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SevenSistersOfVinga

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Posts posted by SevenSistersOfVinga

  1. 1 hour ago, Gamesmeister said:

    the binder casting the spell, not the spirit.

     

    9 minutes ago, Scotty said:

    The binder of a spirit can use any spirit magic the spirit possesses

    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. On 12/17/2020 at 1:38 PM, Brootse said:

    Broadsword with a Bladesharp 2 matrix: Sword 50L + Bladesharp 2 150L (half price if from a cult) + Spell matrix POW cost 400L = 600L.

    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. 

    • Like 1
  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.

     

     

     

    • Like 1
  4. 14 minutes ago, David Scott said:

    The most common use of this when doing a magic show. Pour milk into a (real) hat, the milk is 2pts of Illusionary sight and movement, the magician then manipulates it and pulls out a rabbit. Then throws the rabbit into the air where it explodes into confetti

    This is what we are looking for.

    15 minutes ago, David Scott said:

    Remember you only need to roll if it's a dramatic situation and then you can augment you DEX roll with ritual preparation (a warm up) or your illusion or movement rune.

    Runes, Fast Talk, acting and slight of hands we have, is higher magic what we were missing.

    17 minutes ago, David Scott said:

    but you might want a better schtick than that

    Better work on an act then. 

  5. 56 minutes ago, French Desperate WindChild said:

    from my perspective, I would say : "you must stop the first illusion (staff) then cast a new illusion spell (snake)"

    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. 28 minutes ago, g33k said:

    I think I'd model it on the rules for creating "illusions with movement."

    You mean like an extra spell that shuffles your Illusions into something new? That's a good idea

     

    29 minutes ago, g33k said:

    But this form-shifting from a pile of rock to a sword is all Earth-ish stuff; then the shift through becoming Flame

    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"

    • Haha 1
  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. On 7/28/2021 at 9:28 AM, Deanjday said:

    None of them have much experience with Runequest 

    Same 

    On 7/28/2021 at 9:28 AM, Deanjday said:

    1. Which version of Runequest do you run? Or perhaps even another system? 

    RQG rules as intended hopefully (this forum and the q&a really help)

    On 7/28/2021 at 9:28 AM, Deanjday said:

    2. How long have you ran your campaign? 

    12 seasons 

    On 7/28/2021 at 9:28 AM, Deanjday said:

    3. What time period in Glorantha did you start? 

    The one on the book 

    On 7/28/2021 at 9:28 AM, Deanjday said:

    4. Where in Glorantha did you start? What regions has your campaign covered since? 

    Esrolia, then sartar

    On 7/28/2021 at 9:28 AM, Deanjday said:

    5. Where are your pcs from? 

    Estolia and sartar 

    On 7/28/2021 at 9:28 AM, Deanjday said:

    6. What products from any version of Runequest have you used? Which were particularly useful? 

    RIG, the bestiary

    On 7/28/2021 at 9:28 AM, Deanjday said:

    7. Is it a sandbox or more plot led campaign? 

    No, it's a mess. 

    On 7/28/2021 at 9:28 AM, Deanjday said:

    8. How much have you followed the arching events of the time period or has your Glorantha varied? 

    None, it sort of molded the world but we're guided more by vasanas travels than the overall political situation 

    On 7/28/2021 at 9:28 AM, Deanjday said:

    9. How would you describe your campaign? 

    Scooby-Doo where everyone is either shaggy or Scooby against the forces of evil

    On 7/28/2021 at 9:28 AM, Deanjday said:

    10. What advice would you give newbie gms to runequest and glorantha? 

    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. 

    On 7/28/2021 at 9:28 AM, Deanjday said:

    When replying to the thread, don't feel you have to answer every question, just the ones that intrest you. Really curious about how long term runequest gms run their campaigns. 

     

  9. 7 hours ago, davecake said:

    , I think a 1H long spear approximating the Greek doru is an obvious gap in the rules, and house rule it. 

    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. 8 hours ago, davecake said:

    One issue is the rules more or less conflate very tight rigid phalanx formations with looser 1-2 person deep ‘Viking’ style shield walls without uniform weaponry (which seems a very common Orlanthi battle tactic), in which using larger 1-h seem less of an issue. The rule might still work, though, with the expected result that such shield walls fall apart easily when breached, turning into more of a standard melee - which actually seems pretty fair. 

    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. 3 minutes ago, g33k said:

    if your adventurer is, you know, adventuring (hiking, climbing, sneaking, belly-crawling, etc) for a few hours, they should NOT then be entering a combat fresh & 100% fit; they "should" already be facing some sort of fatigue penalties.  Light armor should have lesser (even no) penalties.

    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. 

  12. 9 hours ago, dumuzid said:

    There's always lead armor i

    We got someone using a pair of plate boots but nobody is a fan of lead armor. 

    10 hours ago, Kloster said:

    some interesting maneuvers with a higher SR or that ignore SR

    What do you mean with  higher sr maneuvers?

    6 hours ago, Karlak One-eye said:

    Close combat and melee are subsets of hand to hand fighting where “Close” is where the combatants are “corps a corps” or body to body and possibly also rolling around in the floor

    I like this, a lot, I'm going to look for those rules. Is this related to how Grapple works in RQG?

    5 hours ago, Beoferret said:

    A light warrior (peltast/velite/skirmisher-type of character) will probably want high dodge and maneuverability, both of which could be impinged upon by wearing a heavy cuirass

    This a good alternative I like how that sounds. I don't know if anybody would change 6ap x ~10-15% Dodge though. 

    4 hours ago, Akhôrahil said:

    They’re not better cutters, and they’re typically more fragile, as the length means you have to keep the weight down.

    I see this on the parrying Dagger, is practically better to use anything else to parry. 

    2 hours ago, Dr. Device said:

    Surely a well-made dagger should be pretty durable against receiving damage by our "shorter weapons are sturdier" logic, but do we want them to be the king parrying tool?

    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. 

    1 hour ago, HreshtIronBorne said:

    tracking all that can get fiddly unless everyone at the table gets drama

    No, I agree, let's keep it simple.

     

    1 hour ago, HreshtIronBorne said:

    A shortsword should beat a greatsword in a dark Pavis alley or bedchamber. 

    I need to read more stories about Pavis then!

     

    48 minutes ago, g33k said:

    your foe (with a much shorter one) needs to make a successful -- and unparried -- attack just to close the range

    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. 

  13. 11 hours ago, French Desperate WindChild said:

    from a roleplaying perspective ? a lot : you want to move faster (armor , weapon), it is too hot to keep a heavy armor, it is less confortable.

    Faster you mean traveling? Because if they want to do a triple somersault with heavy armor there is no reason not to let them 

  14. 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)

    • Like 2
    • Helpful 1
  15. 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)

    • Like 1
    • Thanks 1
  16. On 4/1/2022 at 8:03 PM, EpicureanDM said:

    50 AP across each location, 30-HP averages across locations, weapon skills in the 300%+ range, damage ratings of 2D6 + 20

    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!

    • Like 4
  17. 2 hours ago, svensson said:

    However, these arrows are usually [but not always] at or near the end of trajectories and much of their ballistic energy is spent.

    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.

  18. 11 minutes ago, Beoferret said:

    A wicker shield should definitely have lower HP than a wooden one (but maybe have less encumbrance?) I suppose it might be best to look at the provided stats for shields as guidelines, rather than outright rules. 

    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

    • Like 1
  19. 19 hours ago, Rodney Dangerduck said:

    A medium shield will protect one arm and, typically, either head or abdomen

    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. 

    • Like 1
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