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resurrected duck

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    Runequest, Call of Cthulhu.
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  1. I would have put the body components (head, left arm...) in columns instead. Like the weapon list. Same for characteristics. The table seems to be too wide for printing purpose. Anyway, nice work!
  2. Ah, indeed, I should have thought of it. Any other adjustments needed?
  3. I mean these pdfs from Runequest classic on the chaosium site: Borderlands, Griffin Mountain, Snake Pipe Hollow.... Sorry if I was not clear.
  4. So, as far as I understand, RQG is compatible with RQ2. I guess Pavis is the only RQ2 scenario I ever played and I guess I should try a few RQ2 supplements. Hence my question: what is the best reedited scenario for RQ2 in your opinion? What is the best one for a party of beginning players?
  5. I am confused by the errata concerning Rune spells in matrices. From the Well of Daliath page, chapter 14, matrix creation - Matrix Creation (page 334) – Rune Magic Matrices entry. It says The matrix’s virtue is that it allows someone without the spell to cast it using their POWx5 chance and then it says The user of a Rune spell matrix has a chance of casting that spell equal to their POW×5. Rune Magic Matrices, page 335 Is this a mistake and should the character use the correct Rune percentage instead? Yes, that should be the Rune’s chance. I don't get it. It seems that there is a contradiction here. Any hint?
  6. Aventures gloranthiennnes. You don't say aventures à Paris or aventures à Lyon but aventures parisiennes and aventures lyonnaises. It sounds a bit strange though.
  7. As the owner of the D&D starter set, I must say I am quite pleased that the box is so big, because the three rulebooks almost fit in. I use the box to carry them, I need to strap it so that the cap does not fall but that's a minor annoyance. Actually the box may be the most valuable part of the starter set, far outlasting its content and still useful to a seasoned player. And the Deluxe edition Runequest third edition box stands fiercely at his side on the shelf. I wish it was bigger so as to hold both the RQ3 and the RQG rulebooks. tl;dr: boxes are like monsters. BIGGER IS BETTER.
  8. If you hit 21 POW, you have plenty of opportunities to sacrifice them. Get 8 Rune points and go back to POW 13 before your next POW gain roll if you feel so but note that means a -40% in your POW vs POW roll (am I correct there?) next game unless you are a Rune lord. It also decreases your hit points, and I am not even talking about magic points. And it decreases all your skill bonuses by 10% (except for magic -15%, and stealth, +10%). That's a huge loss in my humble opinion.
  9. It seems to me that if free INT goes away, there remains very few incentive to puts points in INT at character creation. Is there any reason to put points in INT at characters creation, but free INT sorcery? I would argue that without free INT, INT would just be like RQ3 Appearance, a useless characteristic that all players ended up minimizing. With RQG, INT provides skill bonuses, but it is always shadowed by POW in the tables, so that it is almost always better to put the points in POW instead. Int 17 Pow 13 provides the same Knowledge modifier as Int 13 Pow 17. What is the best here? Int 13 Pow 17 of course unless you want to be a potent sorcerer, since Int is so hard to raise during play.
  10. Yes, the information is a bit hidden. I remembered that there was something special about Chalana Arroy, so I headed to the cults section without success. I found the information by searching the pdf for all occurrences of the string chalana arroy.
  11. Are you joking? In my temples, even the corridor leading to the toilets is protected by a dozen wardings, laid one after another, in case of an enemy with urgent needs. That's 12x4d3 both in and out, bypassing armor.
  12. The player's guide makes reference to the RuneQuest Gamemaster’s Guide several times, e.g. p.305. Is it in fact the Gamemaster's screen pack or is it some forthcoming book?
  13. RPG player's rulebook page 406: A temple will usually cast cult magic (such as Healing magic or special Rune spells) on its members, but typically expects to receive a sacrifice from the beneficiary equal to 20 L per Rune point expended. One-use spells cost ten times this amount. If the caster must spend magic points, the beneficiary must spend an additional 1 L per point spent. The Chalana Arroy cult heals all who come to their temple, based on available resources. They never ask for payment. However, it is a custom enforced by the gods themselves that if a character is saved from disease or poison or maiming or death by the actions of a healer, he immediately will give the healer’s temple an appropriately generous gift or percentage of the person’s income for the next year [...] I just paste the start of the "Casting Spells" section, you may want to read the whole section. So, it depends on the income of the player. Getting back characteristic points is hard, so I would make it also a function of the points restored. Maybe Points lost X income per season, so that restoring five points would cost the full year's income, 200L for a noble. Perhaps a discount if the player is from an associate cult. It also depends on their level, as stated a bit later in the section. Rune levels of friendly cults will have their debts paid by their cult, out of their own payments into that cult.
  14. What do you think of the new character creation mechanism in RQG? We are pondering whether upgrading characters from previous editions or starting new characters from scratch. It seems that characters creation in RQG is tailored to players who have already played Runequest. We may actually end up with characters as strong as the battle-hardened ones we used to play. For beginning Runequest players however, who need to learn everything, this new creation process seems quite long as compared to the previous editions. I am specifically thinking of the background steps. In RQ2,3 characters were informed about past history during their adventures. Now it seems that they need to take an history course and learn all the dates of major Glorantha events at character creation! RQ2,3: during your journey, you meet the spirit of a fallen warrior that reveals that your father's brother served in the Lunar army in his youth. RQG: please write down on your character sheet the name of all your ancestors up to third generation. Then roll for each of them on some of the following 49 tables (no joking!). It seems not so easy to bypass these steps since it brings a few skill bonuses I understand that there are these pregenerated characters for a quick start. Character creation was a mandatory initiation ritual for the beginning players in 1621 though, and a pretty fun one. Ah, the old times... Which brings me to the following question. Is there a cheatsheet somewhere for quick RQG character creation?
  15. I don't think that an enchantment can be dispelled. Am I correct? From the Warding spell description in the RQG rulebook. The Warding spell remains in effect until the props are removed. Anyone but the caster that attempts to touch the stakes is affected by the spell. But after suffering the Ward- ing’s effect, the sufferer can then remove the stakes. The stakes need not be visible to work. The wording from RQ2 allowing the ward to be dispelled is gone. I don't have the RBoM and I don't know if there is an erratum. Even if Warding is dispellable, it seems to be a very strong spell. EDIT: I realize that Warding is not an enchantment anymore in RBoM. So, it may be dispellable in RQG, as it was in RQ2...
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