Jump to content

soltakss

Member
  • Posts

    8,356
  • Joined

  • Last visited

  • Days Won

    208

Everything posted by soltakss

  1. I don't mind one person having a high skill with magic. It just means they churn through minor NPCs and can fight more people, but give major NPCs a run for their money. It reminds me of Lin Chun in The Water Margin, he is functionally the equivalent of that Humakti PC. Some people might think it is unfair to have one PC who is so good at fighting, but it just means the other PCs can concentrate on their own opponents, safe in the knowledge that he will finish off anyone else. It is teamwork rather than individual glory.
  2. I had to check on Google to find it, as I had forgotten about this. The shrines could be dotted all over the Rubble, probably wherever a GM rolls that Encounter. As to the actual village, it is separate from others, The Devil's Playground might be a contender, and it could be in the Garden, I suppose, and have been overrun, explaining why it was abandoned, but I would put it in the Main Ruins, nearest to Ogre Island, so not far from Old Walls, Mani's Fort and the Real City.
  3. Transform Limbs should allow them to change their arms to wings. I'd allow them to fly with those, personally, as in RQ2/RQ3, Gorakiki had similar spells that allowed cultists to fly. Whether they can fly or not needs to be a decision that you, as a GM, make. However, Flight is a similar strength spell and allows you to fly, so why not?
  4. Thanks for those. By the way, I have added unnamed ruins from the official map, in a very rough way. It helps make certain things not stand out as much.
  5. So would I! 😉 At the moment, they are all in my head, so would take a while to formulate and write them up so they could be posted. In any case, my views on some things have changed, so I probably wouldn't run it the same way again.
  6. Personally, I think that all abilities should be treated the same, no matter what they are. If I a PC with Magical Flight 2W2 and an NPC with Jumping 2W2, then in some circumstances they would work the same, so jumping off a building, for example, would be identical. However, jumping between buildings that are far apart would be trivial with Magical Flight but difficult with Jumping, so might incur a Penalty or need a higher Opposed Roll. And that happens with the description of the ability. If I have Jumping 2W2 then I might be able to jump up and catch the leg of a Griffin flying overhead. If I have Magical Flight 2W2 then I can actually fly after the Griffin. Mechanically they work the same, but narratively they work very differently.
  7. You should have a lot of fun, HeroQuest is a fast moving, fun game that is easy to pick up and learn. My main piece of advice is "Ignore what is in the rules". Just stick to the very basics and you should be fine. Anything else can be added if you feel like it, or ignored. Stick to simple skills and breakouts, so Clan Ring 20 (Chalana Arroy +1, Preserve Harmony +1), Clan Rung 2M (Eurmal +2, Defend the Clan +1, Cause Trouble +1) and so on. Make rolls count, so use automatic augments, rather than rolling them.
  8. I have added both the Gargas Gang and Xaragang maps and linked them to the original web pages. Let me know if they need rotating or moving. I think the scale is about right, but scale in the Big Rubble is tricky.
  9. I always liked combining Second Mouth and Swallow ...
  10. Sureshot means you "Always" hit, even when aiming, so yes, I'd say that is how it works. As has been pointed out, with bad weather and poor visibility, your chance to hit might be reduced to virtually nothing, but Sureshot means you hit on 01-95.
  11. In my games, yes they stack. Other people don't allow them to stack. Iron also does double penetrating damage to Trolls and Aldryami, so an iron sword with Truesword and double damage doubles, doubles again, subtracts armour and doubles again. Happy days.
  12. RQ3ish, so RQ3 with a lot borrowed from other systems and a lot of houserules. To be honest, these weren't that high-powered, their highest skill was around 120%. However, the magical adds for Runes meant they got high skills. How did I handle them? Like HeroQuest does, so their main powers came from HeroQuest abilities, skills and spells were, to a large extent, irrelevant. If they had a spell, then I used it more like an ability, or modifier to a power. It was free-flowing, fast and exciting, allowing the players to do a lot more with their PCs than the "Sunbright only covers 15m" restrictions on spells.
  13. I've seen that, thanks, but not sure if our players want to try out SciFi just yet.
  14. My advice about anything regarding HeroQuest - Ignore what the rules say. Seriously, for me, the strength of HeroQuest is the really simple and elegant rules system, which can be put on pone page of A4. Anything else is surplus. However, in this case, it makes sense to overcome something to become a Devotee. I wouldn't do it as a Plot Obstacle myself, but would have it a something that naturally comes out in a scenario, as a reward from a HeroQuest or as the result of a challenge that you have to overcome to become a Devotee.
  15. In my Glorantha, Uz can be used as part of a name, so Mistress Race Trolls are often called Uz-Something, for example Uzarl, Uzkogag or Uzant. Clans have Uz as a suffix, so Sazdorfuz is the Uz Sazdorf Clan. The founder of the clan often uses Uz, so UzSazdorf is the Mistress Race Founder of the Sazdorf Clan. Also, in my Grloantha, UzUz (Mistress Race Trolls) know a Sonar frequency that kills trollkin, yes, just kills them dead. They don't often use it, but when they do, they get closer to the frequency, as a warning, then kill the trollkin if they get angry, or hungry, or want to make a point. The trollkin just drops dead.
  16. Thanks, will add them both at the weekend. I just need to copy the image, resize it, overlay on my master and trace over. Doesn't take long, apart from the resizing. By the way, if anyone else has any locations in the Big Rubble, or special building in Pavis, then let me know and I'll add them to the maps.
  17. For me, it's the best thing about Revolution D100. You have a reduced set of skills, off the top of my head there are about 12 skills. For each skill you can have Traits, which are specialisations, or things you can do better. So, you might have Athletics as a skill but also have Climb, Jump and Swim as Traits. So, two PCs could have Athletics 50%, but one could have Climb, Jump and Swim as Traits and the other could have Run, Throw and Brawn, so they have the same base skill but have very different skill sets. It becomes really useful with things like Sense Chaos, in other D100 games, Sense Chaos would either be a skill on its own, in which case it has to be increased separately, or it is a special ability, in Revolution it is just a Perception Trait. Its real strength comes when using Revolution with different genres. You have the same base skill set, but you might want to add Science, perhaps, but you use different Traits. So a Space Marine might have Parachuting as an Athletics Trait, for example. With Traits come Stunts, which are specialisations in the Trait. So, the Space Marine might have Parachuting as an Athletics Trait but have HALO (High Altitude Low Opening) and NOLO (Near Orbit Low Opening) as Stunts, allowing him/her to parachute down from very high altitudes without being spotted. For me, they are extremely flexible, get around a lot of the problems I have had with D100 games, being a long-term player, and are very easy to use. I like large skill sets, so RQ2 was great for me, then RQ3 dropped Trap Set/Disarm in favour of Mechanisms, then MRQ dropped even more skills and Mythras/Legend dropped them further. I hated that, as it reduced the complexity and variety of a PC. Then I saw Revolution D100 and it hit the sweet spot, with a reduced set of skills but a large number of Traits, allowing me the flexibility of an RQ2 PC with the simplicity of "new" versions of D100.
  18. It is also written up in Elder Secrets, for RQ3.
  19. Has anyone told you about how Skills and Traits work? If you want Revolution because of the Advantage rules, then you are going to love the Skills and Traits. Well, I love those, anyway.
  20. There is an optional rule that if you roll below the amount of skill above 100, it is an Advantage. So, if I have a skill if 120% and I roll 18, then that is an Advantage, as it is below 120-100=20. I have an optional rule of a Double Advantage, where if the above rule is applied and the roll would naturally be an Advantage then you get 2 Advantages, so 10 is an Advantage as the tens digit is higher than the units digit and is an Advantage as 10 is below 20.
  21. From a Narrative point of view, it affects what it affects. If I want a rainstorm, there is no point it covering the size of a house, I want it to cover a larger area than that. My rule of thumb is that Bigger is Harder, so if you want to cover a bigger area, you have to overcome a bigger opposing roll. Now, the value of that roll depends on how you run your campaign and, to a certain extent, whether you run HQ1 or HQ2. But, if I have Flood 10M, for example, then I could flood a house near a river fairly easily, maybe with an Opposed Roll of 13, I could flood a nearby village with an Opposed Roll of 20, I could flood the fields between the house and village by opposing 10M and I could flood the whole area next to the river by rolling against 20M.
  22. Arcane Lore is a mixture of very different rules sets, so is of limited use. However, it also has a large number of HeroQuests and describes cults in HeroQuest (The act not the rules) format, which is useful. Although it is of varied usefulness, I definitely think it is worth buying if you are interested in the theories behind HeroQuesting.
  23. Very nice indeed. Would you mind if I added the location to my map of the Big Rubble?
  24. Revolution just says the highest roll wins. Since it doesn't rely on a low roll for an Advantage (Critical), you don't have the problem of aiming low but needing high.
  25. Make it a zombie great troll and he could be there forever, waiting for someone to fall in.
×
×
  • Create New...