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soltakss

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Everything posted by soltakss

  1. In Glorantha, the human members of the Ostrich Tribe would help guard the ostrich nests and prevent predators. After all, an ostrich is another herd animals and needs to be protected as such. So, I would think that far more would survive to be born than in the real world.
  2. Personally, I play that spells cast on things are visible, but not to any great extent. You can see that a sword has Bladesharp as it looks sharper, whatever that means. Bludgeon makes weapons look heavier, Truesword makes them look shinier and so on. However, I don't have targeted spells having a substantial visual effect. So, in my games, you don't see a streak of magic coming from someone and then feel a 1 point of damage to a random body part. Instead, I play that you know when you have been targeted by a spell, but don't necessarily know where the spell has come from.
  3. The Third Eye Blue people are not Illuminates, but have a mystical Third Eye that allows them to see the secrets of iron.
  4. You add +1 for each die in the calculation, so 3d6 gets +3 and the +3 part gets +1, so +4 in total, maximum of 3d6+3 is 21, 21+4 = 25. So, 3d6+12 gets +3 for the 3d6 and +1 for the +12, giving a species maximum of 34. There is some confusion, as the RQ3 rule of Max Rollable + Min Rollable is also used, but I think this is an error. With this rule, you get 3d6+3 having a species max of 21+6=27 and 3D6+12 having a species max of 30+15=45.
  5. I might have mentioned my Krarshti-Courtesan-Assassins before. They seduce a client, get naked, get jiggy, hug their target and then cast Sweat Acid ...
  6. From a rules point of view, you are absolutely right. Magic is just a form of personal or cultural technology. Again, I agree with this, as PC use their magic as weapon enhancers, armour enhancers, means of healing and so on. However, I don't agree with most of the rest of the statements in the post. Whilst magic may be reproducible and could be described as a science, religion is slightly different. Sure, in Glorantha, the Deities are real and have predictable magic, so belief isn't about "Does my Deity exist?" but rather about "What can my Deity do for me?" and "What does my culture believe in?", although these are very practical questions, so do tie in with your general line of thought. I think that a lot of people want the "magic" of a setting where belief is important, where magic happens and where mysticism is important. The whole of God Time is a mystical place in many respects, although you can go there and participate in events, or even change them.
  7. Actually, very few pygmies described in RQ have reduced STR. Whether that is something you would prefer to houserule or not is up to you. But, it does seem that some of your arguments are based on what you think stats should be, rather than what they have been written up as.
  8. In RQG, each weapon has a minimum STR and DEX to use. Ostrich folk have the same STR and DEX as other humans, so they can use a Composite Bow in the same way as any other Praxian Tribe. There have been many discussions about the use of bows on many D100 forums and a lot of people make the same arguments as you have, regarding poundage of modern bows vs ancient ones. However, those subtleties are not reflected in the RQG rules, as they are an abstraction.
  9. It happens and usually sparks some interesting debate, not about the Necromancy, but about the original subject and new ideas. To my mind, it sparks a conversation about a topic that is useful and saves someone else posting a link to the original thread. The only thing that I would say, and I am not a Moderator, is don't just post "I agree" or something similar, if you have a comment that you think would add to the conversation, then by all means post it.
  10. Ostrich Riders prefer to use Missile Weapons, not fight in melee. In fact, ostriches would stick their heads in the sand rather than fighting, which puts them at a severe disadvantage*. They use Composite Bows and often worship Yelmalio, so are skilled in the use of the Bow. Also, it's all just pretend, so we can make them however we want. * Yes, I know this isn't true in real life, but it should be true in Glorantha.
  11. HeroQuest has this as standard, almost. In HeroQuest, you get a Magical item which is effectively an Ability with a Score and certain things as Breakouts. You can add to the Breakouts as you discover more about it. So, in your example, you could start off with Bracers of Aras 20 (Mystic Defence +1), then add things to it, to eventually become Bracers of Aras 20 (Mystic Defence +2, Physical Defence +2, Swimming +1, Breathe Underwater +1).
  12. Ah, I see, thanks. No, Glorantha doesn't have anything nearly as complex as that. However, it is quite possible to have an item where some powers are revealed later on.
  13. Almost every time I read a Supplement, to be honest. Pretty much the same. Glorantha is known for having playable PC Non-Human races, so has deep background on the "normal" races, plus things like Ducks, Wind Children, Morocanth, Newtlings, Centaurs, Minotaurs, Satyrs and Fauns. Dragonewts alone are cool in almost everything you hear about them. Glorantha has Three Ages, since History began, and a load of stuff before that in God Time. Each Age has left behind ruins chockablock full of interesting and dangerous things. Opposing Temples can be raided and destroyed, mainly Chaos Temples, but not always. The thing about Glorantha is that there are no Good Guys and Bad Guys, it's all relative to who you are and what you believe. So, to many, Trolls are Bad Guys, but to Storm Bull worshippers, many Trolls are Good Guys as they destroy Chaos. For most people, Chaos are Bad Guys, but the Lunar Empire treats it as a useful tool. To Orlanthi, Yelmites are Bad Guys and to Yelmites, Orlanthi are Bad Guys, so which is right? Same in Glorantha, to a certain extent. Lhankor Mhy has a spell, Analyse Magic, that allows you to work out the powers of an item, but by far the best way is to push Magic Points through it, try it on or try to attune it. Equally as cool, it has kept me entertained for over 30 years, for example. RQG has basic magic items, but has a new Supplement coming out that should introduce more. Historically in RQ (as I have played RQ2, RQ3, RQ4, RQ6 and have seen the current RQG, so I can't keep track of the different versions), there are several generic "Types" of Magic Item: Spell Matrices - Spells enchanted into an item that allow you to cast the spell, as if you know the spell POW Crystals - Blank Crystals that allow you to store Magic Points, for later use, or to trap a Spirit for similar purposes Powered Crystals - When attuned, allow you to cast spells better, resist spells /spirits easier and various other things Iron - Has more HPs than normal Bronze and can damage certain creatures, really good against trolls and Aldryami (Elves and Dryads) Other Rune Metals - Have similar effects to Iron, but each metal has its own special effects However, there are loads of one-off magical items, either published or things you can make up yourself.
  14. Yeah, RQ2 moved from having a single skill for each weapon to a more generic skill in RQ3, so from having RH Battle Axe 60% to 1H Axe 60%, the rationale being that using a hatchet and a battle axe should be similar enough to use the same skill. I think that RQG might be in the middle of that move, so might have some things as the single weapon and some things as the generic skill.
  15. It could well be symbolic/artistic, but I'd also say that it could well manifest in the right situation, for example while on a HeroQuest, when speaking to certain deities and when you are showing certain powers.
  16. Glad that you love it, welcome to the journey. If you have any questions, just fire away - You'll almost certainly get a lot of answers.
  17. I hadn't heard of this, but it certainly looks fun.
  18. Yep, that's exactly how we do it. Roll first and work out what you get if it is not clear. an 01 on a 50% chance is clearly a critical, an 08 is a Special, a 45 is a success and a 78 is clearly a Failure. No nned to know the exact chances of a Special or Critical unless you roll something that is near to those results.
  19. Exactly. How hard can it be? What could possibly go wrong?
  20. In the Real World, if you take mice and chop their tails off, then take their offspring and chop their tails of and repeat again and again, you still get mice with tails. Same applies to Glorantha, unless you use Magic or chop off the tail of Mother Mouse. So, you could use a Curse or HeroQuest Wound to cause a deformity to a creature and its descendants. The Trollkin are one example, Cave Trolls are another, Horses are a third. I am sure there are lots of other examples.
  21. It depends really. Are you trying to navigate to get somewhere particular? If so, you would probably have some way of tracking the route, maybe by stars, islands, ocean currents or whatever, so you would use those as navigation guides. So, I wouldn't halve navigation, unless you have nothing to use as a guide. If you are exploring open water for the first time, them you only need Navigation to work out roughly where you are. Many explorers in the real world had really no idea of where the places were that they went to. Several places were rediscovered by later sailors.
  22. If a Dragonewt uses Dragon magic to turn into a Dragon, then it's a Dream Dragon. However, if a Dragonewt becomes enlightened enough to become a Dragon then it is reborn as a True Dragon. In my Glorantha, the Inhuman King dreams as a Dream Dragon, as do some of the Full Priests. Yes, I would say that a True Dragon only has one dream at a time. A True Dragon who is awake might even have a daydream and spawn a Dream Dragon. In my Glorantha, some True Dragons produce a different Dream Dragon every time the dream, but others dream of the same Dream Dragon. Probably not. A Nightmare, if True Dragons can have nightmares, might spawn another draconic creature. I'd say that a True Dragon could dream of anything, really. Exactly right. It's whatever you feel is cool and works in your game.
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