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hkokko

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Posts posted by hkokko

  1. 1 hour ago, Jason Durall said:

    Player character adventures are exceptional individuals, and non-player characters do not follow the same rapid advancement as do player characters.

    This would be different from the way RQ has always been and it even does not feel right. Monsters get experience too....  Same would go for training - why would training be different for person a who is pc and person b who is npc - you lift the same iron, you shoot the same bow, you parry the same trainer..

    • Like 1
  2. Wily spirit from Second Age has only 85% in spirit combat. This is perhaps not very wiley. Players seem to  get automatic 3% per season to 4 skills if they are not ‘active’ or if they are active (or as many 3% per experience roll success Up to 5 per siill per year. This would mean automatic 15% increase in skill per year if they do not use the skill and some other percentage if they use it. Enemies get experience rolls as well and if the spirit has been around for several centuries their skill could be very high. With automatic approach it could be 1500% per century (3% automatic, 5 seasons, hundred years)....

    With 3% to 4 skills per season rule one is near one hundred % in a few years. Also with normal experience. 

    Somebody with a statistics skills and a calculator can probably calculate where a century of 5 tries a year with for example 10% skills modifier would take a skill. Would it be once you reach 100% - you get a raise every 10th attempt = every second year. Take the 3% -you get to 115% in 10 years, to 130% in 20 years, 250% in 100 years? With 20% skills modifier you get raise on average once a year. You get to 130 in 10 years, 160 in 20 years, 400% in 100 years (100% + 3% times success once a year for 100 years)

    20 year man in marble phalanx is also probably very very skilled with 15% a year. 300+% on the main skills. Active rolls would be above 100 and less than 160 depending on what percentge he was at joining the phalanx.

    Was there some rule I missed - flipping back and forth on a tablet... 

    with long lived opponents (elves, some dwarves, jolanti?, gargoyles, spirits, some giants, dragonewts...) with more than 100 or hundreds of year of life the opponents should be very very deadly in their main skills.

     

     

     

  3. 59 minutes ago, Risto Welling said:

    There are ways to overcome that foe. 
    1. Neutralize Magic. This spell negates the spell effect. 
    2. Neutralize (Rune), this spell can be smithed to any equipment and makes the bearer immune to Earth spells.
    3. Absorption, this spell precasted by several people in Lunar army would make it very hard to cast the peace. 
    4.  Command Priests, would make it harder to use any magic. (Lunars has ways to get other gods magic). 
    There may be other ways to deal with the obstacle. 


    But yes, your description sounds alarming 😃

    Earth priestesses exists also in Fonrit and Umathela and Lunars are not really there so command priests might not be available to opponent of earth priestesses.

  4. Got a bit more time and read something about magic. Quick notes on first quick read. 

    Comparing to RQ2 it seems that 

    About stacking: "There may be a ceiling to the maximum allowed to be cast together."  It seems pretty much none of the spells have mentioned any limit (I noticed only two extension is capped at 5 and warding at 4). are there some limits to how high version you can learn?

    Absorption used to have max stacking limit of 4 - now no limit. It also used to be incompatible with Spirit Block, Shield and Reflection.  This can create very strong combinations 

    Bless Woad with 15 points of Magic and Damage protection is a strong one. When combined with Shield 4-6 and Protection 4 you can be quite unstoppable. 15 + 4*2 + 4 = 27 points of armor and 23 points of counter magic protection. 

    Create wildfire with 4 points is quite powerful - no stacking limits wildfire 6 is very powerful - for example fire blade +4d6 damage... One just needs to protect the weapon from the damage. 

    Extension is significantly more powerful than in RQ2 with very long times at high levels. This can create very strong combinations. Should there be a limit of how many extensions you can have open at one time... For example some fighting and protection spells are forever on with extension 4. 

    Peace with Extension 5 looks quite neat - one year of peace in 1km radius - except for rune levels. Combine that with Harmony protecting the High Priests from Rune level enemies. 

    Good powered caster with Inviolable can protect most situations from being violent. So always keep Ernalda priestess with you in combat. 

    Lightning at 4/6 points is a nice enemy killer with 4d6/ 6d6 with only protection spell and shield spell protecting. Most of the animals will not stand a chance as well as most of the humans unless they are prepared. 

    Reconstruction is quite powerful for revealing secrets. Spend enough time on the area you will see anything from the recent past. 

    Reflection used to be max stack 4 and incompatible with absorption, shield or spirit block. This can create very strong combinations 

    Shield used to be max stack 4 and incompatible with absorption, shield or spirit block.  with no limits and availability from basically the initiate level can create very strong "clink" combinations - for example predators even the mighty ones might not pose much of a threat anymore. Same goes for noninitiates or normal initiates who did not pick high damage special rune spells. 

    Slash I think used to be max 4? Now the axe lady can get it with 8 points = 8d6 extra damage for the already nasty great axe +possible damage bonus. Axe trance she of course already has extended to a season with 15 points of magic = + 150% extra to skill.  She has most likely done also the Shield spell plus protection,,,

    Spirit block used to be incompatible with shield, absorption, reflection. Can create very strong combos now with those. Spirit block is common spell, in high points 4 and above - spirits might not be a threat anymore. 

    Sword trance with extension 5 sounds like a thing to do. Let's boost it with 15 points of spirit magic in the start. +150% to my sword skill for the next year. With extension 4 - this is for next season. 

    Thunderbolt is quite nice. Get three of the Orlanthi initiates have the spell. Boost it with 1 rune point so 6 opponents get 3d6 to total hit points without a resistance roll, no armor or normal protection spells would help but if they happen to have counter magic on - 8 points of it - that would help. 

    If you are into clan warfare or tribal fights (and who wouldn't in Dragon Pass or Esrolia) - you probably will have Earth priestesses on both sides? 

    Already initiates can pick special rune magic and have access to all rune magic. Should initiates have availability only to lower level spells of special rune magic. 

    it might be useful to bring back the incompatibilities with spells from Rq2. 

    It might be useful to have max stacking limit. 

    Some of the defensive spells on above take away "any fight can be dangerous" (ordinary humans and animals/monsters might not be a threat any more especially when combined with almost unlimited parrying (the -20%) ) or may create forever fights that can only be solved with very strong magic. 

    If I misinterpreted some of the above - please correct... Have only had absurdly brief reading time available... 

     

    It might be I missed something from the rules - will need to read more. 

    • Like 1
  5. Peace rune spell - Page 336 - so the Ernalda and Eiritha high priest will with Peace skill cause all every person in Lunar army in 1 km radius to. she can launch that at least 7 times with current power - they have 21 points of POW? - so for 105 minutes. There are multiple high priestesses of Ernalda existing (High Priest is the head of Major Temple and in large cults there might be many). So basically this creates the possibility of eternal peace in 1 km radius provided enough high priests 13-14 minimum of them are around as they can take turns in casting and recover the spells. The RQG text seems to indicate that High Priests might be available in non single digit numbers... So only rune priests of the enemy can fight...  so while non rune priests of the opponent lay down their weapons the multitude of initiates, lay members and rune priests allied with Ernalda/Eiritha priests slaughter or imprison the opposing rune masters by sheer weight of numbers - if I recall correctly some calculations how many rune levels exist - probably there are 30-100 times more non rune lords. So we will have eternal peace unless all Ernalda and Eiritha high priestesses are nullified before combat. 

    Would think that this spell is over powered both in scenario and army/campaign level and needs to be modded.

     

     

     

  6. Table on page 199: 

    1) There are multiple variations on the text for 

    "

    Defender’s parrying weapon HP reduced
    by the damage rolled. Any excess damage goes to adjacent hit location..."

    Are they really all meant to be different.

    Or could we synchronise those with page 198 

    "if damage is higher than parrying weapon's hit points then reduce its hit points by 1 and pass the rest to adjacent hit location" 

    -> and same for attacking side damages

    2) what is the adjacent hit location meant in the table - is it always the weapon or shield arm. if so - can we say it so like in the previous page., If it is any adjacent - should it then be the rolled hit location as the target was trying to defend that...

    3) will magical protection (shield, protection etc) protect the weapon/shield as well. This should be stated... If not - why not. 

    4) 

    "Defender’s parrying weapon takes damage over its HP, with same amount of damage going to adjacent hit location." 

    Can we clarify this? So the attacker's special was 16 points. parrying weapon was 12. 4 goes to weapon hit points and 4 to adjacent hit location?  Or like the normal rule where 12 would be blocked 1 would go to weapon and 3 to body. or 12 would be blocked 1 would go to weapon and 4 would go thru as 12 was the blocked amount and 16 was the damage. Which of these is correct. Why  would this be such a special case?  

    5) the normal attack vs special parry is a bit differently worded than special attack vs normal parry. Why would the damaged weapon take different damage when parried than attacked

     

    and as mentioned in an earlier comment: 

    "a weapon that parries a critical hit takes twice the damage it would take normally. " How about the other way round - why critical parry damage the attacking weapon in a different manner (roll special damage)

     

     

     

  7. Unclarity on page 200 damage to weapons:

     

    "Every time a weapon or shield takes damage more than its HP, it loses 1 hit point" -> in the example gargoyle's claw does 1 point of damage - should it be mentioned that gargoyle did 13 points of damage to get this 1 point of damage. Or how should this be interpreted. 

  8. Clarification: on table page 200: does critical do maximum special damage plus maximum damage bonus. If not it could be mentioned that critical does maximum special damage plus normal damage bonus

     

    p200 203 - mentions that critical ignores any armor. It does not state that it ignores also magical protection? Does it ignore that as well. 

     

    Critical ignoring any armor etc would be good to be mentioned at the table page 199 

     

    Perhaps the summaries should be combined... 

  9. The table on 199 is not useful alone and same goes for the summary on table 200. Things are scattered in text and those two tables. 

     Attack and parry results on page 199 is missing things that are on other pages for example some short form of: "

    "However, a weapon that parries a critical hit takes twice the damage it would take normally. 

    If the attacking weapon is a long-hafted weapon or an impaling weapon, the parrying weapon takes no damage.

    A shield that parries a critical hit receives twice as much damage as normal, and any unabsorbed damage strikes the parrying adventurer." plus possibly mention of 

    "

    a successful parry from a weapon or shield blocks the amount of damage it normally would." 

     

    On page 200: 

    Summary table is similar - it does not contain summary of all things necessary. 

    for example it is mentioned "blocks to some degree".  

     

  10. Just a brief glance by going thru all the pages to see the art. 

    It is gorgeous. Loads of magnificent art. 

    It is also intimidating in size. 448 pages (as per what Mac Pdf reader says) and does not even contain the bestiary or a starter scenario - these will come later. Only humans on this rule book.

    The maps are very dark - very difficult to see the text even on a screen - can they be lightened for the print version or even the pdf.

    Did not notice captions for the art on a brief glance - was there somewhere a list what the art depicts - many glorantha aficionados will know but others might wonder...  

    Need to get the hard cover, can't wait. Now for the real thing - bestiary - where are you my precious...can't wait. 

    Good to see a few Finnish artists there...

    Will need to borrow some time from somewhere to read this properly through...

    Did I say it is GORGEOUS and VERY evocative.  

    --h

     

    • Like 2
  11. GoG:

    Kralorelans tend towards pale to olive skin tones, with hair color typically ranging from brown to black. Black eyes are the most common, although green eyes are not uncommon and blue eyes are not unknown.

    GoG

    The East Islanders are mostly yellow- skinned, black-haired people, similar to the Kralori and Vormaino.

    Men of the Sea:

    Haragalans are tall and dusky, with dark hair. Men have more facial hair than most East Islanders; their long mustaches and well-kept pointed or forked beards are sources of pride.

    GoG seems to have discrepancy in the above sentences.  Men of the Sea has more detail but is at odds with Gog "yellow skinned"

     

    I would go for mix of GoG kralorelans and Men of the sea.  There is only one picture I immediately found on Haragalan's or East Isles inhabitants to determine the clothing. Any other sources or suggestions. I would imagine they use lots of tattoos?

     

  12. On the above: Broad tipped Hermit and Green Tailed Emerald are hummingbird species... The above are early form for my campaign - the color  names being tuned still and same for grammar/syntax.  The runes are runes available for storm pantheon - so have not been optimised for any other pantheons yet..

  13. Fonrit has its own languages and is vast in population and relatively civilised in its way so it fits that it would have own words for the money.  The Closing of Northern sources for 600+ years might have given rise to further own development of language. Middle Sea empire was rebelled against just a few years before Closing and I would think that one of the signs for independence would be own money especially if you are disconnected for a long while - and it is quite traditional to stamp the money with your own face as well. For example: " Augustus (63 BC – 14 AD) ascended to the throne as the first emperor. Taking autocratic power, it soon became recognized that there was a link between the emperor's sovereignty and the production of coinage". There were also cases when the previous emperor's coins were demonetised and melted by order of senate. 

    In every day life the money might be named a dollar but it usually has lots of usage names - often by denomination. 

    It seems to be quite rare to have multi syllable words for money in real world usage - so I find for example "Imperial" one that would be "technical" name but would probably be shortened to "imp" or something similar in every day life. For example Lunar Imperials (the word Imperial there had not noticed before GoG) seem to be called Lunars. Clack, wheel, bolg, Lunar are all quite pithy and Gloranthan. Navar is the new one and also quite pithy. Guilder seems to be from Holy Roman Empire and Dutch , Ducat from the 11th century Europe and Cash (for Kralorela) are clearly loaned from real world so why not others. 

    So to me it looks neither fun nor linguistically or politically realistic to have "imperial" as the name of the money especially in Afadjann / Fonrit.  It also does not have the right "feel" for the area. Perhaps vestiges of some northern coin names remain in Umathela and certainly since the closing coins are flowing in but materially the trade is probably a fraction of commerce so local coins minted in last years probably form the majority. Will keep hunting for better names for local money for a bit. 

    The other question is that how long a coin will remain in circulation after it has been minted. So what is the tribe's view on that. How much of the coins in circulation would be from relatively recent years - say last 10-40 years. 

    The Roman Empire is told of minting coins of lesser and lesser purity as the empire grew older... Depending on empire's wealth this might happen here as well and cause turbulence. "Epictetus jokingly wrote: "Whose image does this sestertius carry? Trajan's? Give it to me. Nero's? Throw it away, it is unacceptable, it is rotten."

    ...and all this started when the players wanted some money and I thought Lunar is not a good word for silver piece in a remote corner of Fonrit. 

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