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soltakss

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Posts posted by soltakss

  1. On 4/11/2019 at 11:28 PM, RHW said:

    I guess what I'm advocating is that as more cults are published and cults are expanded that the rules introduce more paths to combat glory (for players that want them, and my players always do). 

    Spells for cults are not about game balance. Some cults get spells that are patently useless for some people who follow those cults. For me, cults are not minimaxing things that you join to get the best spells for your PC.

    One good way of attracting converts is by showing that your spells are better than the spells they currently have, as not every cult has the same spells.

    On 4/11/2019 at 11:28 PM, RHW said:

    Shield for more gods (Argan Argar, Zorak Zoran, Kyger Litor, Yelmalio, Seven Mothers, Sword Sage subcult for Lhankor Mhy). Punch-through damage boosting magic for gods that don't have it (ORLANTH!, Humakt, STORM BULL!, Odayla, Yinkin, Yelmalio, etc.)

    Not sure about Shield for Argan Argar or Yelmalio, although both are spearmen-oriented.

    For me, if a spell isn't Common, what is the rationale for the cult getting it? If you use the RQ3 templates, then a War Deity gets Shield, so are Argan Argar and Yelmalio War Deities? Kyger Litor isn't but Zorak Zoran is. If Humakt gets it then so should Yanafal Tarnils, but does he give it to the Seven Mothers? Sword Sages shouldn't get Shield, in my opinion.

    As for punch-through spells, Humakt gets Sever Spirit and Truesword, Storm Bull gets Berserker, all of which are effective in combat. Why should Yinkin get combat spells? He's not a combat deity. Orlanth, maybe, but Wind Lords get Great Parry so can be good defensively.

  2. On 4/11/2019 at 11:36 AM, Sumath said:

    b) The act of murdering a member of your own clan or tribe would leave you spiritually impure - could this result in an impairment (e.g. a mechanical effect) for that character that the ritual would remove?

    The ritual is fine, as long as you have repented and told people what you have done. I don;t think it should work if you commit kinstrife, then perform the ritual to purify yourself before anyone knows about it.

    I'd play that the character would be tainted in some way, but a HeroQuest could be performed to purify them.

    You would have to make amends as well, either by becoming a slave, replacing the slain person in some way, or financial penalty.

    You would also probably get Kinslayer as part of your name, which is rarely a good thing.

  3. 8 hours ago, Bill the barbarian said:

    Or dare to enter the thread called "Prax and the thousand questions about the place."and ask about the lost LongNose Tribe... SAN rolls for the table!

    No,,, the horror, the horror...

    Or ask "Which are better, bows or slings?"

    • Haha 1
  4. 6 hours ago, klecser said:

    2) The rules refer to additional Rune spells being attainable by "sacrificing POW." So, if I start with 12 POW, I could go down to 11 to get another spell. How exactly does POW regenerate?

    POW can be gained by overcoming opponents' POW using a spell. So, of you cast disrupt, Fear or something similar, at an opponent and overcome POW on the Resistance Table then you have a chance to increase POW, up to the Species Maximum, 21 for humans.

    6 hours ago, klecser said:

    Coming from CoC, so sacrificing POW is something I would do if I were trying to get my character to go insane. ;)

    I can see where you are coming from. In RuneQuest, you go insane through magic (Madness, Luneshock) or by a magical effect (Hearing the Crimson bat scream, taking part in the Nights of Horror, seeing the Crimson bat appear for the first time). Just seeing a troll,, elf or broo won't send you mad, as you already know they exist.

    However, in RuneQuest, having a low POW means you are susceptible to opponents' spells and Spirit Combat. Having a low POW isn't the end of the world, but having a high POW is normally better.

    6 hours ago, klecser said:

    Do people tend to pick high POW scores at creation and immediately buy it down for a bunch of spells?  What's "typical?"

    Not generally, but I suppose it depends on the context.

    If you are generating a PC for a one-off that you'll never use again, then this is a valid tactic, as you get more starting spells.

    However, if you are in a campaign, you'll get far more Runespells as the campaign continues than you gained at the start during character generation.

    For me, chargen is the basis of a PC, the interesting stuff happens as the campaign progresses.

    • Like 2
  5. 4 minutes ago, RogerDee said:

    As to the system thing, I suspect D100 would struggle with the tv series Arrow. i mean how would it cope with him shooting three arrows at once? At best I could see if a percentage divide three ways. But even so there would be a change he would miss. And the Green Arrow does not. Miss. Period. So short of him having like 300% in bow or something, not sure how this particular games engine would simulate that?

    EDIT: Now I have just come across the Revolution stuff, so I my purchase that if I like the SRD stuff. I have a hankering of a full-on Elric / Eternal Champion type game using all the various magic systems from D100.

    In Revolution D100, Shoot Three Arrows at Once could be a Stunt that just applies a Penalty to the attack chance and allows all three arrows to be shot.

    • Like 1
  6. It really depends on individual GMs, but RuneQuest (and HeroQuest) have the feel of "Yes you can do that", whereas for me, D&D has a feel of "No, you can't do that".

    What I mean by that is "I want to play an evil elf who isn't a drow", RQ "Sure, you can do that", D&D "No, elves are good and drow are evil, you have to be a drow". "I want to play a wizard who uses a sword, RQ "Yes, OK", D&D "No, Magic users can't use swords".

    RuneQuest seems more open to that kind of thing to me.

    I remember seeing an episode of Tucker's Luck, way back in the 80s, where they were playing D&D and he said "OK, my fighter is going to nut him", pointing at an NPC, to be told by a horrified DM "You can't do that", as I was playing RQ at the time, I thought "You can do that in RQ" and that thought has stuck with me ever since.

    • Like 3
    • Haha 1
  7. 1 hour ago, Corvantir said:

    The players have expressed a concern about the Extended Contest resolution system. They are used to more tactical game systems and they are a bit disappointed by the lack of tactical options in HQG. They would like to be able to look for and benefit from tactical advantages, like being under cover and this kind of things. Unless I am missing something, it is true that things are rather static and that you are mainly just throwing dice once you have framed the contest, once you have stated your goal and the tactics used to reach it I mean.

    What I would do in those situations is to apply Bonuses/Penalties for tactical choices. So, you get +5 for being Under Cover when in an arrow storm, +5 for having height advantage, -5 for being on unsteady ground and so on. 

    • Like 1
  8. As @Ian Cooper says, Chained Contests are simply having a number of Simple Contests running together, with the results being used to solve a Contest.

    In fact, in much the same way that Extended Contests now work in HQ2.

    I took part in a HQ2 playtest game for Glorantha Games a few weeks ago and found Extended Contests to be playable as written. Much better than the HQ1 version and very similar to Chained Contests.

     

    • Like 1
  9. On 4/5/2019 at 9:32 PM, Humakt said:

    May be is a silly question but what happens if your allied spirit loose all the mp?

    Same thing as happens when a normal Spirit loses its Magic Points, nothing. You cannot possess a Spirit, you cannot bind an Allied Spirit, so nothing happens.

    I'd just allow the attacking spirit to move on to the Rune Lord/Rune Priest.

    • Like 1
  10. I've mentioned before, maybe here maybe in other forums, that I think that a Jeeves and Wooster 1920s setting would suit Call of Cthulhu really well. You'd have between the wars decadence, flappers, cultists masquerading as chinless wonders, chinless wonder, Wooster wandering about without a clue what was going on and Jeeves solving all the problems and avoiding going insane.

    • Like 1
  11. On 4/5/2019 at 5:14 PM, Shiningbrow said:

    Firstly, since there are multiple times throughout the year when Initiates and above get their (often full) complement of Rune Points back, and the amazement that is Extension, would it not make sense for any forward-thinking cultist to be throwing their best temporal spells packed with Extension 5 (for a 1-year duration) on a regular basis? If I'm an Orlanthi, Humakti or other combat-oriented Rune Lord, I'd be putting up a Shield 7+ with a 5pt Extension (probably just before a major Holy Day (so I can go battling with my full complement of RPs afterwards).

    A rule that Rune Points cannot be regained until the spell expires sorts this out.

    On 4/5/2019 at 5:14 PM, Shiningbrow said:

    Secondly, if a person is a member of multiple cults, and has multiple sources of Rune Points, can they be used across different deities spells? Eg. could an Orlanthi Shield spell be Extended through RP's dedicated to, say, Ernalda (presuming initiate level or above to both)?  (this is not about whether RP's used on Associate Cult special spells are being combined with base cult spells - eg, an Ernalda cultist using Orlanth's Shield spell, backed by Ernalda's Extensions ... this should be obvious). The question is being asked as a way to get around the CHA maximum Rune Points per cult rule.

    I'd play that it can't.

    On 4/5/2019 at 5:14 PM, Shiningbrow said:

    Secondly, if a person is a member of multiple cults, and has multiple sources of Rune Points, can they be used across different deities spells? Eg. could an Orlanthi Shield spell be Extended through RP's dedicated to, say, Ernalda (presuming initiate level or above to both)?  (this is not about whether RP's used on Associate Cult special spells are being combined with base cult spells - eg, an Ernalda cultist using Orlanth's Shield spell, backed by Ernalda's Extensions ... this should be obvious). The question is being asked as a way to get around the CHA maximum Rune Points per cult rule.

    I play that Extension is Extension is Extension. It is a spell, it has an effect and doesn't matter where it came from, Divination/Sanctify aside. So, Extension from Orlanth is the same spell as Extension from Issaries, for example, and I could use Orlanthi Extension on an Issaries spell and vice versa, I could also use Orlanthi and Issaries Extension together.

    Regarding Rune Pools for different cults in general, of a Runespell is common between the cults, then I'd allow Rune Points from both sets of rune Pools to cast the common spell. So, Flight, Lock and Analyze Magic are common to Orlanth and Issaries, though the Associate Cults, so a member of both Issaries and Orlanth could use Rune Points from either Rune Pool to cast those spells.

    For Divination and Sanctify, I'd actually make those cult-specific, so Divination (Orlanth) and Sanctify (Issaries), which means they are restricted in scope. Otherwise, you could use Sanctify gained from Orlanth to set up an Issaries shrine, which makes no sense to me.

    • Like 2
  12. On 4/5/2019 at 4:52 PM, dstack1776 said:

    Looking at my most recent download of the character sheet included in the core book, it seems odd that 1H/2H Axe and Spear plus 1H Mace are listed on the sheet. Per the rules (and the sample characters), those are weapon categories - shouldn't the skills be, for example, Small Axe, Battle Axe, Great Axe, and Dagger-Axe? (Though I wonder if it should also be Battle Axe 1H and Battle Axe 2H since the default starting value for those different styles are different.)

     

    When I looked at the Character Sheet, I shuddered. For me, it is awful.

    Regarding weapons, a good Character Sheet, for me, should contain blank spaces for weapons so that I can write whatever weapons I wan in the Character Sheet. Having weapons explicitly stated is a complete waste of space.

    It makes sense for the skills to be weapon categories, as those are the skills that you use, except that weapons have different damage/AP/HP. What I would do is to have the different weapon categories as skills and detail weapons with the skill listed. So, you would have a skill of 1H Sword in the skills list and a Broadsword listed as a weapon with its stats and 1H Sword as the weapon skill. That way, you have the weapons categories to hand, in case you pick up a weapon, but don't clog up the character sheet with things you don't need.

    • Like 1
  13. 17 hours ago, klecser said:

    At the same time, I'm like: Why? Why do we need game-stated prices for slaves? Even if they are part of the setting? It seems to cross a line to me. It implies that player characters are going to have characters that purchase slaves as a "regular" part of the setting.

    Slavery can be difficult, especially when it touches on people's family or cultural experience.

    Other people have given very reasoned answers, but my view follows.

    In Glorantha, as in many Real World World historical settings, slavery is a thing.

    In many cases, slavery is an alternative to death. If I capture prisoners in a war, what do I do with them? Kill/Maim them, ransom them, set them free or enslave them? If I set them free, they can fight me again. If I ransom them and the ransom is not paid, then what do I do? If I blind them or cut off their hands so they cannot fight, that is very cruel and bad for them. If I kill them, it solves my problem but is cruel and could cause resentment. If I sell them into slavery, I gain money and they remain alive. 

    There are many routes into slavery. Prisoners of war can be sold as slaves. Poor families can sell themselves, or family members, into slavery. People can be born as slaves to slaves. Criminals can be sold into slavery as a punishment. Whether these are good reasons or bad reasons is up to Games Masters and Players.

    Slaves are treated very differently, depending on the culture. Pentians routinely geld their male slaves. Praxians don't keep slaves, as it is too hard to keep them, instead they sell them to slavers. Morocanth can turn some slaves into Herd Men. Sartarites have Thralls who work the fields. Grazelanders have vendref who farm for them.

    Part of playing a RPG is suspending your own moral views and playing the part of a character with a different set of morals. Slavery can be part of this. However, simply not owning slaves, or freeing slaves whenever you can, is a perfectly valid choice.

     

    • Like 2
  14. Pantheonic membership could have a Lay Member status, in which case you are loosely tied to the Pantheon. For the West, this would mean becoming a Lay Member of the various Malkioni sects and gaining some benefits in terms of Spirit Magic spell access. I doubt whether Lay Membership would give you access to Sorcery, in the same way that it doesn't give you access to Runemagic.

    Lay Membership of a Tradition might allow you to learn some specialised Spirit Magic or skills, but not more than an Initiate would get.

    For me, Malknioni Sects and Animist traditions are effectively Pantheons and can be treated in a very similar way.

  15. HeroQuesting Rules, as that is an area that I am really interested in.

    The order I would like these in is:

    1. Gloranthan rules supplements e.g. GMs book, sorcery rules expansion
    2. Gloranthan campaign/area sourcebooks e.g. Barbarian Town, Upland Marsh
    3. Gloranthan scenario books e.g. easy-to-use scenarios that can be dropped into any campaign
    4. Racial/cultural supplements e.g. Gods & Goddesses, Trollpak
    5. Non-Gloranthan material e.g. Fantasy Earth
    6. Game aids e.g. spell cards, miniatures, adventurers journal
    • Like 3
  16. 2 hours ago, Tywyll said:

    Did you limit it to helping only vs things attacking it's owner or could it launch its own attacks?

    Only defending the Rune Priest/Rune Lord. If an Allied Spirit needed to attack in Spirit Combat, it would have to use Discorporation, which we did sometimes.

  17. I prefer a strict SR implementation for things such as Disengaging, Fleeing and Moving.

    Swifty the Great Troll has DEX 21, SIZ 30 and a Quarterstaff, so attacks on SR1. Slowy has SIZ 6, DEX 3 and is using a dagger, so attacks on SR 11.

    If Swifty and Slowy are in combat and Slowy wants to disengage, is that the same as if Swifty wants to disengage? According to the rules, the person who disengages can and the other person gets a free attack. 

  18. 26 minutes ago, PhilHibbs said:

    So to "their opponent can make one attack against the adventurer which cannot be parried or Dodged", you would add the caveat "...if their DEX, SIZ, and weapon SR is lower than the fleeing adventurer's DEX SR alone"?

    Potentially. It all depends on the situation. A Great Troll with a Troll Maul and high DEX would attack on SR1. If facing someone with a low DEX, who cannot act until SR4, why should they lose their attack just because someone moves away?

    If moving away gives your a free attack, then sure, the attack happens without SR considerations. But someone trying to follow should get their normal attack in first.

  19. 21 hours ago, Mechashef said:

    Yet again this probably falls into the category of whatever the GM decides but I'm curious as to what the general consensus is.

    My Number One Rule is "If you can do it in Real Life then you can do it with RuneQuest".

    In Real Life, if I turn and flee, then that should be possible. If the other combatant wants to chase after me, then that is possible as well.

    21 hours ago, Mechashef said:

    When does David's movement start and when does Ella's attack take place?

    In most cases it isn't important, but if Frank shoots an arrow at Ella on SR 2 it could have an effect.

    Is it that:

    1. David's movement and Ella's attack are assumed to occur at SR 1, that means Ella's attack has been brought forward 5 SRs.  That would presumably also mean that if Frank shot an arrow at Ella on SR 2, then he would have his normal chance of hitting her because he is no longer firing into melee.  The same would apply to his 2nd shot on SR 9.
    2. They are in melee all the round and David can move his full movement rate at the end of SR 12.  Ella can attack on SR 6.  Frank gets his attacks on SR 2 and 9.  Both his attacks would use the "Shooting Into Melee" rules.  Frank could incapacitate or kill Ella before she can attack David (or David before he can flee).
    3. David starts moving at his Dex SR of 3 and Ella's attack is brought forward to SR 3. Frank's 1st shot on SR 2 would use the "Shooting Into Melee" rules, while his 2nd shot on SR 9 would have his normal chance of hitting Ella.  Frank could incapacitate or kill Ella before she can attack David (or David before he can flee).
    4. David's movement is delayed until SR 6 which is when Ella's attack occurs.  Frank's 1st shot on SR 2 would use the "Shooting Into Melee" rules, while his 2nd shot on SR 9 would have his normal chance of hitting Ella.  Frank could incapacitate or kill Ella before she can attack David (or David before he can flee).
    5. Some other option.

    As a GM, I would say (5) some other option.

    David has a higher SR then Ella, but can move before she attacks, as he would start moving on SR3 and she attacks on SR6.

    Frank gets his first shot in at SR2, while they are in combat.

    Now, if Ella doesn't chase after him, then Frank gets his second shot in on SR7 and they are out of combat.

    However, if Ella decides to chase after him then things get tricky. If you apply the 5 SR penalty for changing your statement of intent, then Ella can't start moving until SR8, which is patently ridiculous. I'd apply her DEX SR penalty while she realises what has happened, then allow her to move, so she probably starts moving on SR5 and Frank can shoot her while moving.

    If Ella and David move at the same rate, then Ella can never catch David, unless one of them stops through Fatigue Loss, so Ella should probably throw her sword at him in a last-ditch attempt to stop him, or give up.

     

  20. 10 hours ago, g33k said:

    Waiting ... patiently?

    You have ... patience?

    We waited patiently for HeroQuest for 20 years. We waited patiently for RuneQuest to appear for many years, and then waited again and again.

    We have lots of patience.

    In the meantime, we carried on playing what we already had and making stuff up.

    • Thanks 1
  21. 14 hours ago, Code Ronin said:

    First, how's the learning curve? For the past decade, I've mostly been running & playing d20 systems (Pathfinder, Starfinder, 5e) and while I do love them, I need a break. I don't want character creation or running a game to feel like doing my taxes.

    The basic system is really easy - Roll 1d00 under your skill, better if you roll low, really good if you roll really low. 

    There is some complexity in combat, but after a few tries it becomes second nature.

    There are a lot of extra rules around various things, but they only come up when you are doing those things.

    Chargen can be complex, as there is a lot of background stuff that comes in, but I think there's a simpler option that should be straightforward.

    14 hours ago, Code Ronin said:

    Second, is it relatively child-friendly? My daughter is ten now, and she games. She's played a little Pathfinder, made a character for the Starfinder game I keep trying to get off the ground, and joins me at the 5e drop-in game my FLGS runs. Getting into RuneQuest will be easier to sell to the wife if the kid can play too.

    I don't have kids, but it should be OK. The mechanics are very simple and you can draw up a table for Special/Critical rolls, if there isn't one in the book.

     

    14 hours ago, Code Ronin said:

    Lastly off the top of my head, what's the setting like? I've heard the phrase 'mythic bronze age' thrown around, but can someone explain that in more detail?

    Glorantha is a very rich, very detailed and very atmospheric setting. 

    Although people say it is Bronze Age, it really isn't, although a fair amount harks back to Bronze/Iron Age ideas. People talk about Orlanth being Thracians/Dacians or whatever, but if you think of them as being like Heroic Celts/Anglo Saxons/Vikings then that is good enough.

    Myth is far more important than history and magic is all-pervasive, although magic tends to be personal rather than army-destroying spells.

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