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soltakss

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Everything posted by soltakss

  1. Sure, you could say "The Ghoul has won a Complete Victory and starts eating you, you are all dead". Well done, you get to roll up new characters, Or, you could say "The Ghoul has won a Complete Victory and leaves you tied up in a dirty cellar, while he eats someone he has prepared earlier. He leaves, but you know that Ghouls are always hungry and will probably eat one of you when it gets back. What are you going to do?" Both are reasonable results from a Complete Victory. One has absolutely no drama, the other has a lot of dramatic tension. For me, the threat to the PCs is what could have happened, rather than what happens. My HeroQuest style is making things dangerous without them being deadly. That is different from RQ2's "You roll up a PC, it dies, you roll up another PC, it dies, you roll up another PC ...". I suppose it all depends on what you are used to and what you, and your players, want out of the game.
  2. Don't explain the Magic Systems. Instead, explain what you need to. "Anyone can learn Spirit Magic, if you can find a teacher. If you join a cult, you can get some Spirit Magic, if you become an Initiate you can learn Divine Magic, which is more powerful.", that's all you need at the start. Explain rune Pools when they come up, explain sacrificing POW for Runemagic if it comes up. Don;t bother with Sorcery, unless they want to play a Sorcerer. If you don't really get Spirits, then don't use them at first. Start with the Basics - You have a skill and need to roll under it on 1D100, if you roll low then you get a Special, if you roll really low then you get a Critical, a Critical is better than a Special, which is better than a Normal Success. If you roll above your skill then you Fail, if you roll 96-100 then you Fail, but if you roll 100 or just below then you Fumble, Fumbles are bad. For combat, leave it until you have a combat. Nothing teaches RuneQuest like playing RuneQuest. People learn about Combat by rolling a Combat. Ignore all the fancy rules, you just don't need them. Take little baby steps, don't explain everything at once otherwise they'll forget the first thing you said when you explain the third thing.
  3. We played that they worked by boosting similar effects, so a Power Enhancer 4 would change a Bladesharp 4 to Bladesharp 8 and also a Damage Boosting 4 to Damage Boosting 8.
  4. And long may it continue!
  5. Exactly, none of this "I didn't know" or "I was tricked into it" rubbish. You have a geas of "Never refuse Hospitality" and "Never eat dog", what do you do when you get served a cooked dog at a feast? You die horribly.
  6. That's a good one, especially as Rune Pools are limited. You could do the same for Spirits, but effectively having a higher CHA. Are these in canon somewhere? If so, can you please point me in the right direction? No, my RQ rules are better than canon! 🙂 Seriously, HeroQuesting has been woefully underdone in RQ in the past and this kind of ability has never been described before. They just made sense to me and I have used forms of them for years.
  7. Oh, it matters. If you continually break Humakti Geases then the Spirit of Reprisal comes for you and your swords shatter, until you get off the naughty step. For me, HeroQuest Geases are more important than normal ones, break them at your peril. Depends on the situation. A naughty Humakti might get Impests for a long while, but might get things thrown at him once. A bad Humakti might find that he can never use a sword again. It really does depend on the deity and the transgression.
  8. Unless you are a Storm Khan, then you can use it once a day as a Detect Chaos, making anything chaotic within your POW in metres glow to any nearby Storm Bulls. We have used that a few times.
  9. Ogres had a False Form spell, from Cacodemon, that hid their Chaotic Taint. I think it might work against Sense Chaos, but am not sure. It certainly hides their sharp teeth.
  10. I normally run HeroQuest at conventions, as it is just easier. It also allows me to run in any genre I want, with no changes to the rules.
  11. I am not surprised. Players often see the fairness/unfairness of a situation and see things in black and white. "You broke a geas, you have to pay for it".
  12. The Gift is lost, permanently, however, the Geas is retained. However, as a GM, I'd say the PC can HeroQuest, or otherwise atone, depending on the circumstances, to regain the Gift. However, it does depend in the circumstances. A Yelmalian with "Never let a horse suffer needlessly" who takes his horse into a Chaos Nest and is attacked by randy broos might have broken his Geas, but it isn't really his fault, so he might be able to atone and get his Gift back. If he takes his horses to Ikadz' Flaying Pit where they are flayed and their souls given to him as beads on a necklace, I'd say the Geas is irrevocably broken and he couldn't get the Gift back, ever. For me, the Geas is not dependant on the Gift, so if you lose the Gift you still retain the Geas, so no, I'd say you cannot drop the other Geases. If your Gift has a corresponding Geas, you just pick the Gift back up and keep the Geas. You might get an extra Geas for being a bad, bad cultist. If your Gift has a Random Geas, I'd just roll another Geas. If the Gift has multiple Geases and one was broken, I'd allow the Gift to be retaken with one random Geas.
  13. Sometimes, sure. If I am a Humakti and go on a Humakti HeroQuest and gain a Humakti Gift as the result, then I'd expect it not to have a corresponding Geas. However, if I am an Orlanthi and go on a Humakti HeroQuest and gain a Humakti Gift as a result, I'd expect the associated Geas. Soltak Stormspear did this several times, he had a Yinkin and Yelmalian Geas and, even though Illuminated, rigidly kept the geases. I think he had "Never let a Cat suffer needlessly", but can't remember the Yelmalian Geas.
  14. We played that you still had a 5% chance of increasing. Also, in RQ2, Priests had a bonus to POW when determining POW Gain Rolls, so they effectively had an increased Species max POW for making rolls. We played that if someone went over their Species Maximum via a POW Gain Roll, they could instantly sacrifice the extra POW as a RuneSpell. That works as well.
  15. Soltak Stormspear had an ability of "Use Double INT for Sword skills be half INT for other skills", his INT was 11 (Rolled under RQ2), so had INT 22 for Sword-based increases and INT 6 for non-Sword based abilities. Our GMs liked the idea of balance.
  16. Boosts are gained after the result is determined. So, you roll to see what happens, get a Minor Victory and spend a Hero point to bump it to a Major Victory.
  17. Indeed I was. They can make excellent HeroQuest Abilities, but might need to be tweaked for RQG.
  18. Well, there you go. Our House Rules are the rules.
  19. I tried that in a draft of Merrie England:Robyn Hode. It should be fairly easy to do for the main rules, but might be better as a fan-thing. The thing about Traits is that you can just add them as and when you want. Yes, Library Use/Research would be a good Trait under Knowledge.
  20. See, HeroQuest is so easy to use.
  21. Everyone gets the same INT roll, no matter their parents. Sure, you might be able to put something about inheritance into chargen, but it would be patchy at best.
  22. Oh, there is no secret at all. Alkothi hold Shargash as high as Yelm, or even higher. For them Shargash is the Warrior, Avenger, King of the Underworld, City God and Ruler God. Rather than Yelm Maggotliege, they worship the Black King, or Shargash in the Underworld. Rather than Yelm the Emperor, they worship Shargash the Conqueror.
  23. This looks really useful. I am sure that others will go into it in detail, but it looks good to me.
  24. I'd just allow multiple augments, it makes things easier.
  25. We always played that unenchanted iron had the same values as normal bronze, but could be forged better when enchanted. So, you don't get better armour when wearing unenchanted iron. It's not what the rules say, but that's how we played it. The AP bonus is all in the enchanting not in the physical properties of iron.
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