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soltakss

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Everything posted by soltakss

  1. Babeester Gor is a good one for female PCs who want to take revenge on despoilers of the earth/women. We played Humakti Assassins once, swords for hire who challenged their targets to honourable combat. Orlanth is a good Assassin cult, in many ways, as Adventurers tend to have few scruples. Eurmal might be an interesting choice, as he stole Death. I use Krarshti Courtesan Assassins who get jiggy abnd then cast Sweat Acid to burn every location in contact with their skin. I have also used female earth cultists who know Second Mouth and Swallow, but that is only relevant if you know what those spells do.
  2. Personally, I think that this thread has exploded out of all usefulness for Jason to look at. Sure, it's an interesting thread with many rules discussions, but I doubt whether Jason can wade through all 12 pages and be able to give a constructive and useful answer. It would be better posting a series of focused questions in the Jason Q&A Thread.
  3. Unfortunately, I would have to agree with this. There are a lot of places in the rules where some parts use a rule from RQ2 and some use a rule from RQ3, but for the same thing. For example, Species Maximum rules use both versions. This should have been picked up in editing, either by proofreaders or by detailed read throughs. For long-time RuneQuestors it isn't that much of a problem, as we can remember the rules from various versions and choose the ones that we think fit best, but it is a big problem for newcomers, who are the kind of people that chaosium want to attract. Most of us old-timers will buy whatever Chaosium produce, regardless of errors.
  4. Some of the older Chaosium maps, from RQ2 and RQ3 days, had a big problem with miles and kilometres, confusing the two. If you have the Argan Argar Atlas, then just use those as they use the real scale. If you don't, then have a look at my Big Map of Central Genertela, as it is scaled from all the various RQ2/RQ3 maps all joined together and fiddled to work properly. However, if you want to use the Borderlands map as it is, then just use it. Nobody will mind. Alternatively, just use miles rather than kilometres and it will work OK.
  5. I hope you enjoy it. Some of us have been playing in Glorantha for a long, long time and we always hope that newcomers like it enough to stay around.
  6. Yep, start small and work up. That helps players and GMs, especially if both are new to Glorantha. Don't dump a whole load of Gloranthan stuff on them at once, at the start. Don't have every encounter show the weirdness of Glorantha. You don;t want a duck, then a troll with sunglasses, then a walking bush, then a group of Dragonewts, then a dwarf who isn't like any dwarves they are used to. Sure, keep these things in mind, but don't drop them all at once. Introduce them slowly. Use cults, perhaps not in the first session, but bring them in after a few sessions. My first RQ GM said that we weren't ready for cults yet on our first session and took 3 or 4 sessions to introduce them and that worked really well. Don't sweat the rules. If you can't find a rule then make something up. If you misread a rule or make a mistake, don't bother about it. If you don't like a rule then change it. Use as few rules as you can get away with. Don't spend every few minutes searching the rulebook. Make some sheets with basic rules on and use those. If you want prices of things, then write them down somewhere. If you want a list of spells then use that rather than going through the rules every single time. Keep beginning scenarios short and simple. No point having a very complex plot using the intricacies of Gloranthan society for people who don't know the difference between Pavis and the Big Rubble. Don't be afraid of cavern crawls or "dungeons", they work really well in RQ, despite what some people say. Some of my best RQ scenarios have been when I cleared out a Chaos Great Temple, with friends of course, or when I explored a cavern full of nasty greeblies. Have healing in your games, lots of healing. Everyone should know at least Healing 2, or Heal Area/Wound (whichever it is now). Stock up with Healing Potions, where possible. Make Chalana Arroy Temples freely available, being only a couple of days away, give their healing magic away without charge, but on a heal now pay later basis. Allow Divine Intervention to resurrect PCs and have Resurrection freely available. Be flexible with wounds, so a wound might kill a PC according to the rules, but let First Aid keep them on the brink of death until a proper Healer can help them. Don't overplay cult and racial hostilities. Having a sorcerer from Ralios doesn't make all Orlanthi immediately their enemy, calling the Meldeks. Having an elf and a dwarf in the same party shouldn't have them at each other's throats all the time. People are people and they can work together. Above all, try to have fun.
  7. Ah, Tent Town is a cemetery, as I suspected, that makes sense. Thanks for the map, that makes things easier.
  8. It is certainly why only Chaotic HeroQuestors succeed in the HeroQuest. If you start of non-chaotic and wrest power from Wakboth, then you end up as Chaotic.
  9. I always thought they came out of a thunderous Eurmali fart, used to punish wrongdoers. I am not sure why they would be Chaotic, though.
  10. HQG is good, but I found a lot of it confusing. Personally, I still prefer HQ1 to HQ2, but most people prefer HQ2. I am looking forward to the Questworlds SRD and range.
  11. soltakss

    The Hydra

    Simple. they both use Chaotic Magic, in Dragon Pass, so in the Magic Phase, the active one just eats the other one, so yes, but it all depends on who goes first.
  12. But it did have some cool spells, though, allowing your ship to weave through icebergs and about face if required.
  13. I am sure that Krarsht could be used for mining, as her tunnels are really good.
  14. Although it has been worked out, here is how I use Magic Points and Rune Points. Magic Points are a temporary resource that can be used and regained very easily. It is your current personal magical energy and has a normal maximum of your POW. Magic Points are used to cast Spirit Magic (Old-world Battle Magic) and Sorcery. Most people resist spells using their Magic Points, although Rune Lords resist with their POW (unless that has been changed in RQG). Magic Points can be used to boost other spells, giving them the strength to blast through magical protection, without affecting the effect of the spell. Magic Points are also sometimes used to power Rune Spells, but not to cast them, so Heal Wound /Area uses Magic Points to heal, or Sword Trance uses Magic Points to increase the Sword skill. Rune Points are a rune pool formed by sacrificing POW, or rather moving POW from you to the Rune Pool. Each point of POW thus sacrificed/moved counts as a single Rune Point. Rune Points are used to cast Rune Magic (Old World Divine Magic). Each cult has a different Rune Pool, so a character can have 5 Rune Points (Orlanth) and 3 Rune Points (Storm Bull). I play that shared spells can be cast using either pool, so that a worshipper of both Orlanth and Storm Bull could cast Face Chaos using either the Storm Bull or Orlanth pool.
  15. So many things I don't have and haven't heard of. Not as PDFs though, which is a crying shame.
  16. Well, that was cheerful. Excellent riddles, though.
  17. Our RQ2 Lhankor Mhy Sage could famously never burn a book, nor could he let a book be burned. However, if sacrificing the book or scroll means that the sacrificed material travels to Lhankor Mhy's Library, then that might be acceptable.
  18. And that is why the rules, as they are, can be confusing. Maybe that's why Chaosium say it must be the original Ability not the final chance.
  19. You see, my reading of that is that it affects everyone you are fighting with. So, if I attack 2 people then it affects them both. If I parry 4 people, then, yes, it could affect them. However, I would definitely houserule as follows: The "Over 100%" rule applies to final skill, not raw ability, so someone with 110% and Bladesharp 4 gets 130%, so I'd use 130% Multiple Parries reduce the effective skill, thus reducing the amount over 100%, so someone with 130% parrying twice effective parries at 130% and 110%, so one opponent gets the 130% and the other gets 110% Alternatively, if we have the 100%+20% for Bladesharp character fighting two people with 70% skills, all the skills are reduced by 30, so you have one skill at 100% opposing 2 skills at 40%, so the PC could parry at 100% and 80%, with the opponents attacking at 40% and 40%. In RQ2, we applied the Ant-Parry against one opponent, as that was the person being attacked, using the same logic, you would have the PC with a 100% skill, one NPC with a 40% skill and one with a 70% skill. So, my gut feeling would be: PC uses skill at 130%, this reduces PC to 100% and NPCs to 40%, PC can attack at 100% and can parry at 100% and 70%, NPCs can attack and parry at 40%
  20. Anunnaki's status is "Gone" - Does anyone know why? I'd hate to think that someone was forced out of the Forums.
  21. Ah, they have Pixies in the Granite Phalanx, isn't he cute, presumably a mascot of some kind. Or, they could have a couple of giants in the Phalanx, even better.
  22. Is RQ2 Trollpack available in the RQ Classics line? I can't remember if that is one of the ones still to be done.
  23. OK, since we don't know anything about the local culture and don't have a plan map, this is going to be very generic. Looking at the pictures, we have the following: Main Street, with various shops, inns and brothels, got to have brothels A Tower on, or near, Main Street A Citadel, containing a Keep An Amphitheatre A Theatre and some kind of warehouse nearby Tent Town, or maybe they are funeral houses, the picture of the Shrines looks as though they are domed buildings rather than tents Many blocks of houses, with smaller houses built on top of each other, perhaps each block belongs to an important family or a clan Nine Shrines, with 8 Shrines built around a central one, two temples are built into the town ramparts, a statue of a deity or guardian, a graveyard of important people is arranged around the Shrines Tent Lord's Home, perhaps a place for a Shaman, or a Nomad Lord, with buildings and tents for outside living Near the amphitheatre are some stupas, perhaps grain stores, a sail-like building, perhaps a temple, another temple with domes in the roof The Temple stands in a square, with a gigantic statue of the Founder, surrounded by smaller Temples to friendly deities and sub-cults A dock or wharf, for small boats. It doesn't look like the coast, so might be on a bank of a river. Not sure what the temporary structure is. No warehouses near the docks, so maybe the buildings outside the ramparts are warehouses Entry Arches - Place where people enter the town More pictures please and a plan map.
  24. Or you could HeroQuest to wrest power from his various parts.
  25. soltakss

    The Hydra

    Lesser Hydras are fine, but what if The Hydra decided to walk to the Clan Tula? That would be a scenario and a half.
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