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Atgxtg

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Everything posted by Atgxtg

  1. Yeah, and not skill bases either. Each skill get's it own formula. For example, Ride% = DEX+POW AceDashDog, are you going to run it under RQ3 and incorporate bits from Mythic Iceland, or run Mythic Iceland and incorporate bits from RQ3?
  2. Atgxtg

    Period

    So when she says the "Red Goddess is coming to visit"....
  3. Or the prophecies of Nostradamus. They all gibbity-gook until someone interprets their meaning, and there is nothing that proves that such an interpretation is the correct one. Or, to be fair to the believers, nothing that proves that it isn't. I think that depends on if such is considered a use of the Divination spell or not. In Glorantha if someone wants to ask their god about something, they just have to sacrifice for the Divination spell and cast it. The Gods might not know the future, but they can probably make some shrew guesses about the near future. Speaking which, if there is a way to foretell the future in Glorantha , just what sort of magic is that, and what power enforces it? Is there a way for people to question Time? Is there a Time Rune? A cult of Time?
  4. Yeah, it should work okay. You might have to adjust the magic a bit, and maybe go over the prewritten scenarios and look for any obstacles such as resistance scores, and covert them to Mythras game mechanics. But most of it you can convert on the fly.
  5. Possibly. I'm not quite sure it they would want to give it to a foreign lord that they have never met before. Although, considering the mission they will be on (going to Brittany to convince their King to become King of Britain) a gift of a ship would have a certain flair to it. Thanks, I though there was a price table somewhere, I was looking in Land of the Giants.
  6. No, but you probably get the correct answers to equations like x=10-(-5), y=3+2x2 or even=STR+DEX/2.
  7. Some probably did. Even in out modern high tech enlighten age there are people who pay good money to fortune tellers (and just take a look a chiropractors) .I think it's a case of wanting some sort of reassurance that there is some sort of higher power looking over them, combined with a sort of Placebo effect. That is people think they are going to win a battle, so they act more confident and do win the battle. Yes, although I wonder how many of those omens might have been retconned, after the failure. Monday someone finds a dead pigeon in the water tank, a bad omen. Tuesday the master of the house dies. Wednesday the soothsay reminds everyone about the pigeon and says, "I told you so."
  8. But if it did allow you to shoot around corners it would certainly keep the spell useful to characters with high skill. Need to get a shot at someone who has cover behind an arrow loop. No problem.
  9. Does anyone know if there were prices listed anywhere for buying a ship in KAP? It seems quite likely that the PK in my game could shortly find themselves owning a Saxon longship, which as knights they will have little use for and probably want to sell it, and was wondering what it should be worth.
  10. What if the spell ignored penalties to the attack? So it would be 95%, bu it would always be 95%, ignoring things like crosswinds, partial cover, poor lighting, etc. That would make it similar to that magic spear that was in the old Griffin Mountain that would always hit (but break if it was forced to hit an impossible shot).
  11. Yes, without the low roll for specials, etc. it works very well.
  12. Ooh, I think I like that better than the RAW. So anything under one keyword can help to augment that keyword, assuming that it can logically apply the the situation. So a Warrior who has "archery" as a breakout skill could use it to augment his ability to shoot a bow, but he couldn't do the same with his "guard duty" breakout?
  13. I think paranoia is going a bit too far. They are restrictions and something that needs to be looked at tactically. It does it you don't want to have runaway escalation. Yes, but if every powerful item that the PCs run across is something that they cannot use, you lose verisimilitude. And frankly, you don't need such powerful items, and if you have them they should be fairly rare. Otherwise they become standard items, not powerful ones. If everybody has a +3 sword then +3 swords are the norm. If everybody else has a +3 sword then that's a problem with the GM. About the same number who toss that maul away, none. But I'm sure all those Wind Lord will find a way to get somethin gout of that maul, Perhaps give it to an ally or trade or sell it.
  14. LOL! I think I might have posted the first, or at least one of few posts about stacking in RQ. Generally it's a non-issue in RQ, and more a D&D thing. My concern though is that the Bladesharp can't be stacked by RAW, so I don't think it should stack with a "sword is enchanted with a Bladesharp N permanent effect." Now if the sword had some other thing on it that gave it its pluses it would be two different effect, and I'd be okay with. Although casting Bladesharp on, say, Exacalibur, seems a little greedy. Umm, no, I think that just makes things worse. First off the opposition would have to have another, similar sword. It could end up in the PCs possession, thereby giving them two such swords. The GM would then have to give the opposition two such sword to balance, and the PCs could end up with four, magic sword. That can easily lead to rampant escalation. I think there are better ways to deal with things, f indeed they need to be dealt with.
  15. It should. About the only worry I would have would be with stacking, especially from RQ3 onwards.
  16. It could be kinda neat if there were certain cirumstances where the 3 agument limit was relaxed. Maybe add other characters together as part of some sort of Leader skill?
  17. The whole Quest wasn't one contest though. Works as well. I think there has to be some method of keeping a conflict going for more than one round. I mean, you could resolve the entire Hero Wars with just one simple contest ( "Fumble, okay the Lunars lost."), but that doesn't leave much room for roleplaying.
  18. I think you're right on the money with that assessment. I wonder if it is about time that somebody addressed that? Maybe limit the bonus for such spells to damage and either have another spell that improves skill (or attack and parry) or not and make Coordination much more useful.
  19. Nice. I'm drooling all over my keyboard.
  20. Yup. It took six months but I think we are in complete agreement about something! Oh, and characters who earn lots and lots of glory start to have a whole new set of problems some of which they aren't even aware of. In my last campaign the guy with 25,000 Glory and Sword 35 ended up as the group unit Comannder in Battle. He would routinely lose family knight and put the other PKs through the wringer- mostly because he couldn't evaluate the threat level of situations properly anymore. When you have Sword 35 and a +5/-5 most opponents on the battlefield aren't much of a threat. Saxon warrior with 2H @ 22 with the Wotanic bonus who does 9d6 damage? Not a problem! What the player failed to understand was that no one else in his group had a 35 skill and opponents that he could rip right through were mauling the rest of his unit.
  21. Yeah. Every knight being the same is bleah. That's why I think they give the PKs the 6 points to allocate, and especially that 16, since it lets everybody pick one thing to be know for. The Valorous story is probably what sold the game to the players. Once they saw one heroic knight rack up lots of glory, they knew it was possible. The cowardly story was probably more fun. That PK, of all characters, wound up with the Valorous Shield, a magical item I devised and probably the one that has the most Arthruian feel out of any I've created. The shield gives protection equal to half the Valorous score, but the character had to make a Valorous roll to use. If he ever failed a Valor roll the strap broke and the shield fell. Despite the fact that the shield was useless to him, the player kept the shield and refused to give it to someone for whom it could be of some use (i.e almost any of the other PKs). He eventually hung up on the wall in his manor, where it would routinely fall down. There is, I think I posted it a while back. Just trim the random method so it is not so extreme. 2D6+3 gives you fairly averages, but still allow for a 15 naturally, and higher with modifiers. A super character with lots of high traits is still possible much much less likely. Oh and KAP4/Knights Adventuerous Chargen works too, even just the trait generation section with KAP5.
  22. Reminds me a bit of T&T too, except you don't add the totals. Not that you couldn't.
  23. LOL! Tell me about it. Back in KAP 1 Valor wasn't required, and we had a PK with a low Valorous, and one PK with a high score. When up against something nasty, most of the PKs would flee, leaving "Mr. Valorous:" to fend for himself. He took off in Glory because he got lucky, won the early fights, and then used his Glory points wisely. Lots of our early characters often had to spend a few years building up stats to qualify. Loyalty (Lord) usually took a few years. With KAP5 you can't make a character who doesn't qualify unless you work at it. Which has little to do with traits. Yes, but no more or less than knights from earlier periods. Chargen is the same except for some shifting in skills. Just to clarify, its the random traits that can be problematic. I don't mind the other random stuff. Sure a CON of 6 is practically a death sentence, but the odds of that happening are low, and the effect of a very high CON isn't going to put the game out of whack. PKs netting 300-500 glory a year, can.
  24. Fine but then why the huge discrepancy between the random and standard methods? If heroic characters with high trait scores were supposed to be the norm for PCs (and based on everything I've read from Greg, that's not the case)then why aren't the character generated normally heroic? Let me illustrate: The Typical starting Knight from Salisbury, Logres has: Cymric (British Christian) Chaste 13/7 Lustful *Energetic 14/6 Lazy Forgiving 11/9 Vengeful *Generous 13/7 Selfish Honest 11/9 Deceitful *Just 11/9 Arbitrary *Merciful 10/10 Cruel *Modest 13/7 Proud Pious 10/10 Worldly Prudent 10/10 Reckless Temperate 13/7 Indulgent Trusting 11/9 Suspicious *Valorous 16/4 Cowardly With a free bump to a 16 and 6 points to spend. He's got the Chivalrous bonus if he wants it (he only need 3 points), and can start to work on the religious bonus too. Assuming a fairly typical allocation of points, this knight will end up 4 traits at 16 and the Chivalry bonus, for 164 Glory/year. But with random rolls and a little luck, he could double that. Yes it depends a lot on how the dice fall, but not so much. The worse case scenario is that he ends up about the same. That bump a trait to 16 becomes a lot more powerful with random rolls, as it allows someone to easily bounce back from a bad roll in a bad spot, like a 6 Energetic. And those +1, +2 and +3 modifiers that have a minor effect normally, end up doubling, tripling, and even quintupling the odds of a 16 on certain traits. Now if heroic characters high high traits are supposed to be the norm, wouldn't the standard method get more bumps? IMO the problem is that free bump to 16 combined with 6 discretionary points.. With the standard method it works out fine, but with the random method it leads to overkill. Older editions of Pendragon had the random rolls and the modifiers, but not that bump to 16. That bump lets a player mitigate a bad die roll without having to go into his discretionary points, and turns the bad roll into a 16 to boot.
  25. It's not so bad, if you use the standard method for determining traits. Those little pluses, the bump to a 16 and the 6 discretionary points help to prevent every character from being the same with traits all 10/10 or 13/7. It's when you roll the traits that it opens the potential to go haywire. With 3D6 rolls there is about a 10% chance of rolling a trait score worthy of glory, and about another 10% of a trait being borderline. With 13 traits most PCs will probably end up with a couple of 16s and a couple of 15s. So spend 2 discretionary points, bump something to 16, and you are up to five traits at 16+ or 80 glory a year. More if they are the right traits (religious or chivalrous). Factor in for cultural homeland modifiers and they probably have a couple more traits on the borderline, and they still have 4 discretionary points left! 100 glory a year from traits goes from being rare to being commonplace within the same edition of the rules. And that 100 can easily be 200 or even 300 if the player hits the right traits. The default Homeland of Salisbury, and British Christianity help in that regard. Then you factor in what happens during play and improvement over the winter phase and it can get wild. Again, I'm not saying that it will happen, but that it can. Although since Pendragon is a game where everyone ends up rolling multiple characters it is probably more likely to happen eventually, than not
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