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buzz

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Everything posted by buzz

  1. Is this maybe an issue of something being possible on paper but improbable in actual play? Not only in terms of the in-game requirements for joining multiple cults (and maintaining those relationships), but also the amount of session time needed to reach such a state? In which case that might balance it out, i.e., it's hard to pull off. Granted, that this was a design oversight would not surprise me, either.
  2. buzz

    Lie

    Thank you, that's a great way to put it. (Reminds me of how, in the Starter Set, they clearly explain Special/Critical hits in two lines. In RQG, it's two pages. 😄)
  3. buzz

    Lie

    Okay, then am I just reading this wrong? One round is just the minimum, so even if they see incontrovertible evidence within the round, they believe until the end of the round at least? Otherwise, they keep on believing until the evidence appears? That is definitely way cooler.
  4. buzz

    Lie

    RQG, p.333, “For example, if a trickster used this spell to tell a Yelm priest that the Sun wasn’t going to rise tomorrow, it would cause a great deal of panic until next morning or until the priest performed Divination and asked their deity what had happened or until the end of the full melee round after the spell was cast.” This makes no sense to me. A lie that lasts one round? For 2 points? The majority of this example isn’t even possible.
  5. What, if anything, is the difference between these two spells? I’m not seeing any.
  6. P.26: “Medium range is 1.5 as far as the effective range.” This would be clearer and fit better with the following text if it read, “half again as far,” or “one-and-a-half times as far.”
  7. P.9: “A tie (where both participants succeed but roll the same number)…” Per the second printing of RQG, this should be “the same type of success”.
  8. Yeah, my reading was this is the only way to exceed that CHA limit. Sacrificing more POW for spells but not Rune Points s an interesting take, though.
  9. I think the concept is interesting, but the implementation has felt spotty to me. But we're still early in our RQG campaign, so I'll see how it goes.
  10. P. 313-4: "An adventurer gains access to cult special or associated cult Rune spells at the same time they sacrifice POW for Rune points. For each point of POW sacrificed, the adventurer acquires the right to cast an additional cult special Rune magic spell." Doesn't that mean there is functionally a limit to the number of Rune spells they can know? They can't get more than CHA in Rune Points, and hey gains access to spells the same time they gain Rune Points, right?
  11. Please forgive me if this is an old topic; I'm new to the forums. In RQ2/3, the amount of Battle/Spirit Magic a PC could learn was limited by INT. In RQG, it's limited by CHA. In RQ2/3, the amount of Rune Magic a PC could learn was unlimited — as much POW as they chose to sacrifice. In RGQ, it's again limited by CHA. In RQ2, Battle Magic succeeds unless the player rolls 96-00 (if I'm reading that passage correctly), and Rune Magic always works — Resistance rolls then happen as-needed. RQ3 introduced the POWx5 roll for Spirit Magic, and Divine Magic is 100-ENC. RQG kept the POWx5 for Spirit Magic and added the Rune Affinity roll for Rune Magic. I was curious as to the rationale for these changes. Personally, I feel like spells just working and then the player dealing with Magic/Rune Point costs and Resistance rolls in enough; I don't see what's added by having them roll just to cast the spell (particularly the "double jeopardy" when they have to roll to cast and then roll again for Resistance). I also find the change from INT to CHA for Spirit Magic limits weird — it weights CHA more heavily than earlier editions. Any insight is welcome.
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