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SevenSistersOfVinga

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Everything posted by SevenSistersOfVinga

  1. What's the mechanical difference between having access to a spell and command a spirit to cast it? I was under the impression that the time and mechanics are the same, roll powx5, spend mps, take x mrs. Regardless if it's in your mind, a spell matrix, a bound spirit or inside a binding crystal. If this is not like that then I haven't found descriptions or examples of how each type of spirit magic casting works.
  2. Enchants are spells too, that have costs, spells only accessible to runelords/priests. If they have to spend at least one point on the enchant I'm sure a runelord pow point is worth a lot more than a beggars. I find that paying a npc for an enchant is always easy but ask any player if they are willing to exchange their own pow for money and nobody will agree.
  3. Trigger warning: power gaming. So you are telling me, that Loup Fireclaw, shaman of waha, storm bull berserker, keeper of oakfed, trained by the waha cult in Spear, uses shamanism to hold protection, strength and ignite his Spear on fire wich burns brighter by the secret of the wild fire Is not power gamer worthy? With armor + protección + shield + berserk protection With a Spear that does fireblade+ damage mod + wildfire d6s (you pick your power level) With skill x2 from berserk (and a fetch) A hero who can sense chaos and be unaffected by it, even heal it's wounds. A hero who can summon helpers to attack chaos beats and even the odds A hero who can walk on the spirit grass as tall and proud as he does on this land Waha is top tier damage as far I know.
  4. This is what we are looking for. Runes, Fast Talk, acting and slight of hands we have, is higher magic what we were missing. Better work on an act then.
  5. Yes, I guess you are right and that's how it works, it's just so ... bland and expensive. I wonder why nobody plays tricksters.
  6. You mean like an extra spell that shuffles your Illusions into something new? That's a good idea The alternative, to me, feels like a spell that makes the caster someone with pockets. "You have a sword... congratulations.... you can sacrifice more of your immortal soul if you want a rock like that one on the floor"
  7. I see these are temporal, so they remain for 15 minutes, but do you have the skill to form Illusions for 15 min or you create one and it lays there for the duration of the spell? "The caster might create a sword, a fire, a rock, a pile of gold, etc. " So can the caster create a pile of rock and then pick a sword that disappears in flames to turn to gold in the caste's pockets Or She has a sword for the duration of the spell.
  8. Same RQG rules as intended hopefully (this forum and the q&a really help) 12 seasons The one on the book Esrolia, then sartar Estolia and sartar RIG, the bestiary No, it's a mess. None, it sort of molded the world but we're guided more by vasanas travels than the overall political situation Scooby-Doo where everyone is either shaggy or Scooby against the forces of evil You can have a rune spell be something everyone does or a miracle that changes the battle, if you go the first route there are not enough rune points in the game to make players happy. Go low and let them use their miracles and change the wold.
  9. On page 308 of the RIG says that yelmalio troops use pike in one hand, if that helps!! The Yelmalio cult teaches its initiates how to use a shield in con- junction with the Pike skill. This is a special exception to the rule that a shield cannot be used with a two- handed weapon
  10. I find in these situations that if given the choice, picking between broadswords and any other sword is clear. So I end up with 2 categories, broadswords and food utensils. I get it if the long sword is a revolutionary weapon, faster, stronger, deadlier, I bet that if someone has to choose between a knife and a sawed off shotgun the option would be the same. Are broadswords rare? I don't see it on price, they are on many cultural weapons list, nothing seem to indicate they are.
  11. Customize in the way of looks? I'm all in for simple rules.
  12. We sort of "fair play" this and they accept that they have to climb, eat, sleep and "belly-crawl" without armor. They get bonus for not breaking immersion and I get to sneak on them unarmed some times.
  13. We got someone using a pair of plate boots but nobody is a fan of lead armor. What do you mean with higher sr maneuvers? I like this, a lot, I'm going to look for those rules. Is this related to how Grapple works in RQG? This a good alternative I like how that sounds. I don't know if anybody would change 6ap x ~10-15% Dodge though. I see this on the parrying Dagger, is practically better to use anything else to parry. Unless is a bronze age thing I don't get , sword/dagger parry is usually a deflection,is easy to take the other weapon away from you when you hit it with a broad sword but also is easier to move a dagger around. I don't know enough to rewrite/rebalance the weapons table. No, I agree, let's keep it simple. I need to read more stories about Pavis then! Our fights are over the moment someone hits and the other didn't parry. It wouldn't be fair that for a difference of 25L someone goes from having their enemy gushing blood to just getting into the fight. I get what you mean though and it's a balance I'm going to ruminate over. Sorry for all the posts, I just found out how to reply to multiple messages on the same post.
  14. This is the one that I get to leverage more, the spirit spell silence voids all my efforts
  15. That's sort of what we aim too, style over substance
  16. Is there a rule for this? I agree that at the beginning you use the weapon you have more % so culture is important
  17. How does this work? Short spear sr 2 and removing Broadswords?
  18. Faster you mean traveling? Because if they want to do a triple somersault with heavy armor there is no reason not to let them
  19. What are, in your experience, reasons or rules that push gear versatility, besides cost and encumbrance, what are the reasons to wear light armor, use short short Swords, daggers or slings. Besides "my cult uses this" I feel like there are not many incentives Like, there is a strength requirement but is 11. There is an encumbrance req but all Swords are the same. There is 2 weapon fighting but you can do it with a broad. Once you have broadswords all other weapons feel like gardening tools. I really like the idea of having the option to pick but somehow there is not much reason not to pick the one with less sr, more damage, best hp. Same thing happens wirh armors. Other games Lock gear based on classes and stuff, I see a soft lock for cults and Cultural bonus but a +5% at character creation is not enough. What are the "rules" you use? (This is not to punish players for picking the best item, just to add some flavor and give bonus to the ones that pick style over stats)
  20. I'm a bit lost, what are these powers that seem so relevant to high level game play and at the same time not mentioned on the rulebook, what's the need of above 200% that I need to find and alternative form of experience/rules? I know I must be missing the elephant in the room but I see the hero quests as a way to bypass social/cult conventions. To get and do things others can't. "You need 200L to learn this spell from another cult ... but since you did that... " "The priests every year paint your neck blue and wherever you go 2 points of cloud call follows, you need to be back every year and delight us with your stories" I see more power on enchanted matrices of forgotten cults, traded spells, spirit pacts with old gods, extended spells, maybe shamanic powers, sorcery spells inscribed on your forehead, gems, runes, rune metals and truth stone. I have no idea why everyone finds a sudden power cap at not being able to have over 125% attack. What am I missing? The crimson bat has 100% and nobody is stopping him, you can do the same. (I'm not saying you are all wrong, I truly don't know what it is)
  21. Ok, I see a lot of expernced players giving ideas, this is my take for hunting a beast like that. (I'll stay away from Trance, slash, and shield, we all know those are loved. - Moral, having 50 archers with speeddart , 75% to hit and morale increases your critical output to 3d8+9 per round. - Teleport, if someone falls, get them out or stay away from attacks, they can't hit you if you are not there. - Multispell and an allied spirit with multispell. Heal and Disruption shine here, someone with 21 pow, a +4 attack gem and multispell 5 ruins anyone with pow bellow 30, heal 6 with a healing gem and multispell 5 is almost a heal body. - Most monsters have too much power but a shaman or spirits attacking in spirit combat are a wall usually unguarded, specially by unintelligent beasts. - Tanks. Someone with eartshield, parry and good luck can keep an monster with the aggro spell I don't remember the name and let friends with slash, Trance, firespear do the work. - Multispell, a gem of x2 spiritual spells and fanatism/morale/arrow Trance and your chance to crit skyrockets. I see this as one beast against a hero band, support priests, trade spells if needed, archers, Spearmen and the group, maybe 10 years in game, about 15-18 personal pool, Items, enchants and gems (about 60? Pow) If you are going against a named monster (for 18 level) I expect you to have an above 15 level character. Bring support, bring scholars that tell you that she casts a shadow that leaves everyone blind and find out how much sunbright you need to revert it, does cateyes work? Or is a fear thing and we need Fearless? I like how that sounds as a campaign, I don't know if they had those monsters and "1d6 for each pc" maybe with another ruleset. Thats my take! I really enjoyed this thread, keep it up!
  22. That's a question I always had, arrows here (rqg) seem to have 100 meters effective range (Composite bow) . I'm going to ignore that the game considers the same chance to fail hitting something every 6 seconds at 20 meters and at 100.* But then, "at or near the end of trajectories" Aren't they all? Shooting rarely is a straight business, most of the arrows go in a curve and are aimed to compensate that, being the weight, wind, the moving horse... etc Those videos wirh people shooting at plate, are not how most of the arrow attacks usually go, either you shot a volley to the other army and you hit the mass of people or you shoot a rabbit at 20m. So yes, the rabbit, at 20m, standing still, with a direct, front facing shot will see their linen armor fail to stop the bolt and wish they had a rabbit plate or at least a clock (and run away) But most of the people getting hit are nor static or close so I have to assume that most linen armors and wicker shields should be fairly efficient. For the ones that hit really well, you have special hits. * to have some context, Olympic archery is done at 50m for Composite Bows) and this is top of the art, cutting edge technology.
  23. I've seen practice arrows that are trapped on a hanging cloth sheet, stopping an arrow is not always about being hard but also about ... energy dissipation? (I have no idea how it works) Chinese wicker shields were made to stop arrows
  24. Well, against arrows, yes. You can kneel down, cover or make a shield wall, to improve your odds, I know, not the best but beats having no cover. Against thrown weapons you can parry them, it's a big thing passing from 0 defense with a sword to negating almost all damage with a shield. You can stop an special javelin attack with any shield and decent armor.
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