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Ian Absentia

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About Ian Absentia

  • Rank
    Angry Gigantopithecine


  • RPG Biography
    Ages of playing BRP games, several years of writing for at least one of them, one day resuscitating it.
  • Current games
    RQ:G, HQ, and occasional odd FATE-based things
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  • Blurb
    Audentes Fortuna Iuvat

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  1. Those rows of dice in the lower front-and-center are far too tidy. You need to keep that trouble-maker busier. !i!
  2. This... ...and this... Scale up or down to your group's tastes. That part's actually pretty easy. The heart of the question in the OP, I think, is: Do I like the shift toward superheroics implicit in the mechanics and setting of the new edition? And that's open to debate, but is still the subject of personal tastes. Me? I trend toward Zero-to-Hero, too, but I have to admit that it's refreshing to be able to jump into a battle (I'm sorry, Leap, per the now-readily available Rune spell) with my 1H Spear augmented to 145% in the second session of play. I often start campaigns with rag-tag assemblies of farmhands, cowherds, trade apprentices, and squires, then ramp up on an accelerated schedule. Which reminds me, I really need to write up my Doom Comes to Vinland scenario. !i!
  3. Wouldn't the existence of a codified Rune deny Free Will itself? You knew that was coming, right? !i!
  4. There's our huckleberry. This is essentially how I envisage a Nathic twin-scimitar trance. As for broadening the interpreted use of Meditation, yeah, I've been going down the house rule path. But don't we all in actual play? That said, Meditation can still augment the casting of non-ritual spells, if not bonuses to spell effects. And thematically it's totally in keeping for someone preparing for a [Weapon] Trance spell. !i! [Edit: Dang, and there's Arrow Trance in Gods of Glorantha, all the way back in 1985.]
  5. Wouldn't it, though? I'd momentarily forgotten about the Rune spells Axe Trance and Sword Trance, both of which clearly state that they're incompatible with Berserker and Fanaticism, suggesting that there's more method than madness to the trance. I reckon this is the Theist's path to trance-induced combat, and I'd allow the Meditation modifier discussed on RQG pp 244-245. And here we have the Mystic's path. It'd be nice to have a method comparable to Axe and Sword Trance (+10% per magic point expended) that could be augmented by Meditation, but without the connotations of Theistic Rune magic. Maybe we're looking right back to something like RQ3's Ki Skills, though those explicitly require mastery (90%+) to develop, while Rune magic can confer the trance state on anyone with the spell. Perhaps that's the essential difference between Theism and Mysticism, though -- in Mysticism, you're the master, not your god. !i!
  6. "Ki Skills," which started as the Critical ability of a normal skill that reached 90%+, then tracked and developed as a separate skill. So your character might develop Ki Archery, Ki Sword, Ki Calligraphy, etc. It represented the expression of one's Ki energy through a mastered skill of almost any sort, not necessarily combat-oriented. You'd power the Ki skill with Magic Points, then make a single roll against both the target skill and the Ki skill; if you succeeded on both, you were allowed a special effect. Aside from spending the Magic Points, it didn't necessitate formal preparation and time commitment, though there was an allowance for augmenting the Ki skill with a successful roll on Ceremony. Thoughts: a) Ceremony as a precursor to Meditate. b) What happens if you develop a Ki Ceremony skill? !i!
  7. This is essentially my thought. Meditation is preparation for performance. If there's a delay between mediation and action, then one is no longer meditating. Think of it like the zen process of contemplate-contemplate-contemplate-EXECUTE. It's clearly not intended as a "Vancian" spell one can keep loaded in the chamber ready to fire. If a delay is occurring between meditation and the expected action, why not keep meditating? Build that incremental bonus as high as you can while you wait. Now, I'm fascinated with the possibilities of the potential skill modifiers suggested on RQG p.183. Stretching the rule allowance way beyond what's intended in the text, I'm envisioning meditation-induced, mystical combat trances. In the simplest implementation, it'd be like the zen process I suggested above, culminating in a single blow, shot with an arrow, etc. Stretching it farther still, one can imagine the whirling Nathic mystic with twin scimitars carrying the Meditation bonus well into combat. !i!
  8. In current print... G2G, vol.1, several but most notably page 27. G2G, vol.2, several but most notably page 589. For some brute mechanics, you can track down the original Gods of Glorantha under the entry for Hykim & Mikyh. There a couple of tantalising threads here with even more tantalising (and generally out-of-reach) resources, few of which agree with one another. !i! [Here's one of the threads I mentioned. In it is an even more deeply nested thread on the same topic. And somewhere, somewhere, I have a copy of the totally non-canon Basmoli article from Tales of the Reaching Moon No.14.]
  9. For the record, I'd like to know how small a dent I could make in Harrek. !i!
  10. This has long been my problem with the "Mock Contests" element of HQ2. I almost called it a rule, but it's really more of a GM's tool. I understand that the GM is supposed to be creating an atmosphere of chance and suspense. As a rule, though, it skirts dishonesty and has to be handled carefully, and with player buy-in. If an obstacle is clearly insurmountable, but the players still want to take a run at it, they need to know that they're rolling to see how small a dent they can make in it.* !i! (*It's almost worse when they realise that they're rolling just to see what kind of spread they're making on an automatic success.)
  11. This way lies madness. And tedium. Yawn. !i!
  12. Yeah, I didn't mean to seem accusatory. Take that as the general, communal "You" and not a personal "you". The production values behind RQG have gone to some length to promote Maximum Gaming Fun and put to rest the old school penalty phase of adventuring where the GM/PC divide is assumed to be a hostile and adversarial relationship. "How can we both have fun with this game?" !i!
  13. First, no - No rule should be assumed as a means of minimising player fun. If a GM interprets it that way, you may be playing with the wrong people. And a GM shouldn't be dropping loot boxes that are too powerful for players to grab in the first place. Second, I'd assume this is an example of a compound fee, though your temple leaders may see it differently. Humakt is your primary devotion - to his temple goes 90% of your accumulated wealth. Orlanth is of secondary importance, though still prominent in your community, and to his temple goes 10% of what's left after Humakt's take. Your player character is left with 9% for personal support...unless the temple of Orlanth gets greedy and decides to make the argument for the full 10% of everything. Then your community has a dispute and potential inter-temple rivalry on their hands. Bear in mind, it's not in the temples' best interest to totally impoverish their flock, especially their heroes. Humakt may claim 90% of your wealth, but the temple may also bestow gifts upon your character in support of your adventures. Why lock a magic sword away in a vault when one of their heroes can take it out in the field and put it to use against the undead? !i!
  14. There's method to the madness. Trying to manage a milling herd of...anything...while carrying on a fight makes for crazy excitement. One of my most exciting moments, personally, in the last few years was fighting off a 3 AM raccoon raid while trying to protect a flock of panicked chickens. It sounds funnier than it was (in the dark and at close quarters, raccoons might as well be bears), but as an exercise in multi-tasking it was a real challenge. The fight's the thing, but maintaining home and hearth are what set the Sartar adventures apart from wandering-hero games. !i!
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