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Posts posted by soltakss
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Sure, you could play like that and it would work.
I prefer my PCs and PCs in my campaigns, to join cults, as they get a richer experience, in my opinion.
But, the Animist who does not tie to a cult, the Sorcerer who remains aloof from any sects and the Outsider who hasn't initiated to a cult are all valid and interesting PC options.
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1 hour ago, Bill the barbarian said:
No kidding, mind if I make a new thread..?
Sure ...
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1 hour ago, PhilHibbs said:
I'm not so sure about it, the resistance table never had specials or criticals because it should be symmetric and not dependent on who is "active". If you're using it for an arm wrestling contest, both sides should have equal chance of critical success, and whoever ends up on the "passive" side is at a disadvantage.
It did for Fearshock and Madness attacks for Lunes. In RQ2, there was a 5% chance of having something really bad happen, but in RQ3 it happened if you rolled a Critical on the Resistance Table. So, a POW 21 Shade against a POW 1 PC has a 150% chance of success, so Criticals on 07 and kills him stone dead.
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This kind of thing is ridiculously easy to do with HeroQuest. The hardest part is working out the Keywords and Breakouts, until you realise that they really aren't important and go with the flow.
On 4/8/2019 at 7:20 PM, David Scott said:I'm playing in a similar style HeroQuest game myself.
You've got a lot of Keywords per character. Reducing them will make the game easier to run, lots of stuff is rolled in the keywords, breakouts are specialisms (I left out a few things as I didn't know what they were). Some ideas:
Looking good, but I would write them like this, as it is compact and easier, for me, to follow:
Raul Garcia : Retired Vice Cop 1M (Negotiation+1, Alcoholic +1), San Jose 13 (Friends in low places +1), Tough Guy 17 (Devilishly Handsome +1), Mountain of Debt 1M (Flaw)
Billy Smith: Ex Navy Seal 1M (Surveillance +1, Sniper +1, Cat Like Reflexes +1), American 17 (Well-Mannered +1, Storage Unit Filled With Guns +1), Extremely Wealthy Sugar Mama 13 (Patron), Short Fuse 17 (Flaw), My Brothers Keeper 1M (Flaw)
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It's sloppy, as it includes both RQ2 and RQ3 Species Maxes in the rules. the Bestiary implies that the RQ2ish method is correct, so I'd use that one across the board and ignore the Max+Min rollable ones.
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You really need the Death Escape, from Game of Thrones, "When Death comes for you, say 'Not today, thank you' ".
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We've got some in our RQ game and we used them for HQ and they make a surprising difference.
Way back when, in our RQ2 days, we went on a HeroQuest, the rewards of which were a "Bigger Damage Bonus". It was a meat-grinder, mincer of a HeroQuest, but we all made it through to the end. With a huge grin on his face, the GM pulled out D6s which were about the same size as the D20s mentioned above, and gave them out, saying "If you roll your Damage Bonus with these, you can reroll 1s. How we didn't choke him to death by sticking them down his throat, I don't know.
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5 hours ago, PhilHibbs said:
18 vs 6 is 110%, and 28 vs 6 is 160%, so either way it's the same. 160%.
Ooh, thank you for pointing that out. I hadn't noticed that the Resistance Table stopped capping out at 95, but has chances above 95. That is a big, big improvement.
In which case, the spell is not poorly written and works just fine. Either +5 POW or +25 chance, both work just as well on the modified Resistance Table.
I wonder what other vast improvements they have slipped in without me noticing.
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It should reduce Movement Rate as well, unless the PC belongs to Yanafal Tarnils and has special curved blades as legs.
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3 hours ago, klecser said:
Next question: Picking Runes. Clearly there is some "back planning" that is involved with this, right? I picked "Moon" for one of my high-level runes and I'm not finding many Moon focused Rune spells for Sartar/Orlanth.
In Sartar, Mon is the Enemy, due to the Lunars, so there won't be many general spells tied to the Moon.
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3 hours ago, klecser said:
Woah. I'm surprised no one else mentioned this. As a Call of Cthulhu player, I was not aware that you can gain characteristics. And I now see that POW has a check box! I'll read some more.
We did! 🙂
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11 minutes ago, Joerg said:
The Countermagic debate with respect to e.g. Berserk and whether you can cast rune magic on top of it or whether you trigger the spell doing it in that sequence still isn't decided...
It is for me.
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On 4/7/2019 at 11:03 PM, MOB said:
A: We know there are a LOT of fans of the Milton Bradley HeroQuest board game that is now owned by Hasbro. We have absolutely nothing against that boardgame. We would be pleased to see it back in print, and under the right circumstances we would be very happy to license our HeroQuest trademark to the company that produces it.
Since Chaosium seems to be hoovering up games at the moment, perhaps you could just buy Hasbro?
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Good examples of how this could work have already been given.
There are lots of ways this could work, I prefer uncovering a secret that allows peace to be brought.
Also, the HeroQuestor could find some secret thing that allows them to blackmail the participants into peace.
One of the things that the HeroQuest game has taught me is the Power of Narration. I don't always need a mechanic to do something, I can just tell the GM why something should work and the GM can say "Sure, that works", ""Nope, that doesn't work", or "Sure, that works, but ...".
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It is poorly stated, as always.
If I have POW 18 and cast Blinding 3 at a POW 6 opponent, I already have a 95% chance of succeeding. Does my chance increase by +50, giving me a 145% chance of succeeding or does my effective POW increase to 28, giving me a 95% chance of succeeding?
Another poor description of a spell.
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On 4/11/2019 at 1:24 PM, GianniVacca said:
Good question. We had a Humakti-sanctioned duel in our RQ:G game last night and our warrior killed Branduan Hodirson. Now the GM has this threat of having to pay wergild looming over us.
I'd argue that participants in a Humakti Duel don't need to pay weregild, as the death was an honourable one under Humakt's rules.
Of course, if the duel is to first blood and one died, that might be different, or if either party cheated, or if the loser's family is very powerful, or if the winner is disliked by the clan, or ...
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And welcome to Glorantha, where a discussion on Slavery ends up as a discussion on starvation and survival in Prax, for logical reasons.
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Sounds good to me. It looks as though you have got Character Generation about right.
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On 4/11/2019 at 3:30 AM, Mechashef said:
Can these two spells be cast on the same target or are they incompatible?
Yes, they are compatible.
Countermagic/Shimmer/Protection are not compatible, but, by and large, Runespells that contain them are, unless they are stated not to be.
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We just had Resurrection costing 10,000L and was a debt to the Chalana Arroy Temple. Rune Levels saw the debt taken on by their cult. It was a lot easier back then.
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31 minutes ago, PhilHibbs said:
Does anyone have recommendations for good software for laying out character sheets?
I use Excel, but I like blocky character sheets with things in tables.
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15 hours ago, RHW said:
My suggestions:
1. Include a box somewhere in the upcoming Gods book: VARIANT RULE: Shield as Common Rune Magic. You may find that, especially in a combat heavy campaign, that your players aren't willing to play a character who doesn't have access to Shield. If that's the case, you may want to make Shield a Common Rune Spell available to all divine cults (except those with limited Rune Magic).
2. Consider being less stingy with Shield. Give it to, at a minimum, Yelmalio, ZZ, Valind, KL (Kaarg Son only) and other war gods that lacked it in RQ3. I'd also give it to all the Lightbringers (except maybe Eurmal, because screw him), the Red Goddess, and the Seven Mothers, both individually and as a collective.
3. In RQ3, the way spirit worshipers made up for the lack of Shield was Armor Enchantment and HP Enchantment. Those are gone. Give them back to Spirit Societies only (if you do this, you might not have to give Shield to KL).
4. Allow Countermagic, Protection, and Shimmer to be cast simultaneously with each other but DON'T allow any of them to stack with Shield. This nerfs Shield and buffs the Spirit Magic alternatives, leveling the playing field. If a high level character has Protection 6 and Countermagic 6, she won't need Shield.
My Suggestion:
1. Have all these things as House Rules and give Yelmalio Shield as a House Rule
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On 4/12/2019 at 12:50 AM, Brootse said:
Nice! Found the site, it was Soltakss': http://www.soltakss.com/hwconv02.html
A damn fine site btw. Many thanks!
Thanks for the link and comments
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Prisons, improvement, captivity in Runequest & Glorantha
in RuneQuest
Posted · Edited by soltakss
Scenario 1:
Scenario 2:
Scenario 3:
Scenario 4:
OK, so they don't all play out like that and a lot of people will take the prisoner to the ransomers to collect the ransom.
However, the Ransom System is there for a reason and anyone abusing it by claiming that a ransom can be paid and then escaping so as not to have the ransom paid undermines the system. This would be frowned upon and the Ransomers have a lot of clout with powerful folk.
In RQ2, when we got 1,000L cash, the first thing we did was to go to the Ransomers and pay a 1,000L Ransom. We had to pay an extra 10% to the Ransomers as a fee, but it was worth it. When we became Rune Level, we upped it to 10,000L.