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About Al.

  • Rank
    Senior Member


  • RPG Biography
    Since 1987 Dragon Warriors then d100 games then lots of Indie
  • Current games
    Running PenDragon, Playing D&D 5e
  • Blurb
    Nervous of social media

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  1. Maybe everyone else has decided that OQ is perfect as it stands?
  2. Al.


    There used to be a discussion on this very same topic on Greg Stafford's KAP forum. I've not visited it recently and my google-fu is apparently very weak as I cannot find it again now (possibly it's been taken down as mark of respect but I don't feel confident in making that assertion, you may have better luck than I at hunting it down) Suggestions: Knights begin with as any Armour Points as they have APP points (handsome, fashionable Knights have fashionable armour, scruffy wolfsheads have mismatched, sruffy wolfshead armour) if this is not possible due to the current era then they have have multiple suits totalling that many AP. APP is not rolled, it is the average (arithmetic mean) of all other characteristics other than SIZ. Inspired by the descriptions of Homer's heroes (not THAT Homer). At creation (or now if retroactively applying a house rule) choose one Social Skill which starts equal to APP
  3. Yes please Monday or Wednesday possibles for me Al
  4. Warning: confirmation bias ahead. All of those well-made points* all reaffirm to me that giving the greatsword and bastard sword 1d8+1 impaling damage is 'about right.' * genuinely not deliberate
  5. In RAW I don't think that Greatswords (or Bastard Swords) could impale at all. So maybe this rule nicely encompasses the blunt chopping tip of a Greatsword being sub optimal for skewering said dinosaur through the vitals?
  6. Al.

    Illuminate Me

    I think that the premise for riddles has changed over the game's history. When I first read them in RQ2 books they were very much of the anti-joke format ('What's the difference between a rabbit? One of its ears are both the same' style of thing) and were usually 'What's the difference between a <insert RQ skill name here>?' Somewhen along the line that has changed to be a format of there being a genuine answer and lateral thinking is encouraged. Personally, I'd happily play in a game which used either format. Showing how groovy, liberal-minded and open to illumination I am. But I'd be grumpy if I wasn't told which format was to be used and was expected to know instinctively what the GM thought was the obvious and correct approach. Showing that I'm really not that open to illumination at all.
  7. The old ICE MERP game had a solution to this, if no characteristic was 90% after rolling them then swap any one score for 90% (in MW that would be an 18 of course)
  8. Instinctively: Ride In game: whichever skill most players* had actually raised during character creation. * as in players had raised the skill of their make-believe characters, I wouldn't be looking at RL driver's licences or cycling proficiency badges
  9. Presumably 42 is the rate at which Fast Talk riddles are expanding?
  10. The bucket full of dice - when attacking roll d100 (to hit) d20 (for location) and damage dice (for erm well damage) together. The 'get on with it man' principle - any die roll which falls of the table or lands cocked or anything which slows down play is a fumble
  11. The (borrowed from) Baker principle - say yes or roll the dice. If players are asking questions and there is nothing at stake, keep saying yes. Don't block good ideas or insist on dice rolls for everything. The (anti) Boyle principle - it is better to be kind than correct. Small mistakes and errors can be ignored and glossed over. The Richards principle - start in media res, get the session started with excitement and backfill the details once the players are engaged. The Richards irreducible clue and content corrollary - if the players have to find a specific piece of information to progress the story, then they are not rolling to see if they can find it (they have to) they are rolling to see what additional information they find. Of course the players don't have to know that at the time.
  12. How about an amnesiac Dragonewt? Since your boss doesn't know huge amounts about Glorantha and lengthy exposition is dull for all concerned that neatly sidesteps all that. She doesn't know because her character doesn't know. It also gives a reason for adventuring: how did I lose my memory? what's a memory? what is a me? The Dragonewt's meddling with Necromancy might be related to that amnesia. Cause? Effect? Completely irrelevant? Since nobody in either Glorantha or Real Land understands Dragonewts or how they behave, or why; that should apply doubly to an amnesiac, lost, forgotten Dragonewt. Hence nobody can tell you that you're doing it wrong. (And if everybody in your game is new to Glorantha then there is nobody to feel upset that you are doing it wrong anyway)
  13. WRT Swashbuckling and the deadliness of PenDragon combat without PenDragon armour I had a similar problem when roughing out my Daimyo game (since Saborai would only be wearing their armour in a pitched battle and I wasn't planning on having any of them) All I did was offer the winning player in an opposed combat a choice: Either inflict half rolled damage and take none Or inflict full rolled damage but take half rolled from the loser In a setting where Death is a feather and duty a mountain but a Saborai owes it to their liege lord not to throw their life away it makes for a proper moral choice in combat.
  14. In answer to OP I used lots of limited one-trick bound items (inspired by the Spot rules on when to use the Demon's ability and when to use the owner's) Smoked Glasses with Search% Crystal Ball with Million Spheres% Compass with Navigate% Card Deck with Insight% As an aside My 'solution' to the 'problem' of demon weapon escalation (even way back with SBIII) was that no Demonic power could take an item above TWICE its mundane value i.e. Stormbringer being a Greatsword inflicts 2d8 and cannot be boosted by more than 8 points on the roll table (i.e. RAW 2d8+1d10+1d6 my tweak - see below - 2d8+2d8) The other changes I made included smoothing the Elric! roll table so 1d10+1d2 becomes 2d6 then 1d8+1d6 then 2d8 then 3d6 then 1d8+2d6 then 2d8+1d6 then 4d6 etc etc; I freely admit that this was more to do with my low grade (amusing rather than life-altering) OCD than because it objectively made the game any better
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