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Dr. Devici

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Everything posted by Dr. Devici

  1. I'd say skill progression in RuneQuest is one of the system's stronger elements. The problem is with rune levels being locked behind strict skill and passion thresholds in a system where your ability to progress any of those individual statistics is both gradual and inconsistent. It might even be worse in RQG given how much closer you start to reaching rune levels. You're agonizing over those final steps right off the bat. But then, heroquesting is a perfectly fine solution here. Having a tool to translate directed efforts for character advancement into the basis for an adventure is probably a net positive for the game.
  2. Per RQG, incapacitated characters can attempt to heal themselves. Or at least, characters incapacitated from receiving double or triple arm/leg damage may attempt to heal themselves. As far as I can tell, the only effect that leaves the adventurer conscious but unable to heal themselves is running out of chest HP. Slashing damage refers to its effect as incapacitation, but later specifies the effect is unconsciousness.
  3. I always read that as the arrow can't be stuck in the target and potentially cause further damage because it burns away after impact. I'd still allow a special hit to roll double damage on impact, but I guess it depends on what you interpret the doubled upfront damage as being caused by from a fictional perspective.
  4. Especially considering if your goal is to convince Sartarite reactionaries to be more open to the whole Draconic Mysticism thing, pointing to the cataclysmic event with a death toll in the (tens of?) thousands is probably not the way to go. Argrath has the easier job of subtly introducing the draconic perspective through the Sartar Magical Union.
  5. I don't believe there is an absolute answer to who orchestrated the Dragonrise (though I'm personally a fan of the idea that it was the culmination of the work of various parties, none of whom expected the final result). Either way, iirc Kallyr distances herself from the event because it would be a political nightmare for her to take responsibility, on account of many people losing kin who were present at the Lunar temple. Even if Argrath were responsible, I doubt he would parade that fact around.
  6. I don't have a sure answer but if we go by the bestiary, children born of Telmori parents are automatically initiated into the cult. Assuming both parents are Telmori, I would guess the gift of transformation is inherent. They are born as a baby werewolf and revert to human form the following day. It also mentions Telmori children play with the wolf cubs, so maybe the rite to be recognized as an adult involves choosing the wolf you will bond with.
  7. Regarding the new character sheet design in the starter set: The digital version is form fillable, but doesn't have functional checkboxes for skills like the standard character sheet. Weapons got moved from the skills list to a unified table with skill % and weapon statistics, but that table doesn't have any checkboxes for tracking weapon skill progression
  8. I interpreted it less as a direct teleport, and more that your god is breaching the veil from their own realm directly into time, dragging you back into their realm, and depositing you somewhere that is both safe and easy for them to reach, with both criteria being satisfied by a sanctified temple to the god.
  9. Keep subtracting until it's inside of acceptable bounds was what I had in mind. So using the above scenario, a 39 would be subtracted from twice, and only cost you 1. A roll of 38 would land on 19 and leave you with 0 POW, so any multiple of your POW score is bad news for you.
  10. I have an idea I would normally balk at for being weird and clunky, but DI is a fiddly dangling rule as it is and this keeps it close to the rule in the book. Use the Divine Intervention rules as normal, and allow initiates and priests to augment with whatever passions or runes you consider appropriate. If the roll is greater than the initiate's POW (or POW+RPs in the case of priests), subtract that number from the result to determine their loss. e.g. if an initiate with 19 POW successfully augments their divine intervention, their 19% chance of success goes to 39%. A roll of 24 would be a success, and because it exceeds their POW they subtract 19 from the result and get 5 for their characteristic loss. It kind of sucks, but it doesn't require changing much from the RAW.
  11. In the RQG rulebook, there's a mention that full initiates to a cult are only supposed to engage in worship rituals with associated and friendly cults. I'm curious if this is supposed to suggest that lay membership with neutral cults is generally acceptable and ok, if a little weird. Or is it that Yelmalio and Orlanth are closer to friendly with each other than the cult compatibility chart suggests?
  12. I don't understand this perspective. Beyond that, I don't see the point in taking umbrage with people for encouraging it, considering the game clearly incentivizes it.
  13. However many they successfully use, plus their four cult/occupational picks. I don't keep track myself. As the GM, you make the call as to whether a situation requires a roll to resolve. If the situation doesn't have something potentially meaningful at stake based on the roll's success or failure, I probably won't ask anybody to roll anything. Otherwise, checkmark farming is great. It encourages players to apply a variety of strategies to maximize their skill gains, and also encourages a balancing act between "always use our best person for this skill" and "cycle other people through so we can overlap our skill sets and eliminate any single points of failure."
  14. I wrote up a whole thing, but honestly Andrew's advice of buying the new materials and going back to buy old materials as needed is probably more useful. All I'd add is that HeroQuest: Glorantha has a lot of publications with useful setting information, so consider looking there as well as RQC. Agreed, but I think it has bigger problems than random encounter rules. People are creative, and a GM who thinks there should be an encounter on the road to adventure will make something up if they have to, random encounter tables be damned. I think a bigger hole in the RQ:G framework is rules for creating and managing clans. The core rulebook repeatedly mentions the importance of communities, even basing their "one adventure per season" structure around PCs maintaining their daily lives in one, but has no rules for interfacing with communities beyond the player-facing upkeep rules in the back of the book. Guidance for creating a clan, how to gauge its wealth and well-being, how PCs can affect those statuses for good and ill, how to create friends and enemies, and how to drive and manage conflicts between them would all go a long way toward making the clan a meaningful part of the game system. I can throw a few things together to make a quick tool for checking random encounters, but clan management is a much more complicated beast.
  15. Are you planning to run published adventures or do you just want useful game materials and setting info?
  16. I have a CA cultist in my game who puts herself at risk to do frontline healing. Enemy combatants have picked her up and carried her off the field for that reason.
  17. No confirmed date last I heard. Maybe potentially late May, but no guarantees.
  18. Sleep and befuddle both require the Chalana Arroy healer to take responsibility for the safety of whoever they cast it on, which can be a risky gambit in a melee. Dullblade doesn't have this restriction, and also doesn't require a POW vs. POW roll.
  19. That's also mentioned in the RQG bestiary. "Green elves are associated with coniferous forests. They inhabit cool temperate lands. In snow, they can ski cross-country with carved magic wooden shoes."
  20. The spell doesn't say the illusion has to be of the caster, just that this is a common usage for it. By the wording the caster could create a small jar and swap places with that, the swap would just be very obvious in this case. This could still be useful for covering a short distance in a pinch (160 meters), or getting to hard-to-reach places.
  21. There are also suggestions in the Guide to Glorantha that slavery is neither ubiquitous or uncontroversial in Orlanthi culture. Concerning Orlanthi thralls: Similarly, despite always considering violence an option, they hold both non-lethal and non-violent resolutions to conflict in especially high esteem:
  22. Shamans can possess, and are not killed if their new host dies while possessed, so presumably killing the host does not kill the possessor (though it does a small amount of general hitpoint damage, not sure how this would apply to spirits without a body to return to).
  23. I don't think they're pushing Sartar as being obviously good, but they are pushing the Lunar Empire as being bad, which they should. New RQG writings are largely focused between 1610 and 1630. The Lunars are the imperial force occupying Sartar and engaging in a slow and deliberate cultural genocide of the native Orlanthi. Of course it's written with the intent of you sympathizing with the Sartarites, at least within the scope of their efforts to regain and secure their independence. Every empire in Gloranthan history is eventually evil and always doomed, and there's no reason to expect the Lunar Empire to be an exception. Later, Argrath commits egregious war crimes when he sends Sheng Seleris to Goomba Stomp all over Peloria. Power makes a bastard out of whoever exercises it.
  24. I picked up RuneQuest ~6 months back and opted to play RQG after reading through both it and classic. They read similar, but RQG is better formatted and presented, and gives you more information regarding the setting of Glorantha (assuming you're interested in running it). RQG also has rules for making PCs established members of cults/communities designed to give the PCs actual jobs and lives beyond adventuring, which has been a nice change of pace from the usual "wandering heroes" approach I see in fantasy tabletop.
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