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DreadDomain

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Everything posted by DreadDomain

  1. The write-up in the RBoM has been updated and the idea of dedicated RP seems to have been dropped (thanks the gods!). First, it does not mention it at all. Dedicating RP would have been a very important concept to explain if it was a thing. It is not something someone can infer from the rules as written. Second the result for fumbles reads like this (emphasis mine): "If the roll is a fumble, the spell is not cast, but the Rune points are spent permanently and cannot be replenished. The spell can be re-attempted again if sufficient Rune points remain."
  2. Yes, it is in the Player Book right below Encumbrance (p.46 in the RQ 3 Deluxe Edition softcover) and the Gamemaster Book (p.161 in the RQ 3 Deluxe Edition softcover). Same logic applies. Every time BRP states a linear progression of weight, you can bet it's a simplification that works in the human range (even more so when they mention SIZ). If you look up ENC 12 (SIZ 2) on the chart (referenced above), it shows up to 25 lbs. ENC 12 times 2 pounds is close enough. Let's look at ENC 24 (SIZ 4). The chart gives us between 38 and 51 pounds, the calculation gives us 48 pounds. Still quite good. Ity only starts going off slightly at ENC 36/SIZ 6. Now if it is ever important for a super strong creature, use 6 ENC = 1 SIZ on the chart and it should work fine (ENC 240 = SIZ 40 = up to 1919 lbs). Note that saying that 6 ENC = 1 SIZ and then ENC = STR x 6 (in the encumbrance section) is the same thing as saying "a person cannot carry SIZ = STR for very long and still be able to fight, climb or jump".
  3. Yes, STR 88 can lift twice as much as STR 80 as per the Comparative Size Chart. Yes, it uses the same chart. You are absolutely correct. Like I said, BRP is not as neat as HERO or GURPS when it comes to these things and sometimes will use a short cut that works at human level but that does not scale up. I suspect this is the case here. If you look at the SIZ chart, a STR 8 can carry 8 pounds while swimming (according to the Swim rule). STR 8 in the SIZ Chart is 115 pounds, so while swimming a STR 8 can carry about 7% (8 pounds out of 115) of their capacity. If we use the swimming rule, a STR 20 (the top of the range for the human range), they could swim carrying 20 pounds. Now applying the same logic while using the SIZ chart, STR 20 could carry 7% of their capacity (325 lbs) which gives us 22.7 pounds. As we can see, this short cut as a good approximation at human level. I have no clue if these numbers are realistic but at a game level, it works. Now using that short cut for STR 80 would give a silly result. That character would have 50% chance to lift 30 tons but could only swim with 80 pounds... hmmm, no. If that situation would ever come up, I woud use 7% of 30 tons (2 tons). If this would come up often in my games (say, for a game set in Atlantis), I would use 10% of their STR capacity on the SIZ chart. It's easy to calculate on the fly.
  4. Yes. This is precisely what the Size table tells us. Not necessarily. Damage, HP, AP are not the expression of a model of physics. They are an expression of an in-game mechanical model. I would say it's the other way around. Values for STR, SIZ, damage, HP, AP all follow an "exponential" (term used loosely here) progression, not a linear one. Mechanically, the same logic is applied. SIZ and STR measure a real life quantity, kg. As the in-game value increases linearly the real world equivalent increases "exponentially". All the other values (HP, damage, AP) are abstract. What does 1 HP mean in real life? What does 1 point of damage measure in real life? Does 10 damage requires twice the energy to inflict compared to 5 damage? It does not really say. What is important is their in-game effect. Take HERO as an example, you can convert damage classes into energy (kilojoule). One damage class (1d6 or normal damage) equals N kJ, two damage class (2d6N) equals 2xN kJ, three damage class (3d6N) equals 4xN kJ and each extra +1 damage class doubles the real world equivalent of kJ but only adds +1d6N. Also, in HERO, +5 STR doubles how much you lift and +2 BODY represents something twice as tough. BRP does not spell it out as neatly as HERO does but it uses a similar concept. Look at the Radiation effect table (BRP p.231) or the Fire and Heat descriptions (BRP p.223), the in-game numbers (Potency, damage) are increasing quite linearly but the description of what they represent and their effect increases dramatically at each step. Now to counteract my own argument and to demonstrate BRP is not as neat as HERO in this regard, other things seems to follow a linear progression (falling damage as an example) so there it goes. In the end, some STR 30, SIZ 30 is twice as strong and twice as big as another of STR 22, SIZ 22, which the game translates as +1d6 damage modifier and +4 HP (with the same Constitution) and gives the former a 90% chance of winning a pure strength contest. It may not be perfect or always consistent but in game, it works ok.
  5. I was about to say just that. Someone with STR 18 is twice as strong as someone with STR 10. They succeed 90% of the time. Someone with STR 88 is twice as strong as someone with STR 80. They succeed 90% of the time. The same logic is applied to all the characteristics. By the way, the SIZ chart flattens after SIZ 90. I always thought it was a design flaw that becomes obvious with the resistance table. In my BRP, weight keeps doubling each +8 SIZ forever.
  6. Because of the way experience and training works in BRP, I believe it is the perfect system to have separate attack and parry skills. I am fine with having them the same but having them separate makes a statement about your character fighting style. And it is so easy to implement. But if you want more crush, you could even go: - Skill is for a specific weapon (broadsword) - If you use a weapon in the same category (1h Sword), you get -20% - If you use any melee weapon, you get only 50% of your skill. You can adjust crunch to your heart's desire
  7. Haha! I am very puzzled when people down play the importance of cover and art of a gaming book. They convey so much flavour and communicate the tone of the setting. It canno be understated.
  8. Mixing and matching RQ3, RQG and MW you could: - Have skills by weapon categories (1h Sword, 2H Axe, Fencing weapons, etc.) - Have half your best skill in similar combat style (melee, unarmed, missile, thrown) You can do that even if you choose to have separate attack % and parry %.
  9. Holy guacamole, it includes everything but the kitchen sink! When there is a lot of work behind this, well done. It could become a few supplements under the BRP licence, but it would need quite a few removal and serial numbers filed off.
  10. Yes, fantastic, pulpy cover. Love it. The premise of the setting do not grab me but the tone set by the art may very well do it, In addition, Jason describes in the interview a few mechanics in BRP that I love. Namely, I love when character creation involves background (rural, coastal, urban, etc.), professions, religious and cultural bonuses and the addition of archetypes sounds interesting. Characters will have paired personality traits, passions, contacts, reputation, etc. All positive in my book. There are also some optional mutations and psychic abilities. Jason says the skills list is pretty light compared to Call of Cthulhu or RuneQuest. This might be positive or negative. I find the skill list in CoC and RQ quite reasonable and I suspect that a smaller list may mean that characteristics will not influence skills (no skill categories) (which is a big negative for me). Also combat is a lot faster and easier to resolve so I guess, no SR, no hit location, etc... I am intrigued by this statement. a lot faster and easier to resolve than RQ... and CoC? Combat is very light in CoC, rightfully so for the setting, but I have a hard time to see and it can be faster and easier and still remain interesting. Let's wait and see. The whole airship creation and personalization is very intriguing and could be a highlight. Hopefully, airship combat will be interesting for everyone onboard.
  11. You may be missing my point. 1) A while ago, one-use spells were described in the Core book. It raised many questions. 2) Afterwards, clarifications were attempted here and compiled on the Well. 3) Way after, the RBoM is published and describes how one-use spells are supposed to work. It is a new write-up that does not align with clarifications on the web. It is now the latest official stance on the topic. My point is that RBoM gives no indication at all that RP should be dedicated to one-use spells. Either they have thought it through and dropped the idea or the RBoM should be updated. Sure, I can like or dislike the ruling and play it however I like at my table but that's irrelevant to my point above.
  12. But what a glorious ghetto! Yes, I would tend to make NPC generally fit into the same frame work (without sweating the details), so the players would get a sense of "this is how the world works" but am quite happy to break the mold for special/important NPC or enemies. Or even better: GM: "Perhaps but you would need to learn how he unlocked that ability. Maybe you could start by investigating/interrogating/researching... <insert start of wild goose chase here>"
  13. Really? I'd love to hear more around this from "what type of games are you usually running and in what system" to "what do you think is over powered? Starting skill values? Available magic?" I am currently playing through Scorpion Hall with a RQG character that is a bit more than starting and has excellent characteristics. I thought "Hey, let's clean up the Scorpion Hall with Svaric. Should be easy!" It is not. Sorry for the derail it might be a potential new thread in the making.
  14. Thanks very much! I am tempted to add runes to them now... must... resist...
  15. In my book, you can only draw from one RP pool per casting. It's just simpler. Having said that, I don't think what you suggest is broken. That is how I see it.
  16. Thanks Dave, your previous answer and this one are very useful. Just for fun, I have collated the spells available to Storm Bulls, including the ones from the associated cults but excluding the common ones: Rune Spells: Berserker, Cure Chaos Wound (Chalana Arroy), Dismiss Air Elemental (small), Earthpower (Ernalda), Face Chaos, Fear (Zorak Zoran), Impede Chaos, Shield (Orlanth), Summon Air Elemental (small), Summon Spirit of Law (Waha). Note. To replace Part of the Bull, I have added to the list Bull’s Strength (Similar to Elk Strength) that is ony availblle to Storm Khans (Rune Lords). It only covers Bull's Heart and Bull's Hide though. Spirit Spells: Befuddle (Chalana Aroy, Ernalda), Bladesharp (Orlanth), Bludgeon (Zorak Zoran), Countermagic (Waha), Darkwall (Zorak Zoran), Demoralize, Detect Enemies, Detect Spirit (Waha), Dispel Magic, Disruption (Orlanth), Distraction (Waha), Dullblade (Chalana Arroy, Zorak Zoran), Fanaticism, Farsee (Eiritha), Firearrow (Zorak Zoran), Fireblade (Zorak Zoran), Heal, Ignite (Zorak Zoran), Light (Chalana Arroy), Mobility (Orlanth), Protection, Shimmer (Chalana Arroy, Ernalda), Second Sight (Ernalda, Waha), Slow (Eiritha, Ernalada, Waha), Speedart (Waha), Spirit Screen (Eiritha, Waha), Strength (Ernalda, Orlanth), Vigor (Ernalda, Waha) Not a bad selection at all! Cults of Prax describes other spirits that High Priests can control. The Bull’s Head- It may engage any spirit in spirit combat. The Bull’s Heart- It has a Strength spell (already available through Ernalda and Orlanth) The Bull’s Hide- This spirit carries a Rune magic Shield spell (already available through Orlanth) The Bull’s Feet- This spirit carries a Mobility spell (already available through Orlanth) The Bull’s Hooves- This spirit carries a Bludgeon 4 spell (already available through Zorak Zoran) I suspect it will not work the same in RQG since some of them are already available spells from associated cults. Can you give some insight on how Parts of the Bull will work as per the upcoming Gods book or if it is a concept that was even retained? In CoP, it is only available to "High Priests", which I read as High Khans. It seems to require to be awfully high in the food chain to access fairly common spirit magic (or Shield which is available anyway). Only the Bull's Head seems to bring some benefit above what is already easily available.
  17. Poorer in my bank account but so much richer on my bookshelves!
  18. Huh... yes, sure. But I have the GCs, I was asking about reasons/excuses to buy the RuneQuest Classics. Unfortunately, I have found none... and bought them anyway...
  19. There's about 10K Storm Bull initiates in Prax and the Wastes, of which about 100 are Khans. 5-8 High Khans each with about 12 Khans, each with a band of about 100 initiates. Some of these will form part of a tribal group, and some at the Paps, the block, etc. Would you mind expanding on the typical structure under a High Khan? Each High Khan has 12 Khans under him and each Khans has around 100 initiates. Would the group led by a Khan be called a clan? A warband? Would the grouping of the clans under a High Khan be called a tribe? Or is that less formal with initiates still attached to their original clan/tribe unless called upon by the Khan? Would the make up of a clan, or even tribe, be made of mostly from one specific group (in clan A all Storm Bulls are mostly Bison riders, in clan B impala riders, etc...) or is there a mix coming from various tribe? Once under a Khan is their primary loyalty to the Khan or to their animal tribe? How often and in what occasion would the Khans report to the High Khan. Where would they do so? As a side question, what are "the Bullocks" and "Karkarjan’s Sword". I can't seem to find any other references to them.
  20. Come on Bill, you know you want to. No use resisting your true nature...
  21. That is really bad, I caved and bought a load of them today. I think I might be a bad person...
  22. I guess the rpg we play during our "formative" years have a huge influence on our gaming lives. Ultimately, RQ1 had a very short shelf time which limited its potential to become that reference RPG. When I started playing, RQ1 was long gone and I started playing at the very tail end of RQ2. At the time, D&D did not impress or interest me one bit and while I thought RQ was ok, what really attracted me was The Dark Eye (for the world) and ultimately Pendragon (for the world and the system). The game that really kicked-off and influenced the rest of my gaming life? RuneQuest 3. It is RQ3 that really cemented my love for BRP and RPGs as a whole and Gods of Glorantha, Trollpak and the Genertela box sets made me fall in love with Glorantha. When the RQ renaissance started to fade, I eventually moved on to other games (mainly GURPS and HERO). Nevertheless, RQ3 remained the measuring stick to which every fantasy games I played had to stand to. Going back to formative years, most of the games I am fond of to this day, I discovered in the mid-80's to mid-90's, the top three being RuneQuest (and BRP in general), GURPS and HERO with others being Pendragon, HarnMaster, Warhammer, Talislanta, The Dark Eye, etc.
  23. I guess it is one of those cases you need to decide what is best for your game. The way I see it, if you have Shield with Orlanth and Shield with Storm Bull, they are still two separate spells (even if Storm Bull gets it from association with Orlanth) so you have to cast one or the other. Having it twice gives you the flexibility to draw from one RP pool or the other but not combine them. Now, can you stack spells from various sources? I'd be tempted to say that only the most powerful applies. It seems more reasonable. Having said that, I haven't gone back and read the section or looked at the Well so I might be wrong.
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