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Anunnaki

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Everything posted by Anunnaki

  1. For version comparison purposes: Skeletons in RQ2 have a POW of 1. Skeletons in RQ3 have MPs put into them by the creator (used to resist spells). Skeletons in RQG don't have either option, per the Bestiary (as noted in an earlier post). Nor does the Red Book of Magic have any guidance in the Create Skeleton spell description. As also mentioned earlier, Zombies have 1D6 MPs in RQG. In RQ3, they get these as part of their creation ritual. In RQ2, they have POW 1. It seems reasonable to me to give Skeletons 1D6 MPs in RQG, to reflect their creator bolstering their magic defenses. Of course, you could just have "magically weak" skeletons with just 1 MP, or some that have been bolstered to have more than 1D6 MPs (important skellies).
  2. You are on a roll. 😉 Again, this example comes across from RQ1, but doesn't seem to be referenced anywhere in either editions as a hard rule (only the increase of +3 per point of INT over 12). The implication is that the -3 per point of INT less than 9 should be in the rules, hence the rule for "minimum chance equal to INT" that kicks in when you are trying for Experience Rolls for high-percentage improvements. That's in line with the way things work for other characteristics (+X for >12, -X for <9), but Your Glorantha Will Vary and all that. You could probably just ignore this completely, other than retaining a "minimum chance of improvement equal to INT" and things will work out. That would make less INT characters improve at the same rate as high INT characters, but once things get into the >90% brackets, having a higher INT means improvement will be a little easier for those characters. These older versions of current games always lead to a bunch of house rules for play, so by all means please continue to ask questions! Some of us have been playing this game for so long the line between what is in the game and what we assume can get a little blurry. 😄 But don't be afraid to set your own house rules for your own games. It's part of the charm of the thing! Anyways, hope this helps!
  3. Yep, definitely errata. That example is probably a carryover from RuneQuest First Edition, where there was a two-handed heavy mace that inflicts 1D12 damage (the one-handed version inflicts 1D8 damage). Weapon statistics were changed in RuneQuest Second Edition and that example was never updated to reflect the revised damage. Change it to "... a roll of 10, the maximum a heavy mace (cudgel) can do ..." and that should work. In the RQ1 version, the GM rules that the critical hit against no armor does double damage, thus Herkan took 20 points of damage and the fight was over. In the RQ2 version, the GM doesn't make that double damage ruling for the critical hit, so Rurik inflicts 10 points of damage -- which is 6 over Herkan's abdomen of 4 -- and the fight is still over. And yeah, as PhilHibbs noted, kinda funny seeing an errata still kicking around from the good old days. Nice one! 🙂
  4. Recover Spirit is not written up in the ash can preview of Cults of Glorantha (2019 GenCon edition) either, but is mentioned in the list of Rune Magic available to the Gardeners in that same preview book. I suspect it's one that slipped through the cracks, so as Andrew noted, definitely worth mentioning in the RBoM corrections thread.
  5. In "My RuneQuest" games, no. I like lots of spells; my players like lots of spells. Possibly not required in some cases. That said, it doesn't bother me if there is overlap in spell description and functionality. "Your RuneQuest" is "Your RuneQuest" and if you have the time to do the legwork of simplification or consolidation for your game, more power to you! The game rules are there to be modified to whatever you feel meets your personal requirements. What pleases you and your players may be antithetical to a different group's style. Personally, I don't have the time that I used to have to tinker (life speeds up) so "am not doing anything similar" in answer to your question. By all means, however, should you do the work for "Your RuneQuest" and feel you want to share it in the Downloads section of these forums (subject to the important Intellectual Property do's and don'ts, of course!), I'm sure there are people here who would love to see what you come up. Alternatively, by all means come up with some examples of what you are musing over and post them for discussion.
  6. Ssssh. There, there. It will be okay. Gently whispers: "One of us ... One of us ..."
  7. You are correct. RQ2 RAW doesn't do POWx5 for casting Battle Magic. It works like this: 1. If there is no resistance roll required by the spell, then it succeeds 95% of the time (96-00 fails), even if cast on willing recipients. 2. If there is a resistance roll (POW vs POW, for example), that is your casting roll (96-00 is a fail again, of course). There's no potential for double rolls, like RQ3/G, where you may need to make a casting roll and a resistance roll. Page references in my earlier post. Kind regards, James
  8. That means that you already have a working solution for your ongoing games. Making magic an automatic success is (at least to me) a radical departure from RuneQuest. Even Divine Magic in RQ3 (Rune Magic in RQ2) had a 5% chance of misfiring. Slight Tangent: RQ2 Battle Magic requires a roll to cast if there is no resistance roll required (see p.33 in the original "DID THE SPELL WORK" section and p.36 in Classic) but only fails on 96-00. RQ2 Rune Magic doesn't require a casting roll. I would suggest that many players probably overlooked this or didn't bother with it as it's the last sentence in the first paragraph of that section noted above. Bottom line is that rolling for Battle Magic casting, at least, has been in RuneQuest since RQ2 (I looked at RQ1 and this rule is not there). RQ3 simply ratified it for Spirit Magic and added a chance of failure for Divine Magic spells. Back to your regular thread discussion on Sorcery. Kind regards, James
  9. Apologies, that's not what I meant -- I phrased my post poorly sorry. Heal heals both hit points in location and total hit points, but no more than the hit location. Heal Wound indicates it can also be used to heal damage to total hit points from other sources. Like, for example, if a limb that is at double hit points gets hit again, that goes straight to total hit points, not the limb. That damage is not hit location damage, correct? It's total hit points damage. So, for a 2 point limb, which has taken a 6 point hit and is now severed, you apply a Heal 6, but only heal back 4 points (to location and total hit points). You need the 6 point spell to knit the flesh together, but it's a spindly limb and you only took 4 points in the first place. My (questioning?) point was if you do in fact heal back the remaining 2 points to total hit points in my example above. I don't think you do from a Heal spell as you once the hit location is healed you are done. And does a Heal spell have the ability to heal damage to total hit points? I don't know that it does; Heal Wound seems to be the go to for that. Which everyone has, of course. So, for another example using the 5 point limb (lets say leg, and lets say 14 hit points). Leg gets hit for 15 points of damage from a sword and is severed. Character takes 10 points on the location and 10 to total hit points. Then he gets hit in the same leg for 3 points of damage -- this goes straight to total hit points, leaving the adventurer on 1 hit point (leg is still at -5 though, 10 points of damage). Then he gets a Heal 6 on the leg -- this heals 6 on the location bringing it up to 1 point and now functional and 6 to total hit points, bringing that up to 7 points and conscious. If the character took another Heal 6 on the same leg, it would heal 4 more points and add 4 to total hit points, but the remainder would be wasted in this case. So the character would end up with a healed leg, but be sitting on 11 total hit points. Similar deal if maimed, but the character would need to be fully healed on the leg before it became usable. Now, if the character had been healed with Heal Wound backed with 13 magic points , that would heal the severed limb completely (10 points) AND also heal the damage to total hit points (3 remaining points).
  10. Tangent 1: Heh. Our neighbors have the cattle -- we are among the lonely voices of sanity for hair sheep in the area (registered St. Croix, a conservancy breed). Yes, definitely on the RQ2 6-point reference. However, the maiming rules in RQG are similar to the RQ3 engine, which did have a distinction between sever and maim (though did not have slashes or crushes). RQ3 did not allow a 6-point Heal to attach a severed limb, but did allow a maimed limb to be recovered if you healed all damage within 10 melee rounds (not minutes). And that was for wounds twice or greater than limb hit points. So RQG is a hybrid, for sure. Tangent 2: Though character creation is definitely based on the RQ2 chassis, RQG is definitely more like RQ3 in the magic section (spell wording and use) and elsewhere like experience gains, dealing with severs/maims, some skills, et al. Plus the new stuff like Augments, Passions, Rune-based Sorcery, and so on.
  11. True that! Or ten Heal-1s over 10 minutes. Or a First Aid with some Heal spells to fill in the blanks as well. So I guess being maimed isn't as bad as severing after all! Phew! Charge into those trolls and giants and don't worry about those crushed limbs -- kill 'em all quickly enough and you've got plenty of time to get those limbs working afterwards.
  12. Heh. And this is why I don't play RQG any more (I've gone back to RQ2/Classic). Yeah, I probably incorrectly answered Ryan's question (which is a good one and worth clarifying). I (mis)interpreted that section to read "severing" and "maiming" as both the same thing, as that is the case in earlier editions of RQ. One is cut off, the other is just a mangled mess; both a bad. Either way, yes it looks like this should be read as RAW as: Severed: A 6-point healing spell will restore the limb. No mention of whether healing applies, but we can assume it does so 6 points healed as well and if that takes the limb back to positive, then all good (it would in the case of the 5 point limb earlier). Maimed: A healing spell that cures all hit points to the location. So in this case, it will require a 10-point healing spell for a 5 point limb. Point lesson: Crushing wounds are worse in RQG! Avoid trolls and giants! Thanks for the extra info, @Paid a bod yn dwp! And thanks again for asking this question @Ryan Kent. Time to go tend to the sheep (for real; we have a small flock).
  13. So a 5 point limb that takes 15 points or more damage in a "single blow" (RQG, p.148) is severed/maimed. However, the character will have only taken 10 points of damage to total hit points, which is also the maximum damage that can be inflicted on the limb as "hit points." A 6-point Heal spell cast within 10 minutes will both restore the limb to function (RQG, p.149) and heal 6 hit points on that limb (it was a single 10-point wound -- the excess points are ignored from the single blow -- so all 6 points apply to the healing as well). Now, if the 5 point limb took a 10 point "single blow" then the character and limb would be incapacitated (RQG, p.148), but the limb would not be severed/maimed . If the limb took another 5 points of damage, for example, those points go directly to the character's total hit points but the limb is still not severed/maimed because it reached three times the limit in multiple blows (not a single blow). In either case, it is important to note that the Heal spirit magic spell heals hit points on the location touched, while the Heal Wound rune magic spell heals both locational and total hit points. Greater minds that mine can confirm that the Heal spirit magic spell only heals locational damage, while Heal Wound handles both location and total damage, thus providing a distinction between the two spells other than magic points cost and intensity. That is how I play it, but others might see differently and I could well be wrong. Hope this helps! Kind regards, James
  14. @Ryan Kent First, welcome to the forums. There is a substantial RQG Official Corrections/Q&A site here (it's not obvious, but it is in the First Post in the RQ Core Rules Questions thread pinned on this site above): https://wellofdaliath.chaosium.com/?s=Q%26A There is a specific Q&A section related to damage on this page: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha-players-book-print/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-06-game-system/ Hope this helps! Kind regards, James
  15. Heya, That would be The Glorantha Sourcebook. https://www.chaosium.com/the-glorantha-sourcebook-hardcover/ It's a condensed summary of things Glorantha in a single book. And yes, there is a lot to Glorantha. The GM Screen Pack has an Adventure Guide in it that looks at a slice of Sartar, so that's a good starting point gamewise. There is a RuneQuest Starter in the pipeline, but that's still a work in progress. But something to look out for also. Hope this helps!
  16. Congratulations @Nick Brooke! Well-deserved appointment!
  17. Didn't notice this and checked and you're right! RQ2/Classic Rubble Runners have a MOV of 6, so I guess the little pests got slower in RQG. Sounds like errata.
  18. And thus it is so! @Bill the barbarian This man obviously knows nothing about RuneQuest and is a perfect candidate for your campaign! So glad we got to the bottom of this and can return to the actual forum thread.
  19. Of course, the RQ in your RQ Fogey moniker means "Really Quiet" am I correct? Or "Right Quaint" or something else that isn't a dead giveaway like the name of the game? Bill, you didn't read this reply. <Harmonize> "These are not the ducks you are seeking ..." (Sometimes this Chaos feature comes in handy.)
  20. A piquant tisane indeed, especially when served piping hot. Great for washing away the aftertaste of walktapus jerky! Is it true that it's made from the dried and shredded barken skins of Hellwood Aldryami?
  21. Anunnaki

    Whip

    Different Worlds magazine, Issue 22 (the special RuneQuest issue), has an article detailing new weapons for RQ2, including: atlatl, boomerang, lasso, whip, and caltrops.
  22. GM'd six ~4 hour sessions for our FLGS game (so far). I've run a couple of other sessions outside of that, however. No "official" scenarios (all IMG, though I am using some material from the ever-excellent Tales of the Reaching Moon, RQ2 Classic Apple Lane -- Rainbow Mounds, but updated for post-Dragonrise and my own nefarious machination -- and the RQG Adventure Book material for Apple Lane's NPCs, et al).
  23. From the RQ2 rulebook spell description for Farsee. Last setence. "Note that this is the only battle magic spell with a duration of four hours." Not the case in RQG (two minutes, like other Spirit Magic spells), where it has the characteristics of the RQ3 version.
  24. This rule is gone. (p.418, RQG Rulebook) STR, CON, CHA = trainable to species max. POW = trainable/improvable to species max. DEX = lower of (starting DEX x 1.5) or species max. INT, SIZ = magical increase only Magical increase beyond species max, for any characteristic.
  25. In the most recent printing/download version of the RQG rulebook (and in the errata document that Rick posted in the Downloads section on these forums), other than leather vambraces (which for some reason are still rated as 0 ENC), the leather armors are all at least (2)* ENC. For all seven locations, depending on final armor combinations, probably going to weigh you down another 2 ENC or so for that extra leather. Which simply means you need more STR! * Two such items = 1 ENC.
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