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soltakss

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Everything posted by soltakss

  1. I wouldn't know, as I haven't played or read Ars Magica. It is how my 2nd RQ group played, though.
  2. Yes, the name for the open licence version of HeroQuest. It hasn't appeared yet.
  3. Why not? nothing in the description says it cannot be burned. If you boil a water elemental it will be hurt. You could say that a Fire Elemental in water is deprived of air and so cannot burn as effectively. What I would do is to allow the Fire Elemental to damage the Water Elemental as normal, but perhaps make the Water Elemental take half damage. Also, make the Fire elemental take damage as if by drowning, as the Water Elemental cuts off its air supply.
  4. The thing about Eurmali is that they are not all the same. Some will behave one way and some another. At some points, yes, for example they must betray the Lightbringers on the Lightbringers Quest. However, do all Eurmali betray their masters? No, I don't think so. Can they? Yes, of course, and that might even be expected of them. Some Eurmali don't betray their masters to go against the tradition that they should. Not necessarily, but they often do. They are not bound to their community, so why not betray them? It really depends on how they are treated by their community and also on how strong their tie is to the Disorder Rune. They might have Passions that almost force them to betray their community. Do practical jokes count? Giving the whole village a strong laxative would be an Eurmali thing to do, it is a betrayal of the community but not a very big one. No, but there is nothing to stop them doing so. Glorantha has healing spells, so hurting someone is only temporary. No, but why wouldn't they? One of their weapons is their tongues, so why not use that? Betrayal is part of an Eurmali's being, but that comes in many guises. Making love to a friend's spouse, backing a gang of bullies who are assaulting a friend, standing by when a friend is being shouted at, all are forms of betrayal that an Eurmali could do. Almost certainly, but only up to a point. "Don't peek at my wife while she is bathing" might be a command that an Eurmali disobeys on a regular basis, whereas "Don't kill my friends" might be something that the Eurmali saves up for special occasions. Maybe, most Eurmali are selfish but some might not be. not being selfish because Eurmali are expected to be selfish is a perfectly valid stance for an Eurmali. Yes, of course they could. Eurmal has many Aspects, Trickster, Thief, Firebringer, Illusionist, Murderer, Seducer, Liar, Clown and so on. Someone could concentrate on the Clown Aspect and be a Jester without wanting to be a Thief or Murderer. If we are talking about the entire breadth of Eurmal, then a good Eurmali would tell lies, seduce people, steal things and kill people, but not all Eurmali embrace the whole of Eurmal.
  5. When Sheng Seleris conquered Dara Happa, he was not accepted as Emperor and specifically did not become Emperor. In fact, the Red Emperor knocked off Sheng Seleris' nephews when they tried the Ten Tests. The Shah of Carmania did not become the Emperor when he conquered Dara Happa, in fact he HeroQuested and re-enacted the Dividing of the World to split the lands between his sons. So, since the Red Emperor became Emperor, nobody has become Emperor.
  6. We just use a lookup table for RQ. In fact, we use the Advantages from Revolution D100, which works really well.
  7. But, the Countermagic of the Shield blocks the Dispel, as Dispel is just another Runespell until it has an effect. The Countermagic blocks it before it has an effect. You need to boost it with MPs to allow it to get through the Countermagic.
  8. In our RQ2 Campaign, we could gain Hero points from HeroQuests, normally 1 per HeroQuest. We played that you could use 3 Hero Points to increase a Characteristic Species maximum by 1, but only ever once. Soltak Stormspear used 3 Hero Points to increase his species Maximum POW to 22, another 3 Hero Points to increase his Priest POW Gain roll Bonus by 5% and another 3 Hero Points to reduce his Priestly POW Minimum to 17, so he could be a Priest at 17 POW, had a Species Maximum POW of 22 and had a +30 bonus rather than +25, so effectively had a 55% chance of a POW Gain Roll. Wayhay!
  9. Our RQ2 Campaign was a multi-GM Campaign. Every GM had their own little area for play, some preferred Prax, some Sartar, some Sun County and so on. I preferred Dorastor. Curly Andrew preferred The Acid Pits, which was his own little invention and was nastier than it sounds. We generally didn't impact each other's NPCs or Plot Lines and rarely went into each other's areas. After a number of years, we agreed to be able to use each other's monsters but not major NPCs. Then we agreed that some major NPCs could be used, with some cooperation. It worked out really well and lasted for several years.
  10. Storm Bull and Zorak Zoran are Associate Cults, so the Storm Buller can just join Zorak Zoran to get Seal Wound. Yes. It stops Walktapus Regeneration, as far as I know, That isn't natural healing. Seal Wound and Crush 20 is a good combination, except that it takes forever to roll the 20D4.
  11. We have always played that you can tell if someone is very skilful, just by watching them fight. If you move like you are in a trance, it should be easy to tell. your movements are fluid and not jerky, you don't react to other things in the same way. experienced fighters recognise Sword Trance and Berserker, at least they do in my Glorantha. Experts know if someone is being lucky or skilful. At least, that is how we always assumed it worked.
  12. Sorry, a weekly game for 15 years. One of the players also plays in a Wednesday game and has done so for the whole duration. That makes 2 weekly games for him for over 15 years. Hate him instead!
  13. Waertagi can also use Dominate and Command spells, from their mixed heritage. They can probably awaken Giant Crabs as familiars as well.
  14. Sounds like a great idea to me. Daka Fal is, as David Scott says, hostile to Orlanth, but Orlanth is neutral to Daka Fal. Getting Orlanthi to worship their Ancestors instead of having them as a nebulous group of spirits isn't a great leap. Hero-Worship of an Ancestor is possible, many Orlanthi claim descent from Heort, for example. Accessing a clan founder should be OK as well. Ancestor worship is similar to that, but not quite the same.
  15. In my Glorantha, I think that Lorion invading the Sky brought the first rain, but from the Blue Sky instead of from clouds - When the Sky Wept. Heler is the main god of rain, but there are others. Thunder Bird bathes in the Zola Fel and carries the water in its feathers, dropping it on Prax, in my Glorantha.
  16. We play a weekly game of RQ. If each scenario takes 2 sessions to complete, that's 25 scenarios a year, maybe 20 to account for longer scenarios and missed sessions. Over a 5 year campaign, that is perhaps 100 scenarios. When I ran my last Gloranthan campaign, I used an equal split of Official Scenarios/Made up Scenarios/Player generated Scenarios and I ran out of the official ones after about 8 years, maybe after 10 years by using HeroQuest/Hero Wars scenarios.
  17. I suppose so, but we tend to play it like RQ2, which resolved the skills slightly differently. In any case, the higher-skilled swordsperson normally wins, which is the desired effect.
  18. Spoilered in case BTB chips in. Sure, Dismiss Magic 2 takes down a 2 point Runespell, such as Shield 2, but Shield 2 blocks a 2 point Runespell. You need to back the Dismiss with MPs to take down the Shield. That's how we played it in the past and it makes sense.
  19. Except these two will be running levels of munchkinry which will make your ears bleed and your eyes burn. Argrath has the backing of the White Bull Society. In effect his allied spirit could be the Society Wyter. Which means it may have a POW of hundreds or thousands. As just one wrinkle I could use. And that's before he founds his own magical millitary units. Jar-Eel is a demi-goddess and is semi-divine. They can both throw _serious_ amounts of mojo about and your couple of hundred MP aint gunna scratch them. In my Glorantha, Jar-Eel wields two Moon Swords, which do 4D8+1 on the Full Moon. Jar-Eel is a personal Glowspot, so she is always at the Full Moon. She also has Truesword and slashes quite often. so, she does a lot of damage, twice if she attacks twice. I would also play that she is affected by Sword Trance when she dances in combat, her hypnotic movement makes it hard to hit her, giving her an effective Shimmer Defence. Argrath is good, but not that good. I get the point that Sword Trance as it is means that someone like Jar-Eel is potentially easy to kill, but she has her own powers and I would guess that her Sword Trance is going to be as good or better than a PC's Sword Trance. Sorry, but if I face someone who seems to be in a trance and has a huge skill with a sword, I am going to Dispel the Sword Trance, probably using Multispell and getting several goes at it. We used to play that you could target Offensive or Defensive spells, rather than naming spells. Normally, we hit Offensive spells first, as that meant they had a lower chance of killing us, allowing us to kill them first. However, in one memorable combat, Soltak Stormspear was steaming in with Berserker and two Truesworded Bastard Swords, with Bladepower (meaning he was attacking at +46 damage and no odds in combat), so he was doing an awful lot of damage, backed up with Shield 4, Protection 4, the works, when the opponents "Dispelled him down to his undies", leaving him Berserk and at their mercy.
  20. In around 20 years of RQ play, I (almost) never had this kind of problem. Even when we had high skills, what resolved the fights was most often the tactics (close in, changing opponents, striking the weapon, striking to disarm, ...), the use of the terrain and the magic points attrition. Of course, preparing for combat is also a big factor. We played RQ2 then RQ3 and we saw combats that were speedily resolved in RQ2 take an age in RQ3. Antiparry definitely reduced combat length and we used that a lot in our high level RQ2 campaign. A 190%Sword vs a 110% Sword equates to 100% Sword Attack vs 20% Sword Parry and 100% Sword Attack vs 180% Sword Parry, so the advantage is definitely with the higher skilled combatant. I used to watch The Water Margin as a kid and fights between Lin Chun and regular soldiers worked along the lines of the 190% vs 110% Sword, with fights over very quickly indeed. We saw it in RQ3, where two Rune Lords with 200% skill took ages to resolve a combat, you effectively waited for a critical hit and a worn down weapon parry or failed parry. Magic sometimes helped, but not that often.
  21. I have read it and I wasn't that impressed, to be honest. From what I recall, combat had things like quarter-turns and half-turns as combat options, allowing your PC to rotate through 90 or 180 degrees in combat, which took Strike Ranks. Combat was incredibly detailed and finicky, not the sort of thing I want in RQ combat, to be honest.
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