special or critical attack in spirit combat,
    an embodied target (such as a human) takes actual physical
    damage to their hit points equal to the number of D6s rolled
    for the attack’s damage. Thus, 1D6+3 points of spirit combat
    damage will inflict 1 hit point of physical damage. RQiG p 369

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