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glarkhag

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Everything posted by glarkhag

  1. And you could inspire skills that will help you escape, like jumping across that ravine or riding your horse fast...swimming across the river etc etc
  2. I've not got my rule book to hand but I'm sure it talks about fear passion making people avoid the subject of the fear. I play it like a demoralization if the fear wins (succeeds) but as pointed out oppose it with something else (devotion to orlanth, for example, because courage is a virtue of Orlanth).
  3. Resurrection, DI. But your suggestions work. If you just want chance for last words allow that but there's nothing that can be done for them except DI. Just because they are conscious and (barely alive) doesn't mean normal healing magic or first aid will work. You might even allow it for fatal head injuries. I've read countless stories of people with fatal head wounds being conscious. The brain can continue to swell after the injury for example and eventually crush the critical parts. If you all agree that its not instant death then why not? As long as NPCs get the same benefit....😈
  4. Actually I think you have hit on something really important there. Effectively if you attack on SR6 (without having moved or cast magic) you start your attack on SR 1 so it takes 6 strike ranks to potentially hurt that target. So for me, if they go down on SR5 you take a SR to review for a new target (battle or INT or whatever) then any movement necessary, then your 6 Strike ranks of attacking starts. So chances are in this example you wouldn't have time to move *and* attack.
  5. and 7 times in Weapons and Equipment (Guilds, magic items, ships, crystal attunement, magical effects of songs and poems).
  6. There are references in other books to material that will be in it. Heroquesting and NPC reactions are two that most readily spring to mind. Battle rules too. There are all sorts of things they could expand on that world help GMs, especially new ones.
  7. I know this is an old thread but I can't see that anyone picked up on this... The Revenant in the monsters section of the bestiary aligns with a mummy.
  8. A minor story like an ambush in the Auroch Hills perhaps...
  9. Hi, In times gone before one could become a Wind Lord by having Hide and Move Quietly amongst your mastered skills. These skills are specifically discounted for initiates in RQG so I presume they are considered cult skills. What is the reasoning behind not counting them for Wind Lord status now? thanks Rich
  10. Well, the latest on this is the tidying up is a bigger exercise than I expected. The transcripts are absolutely awful representations. I can't even guess what some of the transcipt means without listening to the segment. 😕 I think what I'll do is get the transcripts up as-is (which is the easy bit) and then work at tidying them (easy but laborious). So series 1 episode 1 is attached with some editing done.
  11. Yes Argrath has some interesting transcriptions: Our Graph, Our Growth and Agra. If I tidy them up and people are interested (and Chaosium ok with it) I can post them up here as I do them.
  12. Does any body have transcripts of the white bull campaign videos? I'd like to be able to search for specific content and thought I'd ask before I try to make my own. Thanks
  13. ok seen the reference for this - a long time ago!
  14. when did this feud begin? I'm playing in 1615...
  15. I'd like to get some views on how well received cultists from one tribe or clan would be in the temples of another tribe or clan. Does tribal/clan prejudice get put aside or does it create intra-cult politics? Specifically, I have characters from the Varmandi clan planning to travel to Two Fort Ridge via Greenstone. Two of the characters are Earth cultists and it seems likely that they might want to pay their respects at the Earth temple there. I don't have a sense for whether typically the tribal rivalry would create tension or cult association would trump that. And further still there is the idea that the cult might demand equal treatment but of course not everyone does what is expected of them...
  16. Hi, Can anyone tell me if this article: https://wellofdaliath.chaosium.com/an-ancient-dawn-age-document-from-brithos/ was originally posted somewhere else? I had not seen it in the places I currently look and want to make sure I'm not missing out on a valuable source. Thanks
  17. yes, except it give no mechanics for how many points of damage to do with disruption to make a pack disperse. For me giving mechanics for something that could take as much as 200 dice rolls to resolve is leading the GM down the garden path. and that for me is the point - I've been roleplaying for long enough and have enough experience in the RW to improvise or polish rules, override mechanics that just don't work etc, or to offer my players suggestions and assorted mcguffins. I'm not here for tips on how to play. I was exploring whether this was bad rules or I missed something. However, Rainbow Mounds is an introductory adventure. We could have a first time GM running it for first time players. Yes, it's old school (or lazy depending on your perspective). I love this game/world to death and I think this version is the best ever. I'd still like to see the RQ writing community walk in the shoes of a newbie more often though. It's easy to forget how much we "old-timers" know about RQ, Glorantha and RPG in general. And also there is a lot of collective knowledge of RW history and mythology etc in the community and I suspect most players and GMs don't have that wealth of background information to tap into. Newbie GMs don't need help understanding the genealogy of the Lightbringers (well they do but...); they need help with how everyday adventuring things work. And the problem is a lot of game mechanics actually don't make sense (to people who live on Earth) so it makes it difficult to understand if there is some esoteric basis underpinning it or it's just poor mechanics. And for me this is an example of poor mechanics. Why go to the trouble of making up some rules that you really don't expect people to follow through with? And if you expect them to be followed through why haven't you modelled out the possible outcomes. and if you have modelled out all the possible outcomes how can you think this rule was MGF? RHetorical questions, I hope I don't have to point out - but the fact I am pointing it out speaks volumes. 😉 There have been some great little explanations of things on Well of Daliath or Facebook or the various forums but they're not particularly accessible mid-game. Not always especially accessible pre-game but hey ho. Maybe someone could develop an app that scrapes all the various forums into one place? Generative AI I suspect will help us out with that soon enough. Anyone tried writing game mechanics with ChatGPT? Oh, wait you already did? 😁 Oh, and heroquesting... We could all use a little help with the mechanics of that. Even if it's just some basic mechanic principles to get us launched (crossing over)- but that is another thread entirely 😁... maybe tomorrow. And seriously, I don't need any tips on this - we're a long way away from serious heroquesting in my campaign. I've deliberately started with 16 year old characters in the hope that heroquesting rules get published before they die of old age, I mean before they get serious about heroquesting. Although it does sound promising that 2024 could be the year that we see mechanics for Heroquesting in Runequest. 🤞. PS. I am available for playtesting mechanics if anyone is up for some equal measures of robust scrutiny and pedantry.
  18. And disrupt would still only have 5% chance of killing the last pack...
  19. Yeah ignite sounded good until a character was smothered with burning rats...
  20. So one pack is indeed 5% and killing the last pack could take 20 melee rounds (or more) if they have 100% attack. That's pretty tedious. If fighting them is not really the intention why not provide mechanics for what is intended?
  21. Although I've played RQ since 2nd edition I never played or GM'd Rainbow Mounds until now! I want to check something because I must have misunderstood the intent. Fighting rat packs... It states that if you hit you have number of packs x5% chance of doing enough damage to kill a pack. Example given of five packs and 25%. This percentage is also the chance of being hit by the packs. So if you have 1 pack of rats, you roll to hit (let's say 50% to hit) and if successful you now have 1 x5% chance of killing the pack? So broadly 2.5% chance of killing the pack per round ... Have I misunderstood or is this going to be a dice rolling pergatory? I would have thought a few HPs per pack would have been neater...but perhaps I have missed the spirit if not the RAW of this?
  22. It is true, but it also pays for less than 4 weeks evening classes or a single dose of POT 10 venom antidote (damn those pharma companies!!). But let's not turn this into an economics discussion, because that, I believe, would be a thankless task 😭
  23. If you were getting life changing riches... Not sure I'd trade that for a few hundred lunars.
  24. In a lot of the Sartar campaign material there are burial mounds and tombs with grave goods in them. This seems to imply that if you defeat the owner the loot is fair game. Is that the general view on Grave Robbing (that adventurers can plunder it without retribution) or does Heortling culture consider this dishonourable?
  25. Scan for me is mostly about spotting movement and tends to be at a distance from the scanner and applied to a wide area. You might identify traps on the basis of noticing changes in the landscape (that tree is bending at a funny angle now, those rocks are looking precarious) but generally presupposes knowledge of the location (or at least terrain type). Search is for scrutinizing a smaller area at closer quarters and as written in the rules to be used for looking for traps. So broad strokes: scan precision: search If there's ambiguity about which skill I allow either. Farsee could close the gap enough to be able to use search instead of scan at distance. In terms of opposing skills I should generally oppose search with conceal and scan with hide but again there will be situations where I match the opposite. Someone hiding in a wardrobe would be most likely found with search unless looking from across a large room and you notice the door slightly move out something. I allow both as passive skills to represent that some people are just more observant than others. I think there is definitely an argument for negative modifier if not being active. Or conversely a positive modifier if being active.
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