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soltakss

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Everything posted by soltakss

  1. Of course it does. You just don't use the same tunnel twice.
  2. They aren't. He isn't just Heat (Fire without Light), he is the Peasant, the Volcano, the Spearman, the Sky Spear, the Wrestler of Krarsht, the Obsidian Slave, the Lover of Esrolia, Father of Twins, Ancestor of Agimori and so on. Each facet has runemagic associated with his deeds. In RQG terms, I'd put each Aspect as a separate cult, or perhaps as a subcult of an Aspect, depending on the power. So, Father of Twins is a subcult of the Volcano Aspect, but Ancestor of Agimori is an Aspect by itself.
  3. That is what forums like this are for. Paolo is very approachable and will happily explain and clarify rules. He's a good lad.
  4. We had a PC called Broze Monsterslayer. When he went in disguise, he used the name Ezorb (can you work out what he did?) but the other PCs joked that he called himself Ezorb Monsterslayer ....
  5. Choose which set you like and stick to them. There is not point using all the options, as you will get a really clunky system that doesn't work. Also, don't be afraid to bring things in from other D100 systems, they should work with a few tweaks. I don't. What I do instead is to write my own backgrounds/professions for those in a campaign, based on those in the BRP Rulebook. They should fit on a couple of pages. As for memorising rules, D100 is great for that. You have a skill, with perhaps some bonuses and penalties depending on the situation, you roll D100, if you roll above your skill it's a failure, if it's really, really high it might be a fumble, if it's really, really low it might be a critical, if it's fairly low it might be a special. Be freeform in the way you handle criticals, specials, successes, failures and fumbles, I know the BRP rulebook has a lot of descriptions of what happens on each, but I would just ignore them and go with the flow. A critical beats a special, which beats a success, which beats a failure, which beats a fumble, for opposed rolls. For ties, I'd go with whoever succeeds by the most. And that, in a nutshell, is the rules for BRP. I make my own in Excel, or now in Google Sheets. OK, they are not pretty, but I find pretty character sheets completely unusable.
  6. Insider knowledge! That's cheating! Glad you have done this. If you put things out as PDFs, I'll buy them, even though the Magic World setting/rules don't interest me that much. I like to support people who make the effort, although my support won't make you a millionaire, I am afraid.
  7. The way that I have played it is that if a location receives massive damage in one blow, then it is smashed to pulp, chopped off or run through completely. Whereas, if it receives cumulative damage, then it is badly injured, but not taken off.
  8. For me, Kalin drawing excel;lent stuff for RQ is more important then him drawing the excellent Prince of Sartar I'd prefer both, but given a choice of one or the other, I'd choose RQ stuff. On the other hand, he could always draw Prince of Sartar in his spare time, or on breaks, or on the toilet ...
  9. That looks ideal for the Pavis treatment. Give each area a letter and each building a number and get people to populate them.
  10. Is that a dragon? Looks more like a giant chicken on its nest. It looks as though it was drawn to be ambiguous.
  11. And this is what breaks RQ, to an extent. In RQ2, you had to split your Parry against multiple foes, so a 200% Parry against two attackers means having 2 100% parries, against 4 foes means 4 50% Parries. In RQG, you parry at 200%, 180%, 160% and so on, which means you are probably unstoppable. I can see why this rule was added, I think it originally came from Stormbringer/Elric but I am not sure, in that it gives lower-skilled PCs a better chance against multiple opponents. Personally, I would drop the "Parry again at -20" rule and stick with RQ2's "Split Parry amongst opponents" rule.
  12. It was like this in RQ2. RQ3 dropped the rule, which, for me, was a big mistake, so I have usually brought it back in RQ games that I play. Elric with Stormbringer makes a Humakti look like a kid with a wooden sword, but is that over-powered? Demon Weapons do so much damage that they dwarf almost anything in RQ, except a big Slash or Crush.
  13. Similarly, I have also been playing since 1982 and have GMed once a week for the past 15 years and I find that the 100%+rule works. Yes, you can have every single combat encounter meaning that the Humakti hunkers down and defeats everyone. Great, so the NPCs back off and pepper the Humakti with arrows, or cast fear and Madness at him, or send undead after him to lure him into a place where someone can have a go at him, or make him face Thanatari with Sword Trance or whatever. There are lots of ways to handle combat with a very skilful PC. I think this is more of a problem with the GMing style than with the rules. In my last Gloranthan game, we had a shaman. Did we spend hours tracking down spirits, while the rest of the Players were bored? Yes, twice, then agreed not to do it and found a different way of getting spirits, one that didn't bore the pants off everyone. Also, the PCs could work themselves up to having a couple of hundred % as skills and most combats lasted a couple of rounds. They could lightning bolt or firelball or whatever to scores of opponents, so that just meant that combat was downplayed a lot and we concentrated on HeroQuesting and politics. In a previous campaign, one of the PCs could double skill and double skill again against Broos, his raw skill was around 200%, so with a high Bladesharp he had something like 900% attack against broos and just cut them down like a whirling dervish. Was that boring? Not at all, as he only used the ability against really powerful opponents, such as Ralzakark or the Son of Thed. Heroes stand out because they are so gross and over-powered. All in my opinion and my experience, of course. I enjoy playing and running high-level RQ games and have done so for a very long time. Other people hate them with a vengeance, which is fine. But, a spell that gives you a high skill does not break the game, it just makes the game different.
  14. Oh? A duel? Bring it on, but I must warn you, Soltak Stormspear was quite tasty back in the day. Those Illuminated Orlanthi/Uroxi/Humakti can be quite nasty in combat.
  15. For me, Runespells in RQG are like breakouts in HQG, but Feats in HQG are like HeroQuest Abilities, or HeroPaths, in RQG, although they have not yet been defined.
  16. Or, for me, the best rule in the game. I loved RQ2 AntiParry and bemoaned its loss in RQ3, which caused high level combats to take forever to finish.
  17. For me, Sword Trance isn't broken. It can be used to give a PC a high Sword skill. So what? All you get is a PC with a high Sword skill. I am currently watching 6 Flying Dragons, an excellent Korean historical drama. There are two Swordsmen in it who are very skilled. They can cut through 20 soldiers without raising a sweat. What does that mean? They are great in combat, but can't do much else. The more interesting characters are the ones who do other things. Having said that, watching them cut their way through an ambush on an orgy of swordsmanship was truly breathtaking. In The Water Margin, Lin Chun used to get a lot of flack for being able to kill anyone in a fight. Again, so what? If he can then he can. Same for PCs. If a PC is good in a fight, then he gets to take on more opponents, leaving the other PCs to take on the rest. He gets a reputation and people will either not fight him for who he is, challenge him more often or gang up on him to take him out.
  18. I have had many conversations with Paolo about the rules for making armour in RD100. The most memorable, for me, was asking why we needed 6 pages of armour creation rules, to which the brilliant answer was "We couldn't do it in less". They are Marmite in many ways (You love them or hate them), but they can be useful when you want to design realistic armour. I'd have preferred them to be in a Revolution Companion, to be honest, but when writing some RD100 SciFi rules, it soon became apparent that the Making Armour rules just worked, even for technologically advanced materials. Personally, and this is no reflection on the excellent RD100 rules, I don't bother with armour coverage when playing Revolution, it just doesn't seem important to me. So, the making Armour rules for Armour Coverage don't help me that much. When looking at the SciFi stuff, I had to try and get my head around the Making Armour Rules and I think I managed it, at least for those rules. They do hang together very well and can be used to make new armour or to customise armour. You just have to be very rigid when applying them. Also, don't do on paper, use a Spreadsheet, it makes it so much easier.
  19. You could use the examples you gave and they would work. However, why bother? Who would use Protection that only worked on the front, for example?
  20. Soltak Stormspear had Dispel Magic 9 and a 9 Point Enhancer, so he could mount Dispel Magic 18, in RQ2.
  21. As tryesto says, RQ2 Trollpack was on the way to the system used in RQ3. RQ2 Previous Experience was flawed in many ways, but the system in Trollpack was better.
  22. I've been GMing for over 30 years now (sob), but can I participate in New GM Month?
  23. The God Learners say that when Grandfather Mortal was killed, he went to the Realms of the Dead and became the Judge of the Dead. The Trolls say so. Kyger Litor was the Mother of the Trolls and one of her husbands was Grandfather Mortal. Whether they created trolls using magic, by using the power of the Man Run, or by getting jiggy with each other is pretty unimportant, really. Trolls are one of the peoples acknowledged to be descended from Grandfather Mortal. Kyger Litor is not a descendant of Grandfather Mortal. She is not, herself, an UzUz, she is the Mother of Trolls.
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