Jump to content

SevenSistersOfVinga

Member
  • Posts

    81
  • Joined

  • Last visited

Everything posted by SevenSistersOfVinga

  1. I'm really bad at this part of translating the real world to rules, I would gladly leave that to the game rules but like I've said we have 3 archers a Sling thrower and a Javelin one. I would like to add a little regarding archery play styles, there is a long talk about short swords here, this is the weapon we use, we would like to have a long bow archer with damage but slow and a fast, mobile one that disrupts the field, stuff like that. But you are right, I should do something else, other than this.
  2. Like you said the difference between playing a low pow high earning chance character cuts 1/3 the amount of time it takes to get power points. These are not only useful for the shaman. runelords and priests, everyone uses the same currency and I wouldn't like a group where most of the players have 10 rune points and one of them has 30. I find weird that a character who's main stat is pow, their main casting skill is solely pow based, their main modifier is based on pow and his damage is based on pow suddenly and totally not metagamingly decides that going with pow 1 is the best idea. I'm not calling for a lynching or to change the rules, I just reward the shamans that play along their strengths and not the experience system quirks
  3. RIG page 361 Soul Expansion Each point of Soul Expansion adds +1 to the shaman’s species maximum POW. This improves his chance to increase POW by experience.
  4. The only valid option to me. Having 10 pow on a caster is really hard to play and to get what? The chance to have a spirit of 10 pow? Get a binding and move on. Need mp? Do some spirit pacts. The other option (1) is playing with the fetch instead of the shaman and the fetch is not a full character, fetch pow 19 is a rule bending artiluge that leverages a crack in the system (pow 1 levels up faster) and should not be a valid option or at least not encouraged. The pow on the fetch seems overrated to me, (besides having pow + fetch pow on pow vs pow) have a nice little fetch and play your character, I doubt any runelord would go around wirh pow 1 because they spent all of theirs in divine interventions to get their allied spirit a boost. Case 3 is the same progression than all the other characters, shamans have a skill to get +1 to their pow roll like priests do and that's about it. They can have a plus 10 is that's so important. I don't see why a shaman would need twice as much pow than the others to be on the same group.
  5. Yes, there are no compound bows on our game, I mentioned them because they were on the article I was quoting.
  6. **This topic probably comes up every once in a while, I sorry if it's a rehash of a conversation that you already had** **I don't have any idea about how real life bow and arrows work** I see the bow rules and they seem to be made from a list of disjointed situations like: "Someone can shot an arrow every 5 seconds" "Someone can shot an arrow at 250m" "Someone can hit a head size target 19 out 20 times at the Olympics" "Arrows can pierce mail/plate" So the rules try to be a mash up to acomodate all those, then a "master archer" can hit 19 out of 20 times a human sized target at 120 meters, twice per melee round at full damage. Let's challenge that. https://youtu.be/BEG-ly9tQGk Extremely fast shooting, not far, not pulling the whole extension of the bow. There are several examples on YouTube https://youtube.com/shorts/AL1W3HkjJ2Y?feature=share these are all half draw bow shots, fast but not hard hitting and totally not 120 meters range. This is an 120 meter shot, https://youtu.be/sjnG-5N5nL0 there is no way he is shooting 19 out of 20 arrows that far every 5 seconds. This one is 300m https://youtu.be/L-pZgHZp2ug and you can quickly tell this is not twice per melee round with a bone and wood bow. "But he is not an Olympic archer!" You say, well, yes, let's see how far Olympic archers (95%?) shoot - Archers shoot up to a distance of 70 metres (for recurve) and 50 metres (for compound) (Notice that compound bow means with pulleys and multiple strings, modern tech, not just "made with bones" and the ones on my bronze age glorantha are most likely not those or the 14th century English longbows) Ok, so not 120 meters at full %, or 250 meters at half % (which is a fair guesstimate, you are just not expecting to hit a single target, just shooting at troops I guess https://youtu.be/Gg2WImjzaAw ) So I'm planing on house ruling this and I want your opinion. 1- I would love to add half damage modifier to Bows based on weight. 2- Strongly enforce the rules for moving targets, shooting at melee and weather conditions. If the target is alive you are probably shooting at x1/2%, target practice x1% 3- Field archery or half draw - 20 or 30 meters effective range, up to twice that at 1/2%, twice per round (even 3 times maybe? If you can) One step down on damage (1d4+1 for self) no strength damage mod (see 1) Target practice or Full draw - 70 meters effective, full damage, once per round. (Damage mod for heavier bows) Long range, above 70m you can take as much as you want to aim and get the "taking your time bonus", 1/2 % for being above effective range, no damage mod , full damage one shot per round. Clout archery , up to twice the max range, once per round, half %, no damage mod, one step down damage (used in formation mostly) On a horse you can use the field archery option. Thank you in advance for any feedback, more than half of our group uses bows and I want to add some color to it.
  7. Yes. That's us too. So, what we did is turn this around and make it true for our glorantha. - The tribe is just a bunch of old people and little kids, there are few warriors/able people their character's age. Now that this [evil] comes around, honestly, there is only them. This gives them the chance to step up to be the the hero or stay with Nana, There are no other options, you can't sell everything and go be a tailor on the city. You can, just as an npc. Then we all go without a plan and die and thats fine too. Die and learn, Die and learn. Start the adventure with "this is where you get your resurects, they cost this much" - They should be scared, Runequest is brutal. The first time an arrow went through a neck we were hooked on the violence. Start small, repeat the same enemy a couple of times until everyone knows what's going on. Everyone tries to smart their way out, most characters are not smart enough to pull half of the things their players pretend to do.... and if they are, throw arrows at them while they try to read. - They do know all the Lore. All the Lore their characters need to know. Bullshit away my friends, we don't have any ideas of what's going on most of the time, if someone is making stuff up or read the glorantha guide vol5, most likely non of us would be able to tell. Open the glorantha wiki find a random article and work that bit into the conversation or just let the players and characters be ignorant together, the best part of being in a world where blue people exists is not knowing you will see blue people buying fish on the next town. We came up with "this is like the movies", honestly, there are no movies like 5e, wizards don't work like that in the movies and barbarians are not inmune to fall damage outside dnd shows or books. Find what sort of media they enjoy and go with that "This is like [let them pick]" either be Gladiator, Robin hood, lord of the Rings, howls moving castle, full metal alchemist, Thor or the northman. If you screw it up as a DM, just tell them. "Well, apparently there are no machine guns on the game, my bad, moving on..." or play in a world with machine guns, who is going to stop you?
  8. Oh yeah! Like I've said I'm too vanilla with my spell descriptions but I love this. Thanks for taking the time to share how you play the spells, I know this is not exactly a rules topic but it helps a lot.
  9. 😂 (🤔) I see you too lean on the anime school of making it easy for the player to understand
  10. The one on our table has learn to (ab)use her battle lore rating so she can read soldiers and guards, who was drinking the night before, who takes care of their gear, who is slow or maybe has a bad knee, who should be dealt first and who may end up running away. Thanks for the detailed explanation I'm definitely going to try this. Got it.
  11. Just every one of them? The true gist of my original question is that I'm torn between a truly magical experience (let's say ... mononoke hime) and not ending like the mmo main square where everyone glows. I want the magic but despise the generic.
  12. Seems like the easiest to me, as a source of weirdness. I'm taking your notes on the axis mundi. What about the magic (rune mainly) does it glow faintly, almost imperceptible to the common eye or it blasts the ears of the soldiers around and Summons awe and fear all the same?
  13. A lot about technology is implementation and adoption, we have robots who perform complex procedures just not everywhere. We spend more of time on the shadowlands of the spirit world, what's with the hero plane?
  14. We have probably failed on all 4 to be fair. I ... think I get it. Maybe I don't but that helps too.
  15. Hello! I'm looking for ideas to spice things up. Mostly related to rune spells but I'll take any ideas. Where do you stand between "Keeping it bronze" age and "Keep it fantastic", how weird does your magic go? Are your ghosts 'spirited away' style? Are your bear strength casters full blown werebears or at least shirt-ripping fma style? Are there ancient alien blasters or old abandoned buildings from before the monkeys took over glorantha? Are your shields glowing balls of lightning or dragon ball auras ? How weird does it get? I guess most people keeps it close to bronze age, just with invisible armor and damage I want to hear where you try (not always succeed) to make it fantastic or even better, making it weird. Followup question, to the ones that make it weird, does it ever gets out of hand? Ty!
  16. I see, I was working with plant and animal spirits from the bestiary, I'll take a look at this one. I have an idea of balance so I will do this. Thanks again!
  17. I would read them and then do my "mgwv" thing, but at least I have an idea, am I supposed to be playing with Summons or its a one time thing? Are spirits with their cha full something everyone has or commanding spirits is a rare, unique skill? 😁 we all have issues I love this, it tells me a spirit is another being, like you, me and Bob over there, if you have one it means a relationship instead of "spirits are spiritual plankton that you use to power spells" I don't have the experience to balance this on my own, so that's why I ask, specially since the range of powers is so wide (From "you have a dog spirit that sniffs stuff and gives you 4 extra mp" to "you go with 6 spirits of 2d6 rune point each or 15 spirit spells each animal spirit") Good, I like this approach.
  18. Ohh, ok, so all magic is "one shot" I had to read about binding to animals, thanks! Yes!
  19. What I would like to have an idea is how much time?, like we have a very detailed experience system, skills, stats,pow checks, rune points, detailed gear but how do I get a spirit? I don't know if one can summon a cult spirit every day/week/season and go around with cha/3 spirits with 15 mp, 15 spirit magic points and 7 runepoints each That sounds easy, use summon cult spirit, command cult spirit, command it into a crystal. Why wait to be a runelord to do a spell matrix Enchantment if I can get 15 spirit spell points like that? Plus mp, runepoints and maybe a skill the spirit has? Then I wonder, how easy are those to get? Am I getting the bound spirits wrong and people just Summons them on the fly? What spirits can vasana get and how? If she has 6 runepoints to spend and a crystal can she put a thunder brother (4d6 of rune magic) spirit in it just by passing a pow vs pow? If it's not one of those, a plant spirit with 14 cha has 14 spirit spells, one of the random generated ones on the bestiary has a good chance of having 2d6 of rune magic. Are crystals way more rare than I thought? Characters spend 3-4 adventures getting 1 pow and in that time they can get 30 runepoints just by binding spirits?
  20. That sounds like a Snake daughter or a thunder brother level spirit to me, a very lucky black horse/ghost maybe. We have those guarding temples, rarely following a hero. So yes, I agree is not a random roll
  21. That's my question, we assumed that you casting the spell took the same time, required the same roll and costed the same regardless of the container of the spell. If the same rules don't apply, using your fireblade on a sword, using a sword with a fireblade matrix or from a gem with a spirit of fireblade is not the same (+3mr, 4mp, powX5) then I have a lot of questions. The only reason I can think for them to not work the same is to circumvent limitations of the spell like "Well, yeah, it says it's active but you see, it's my spirit the one that uses it, like it's not me, I still can do another 6 actions on this round because I'm super good at bending the rules" I don't know, it sounds overengeniered vs "you know the spell, you use the spell" regardless if it is just shared from your bond with this fire spirit or because you know the spell. Maybe we got it wrong, how do you do it?
×
×
  • Create New...