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soltakss

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Everything posted by soltakss

  1. In the case of Scan vs Hide, I play that the Scan is active and the Hide is pasive, so the Scan is actively trying to see the passive Hide. Ona tie, the Scan is not victorious, so doesn't see the Hidden Adventurer. Nothing wrong with that. Some people don't like Ties, as it is an unresolved roll. Personally, I don't mind Ties. Not everything necessarily has a clear-cut winner. I'm English. We watch Test Cricket. Sometimes, a game is tied after 5 days of glorious Cricket.
  2. Nope, the GM book. Jeff said it's going to be awesome.
  3. For odd little things that maybe didn't work in RQ2/RQ3, we used a little thing called Common Sense. It worked wonders.
  4. It's like a fivems, just not as good.
  5. Leave it as it is for several reasons: The RQ Forum has always been for all versions of RQ The Glorantha Forum can be used for esoteric discussions about what colour Zorak Zoran's eyes are I use the What's New feature anyway and browse any changes. The only reason I check out the Forums is when I, very rarely, start a new Thread. I wouldn't want to work out which version of RQ I am thinking about when so doing.
  6. Oh, if I did that, their reaction would be "Oh, look an extra Sting attack, cool!"
  7. I like eyelashes and lipstick on my female ducks, eyelashes because they are easy to use and lipstick because it makes absolutely no sense.
  8. No, we work out the Augment for each skill used, then add them up. So, Arm Wrestling 10M, Storm Bull 15 M2 (Strength of the Bull), Stone Man 10M (Arm of Stone), I could use Stremgth of the Bull to add +5 and Stone Arm to add +3, giving me +8 and a skill of 18M. We used to be burnt by having loads of little skills, with Augments from each, but as I now use skills with Breakouts, that reduces that a bit. So, rather than having Warrior as a Keyword and then splitting out the stats, we just have Warrior as an Ability and have things as Breakouts, it keeps things simpler and easier to manage. We did the full LightBringers' Quest using HeroQuest and it seemed to work prety well. Oh, and we use Chained Contests, from Mythic Russia, if we want to make an encounter more epic.
  9. Yes, I don't use Extended Contests, as I don't rate them. Each roll is a Simple Opposed Contest, us against them, one roll to decide. Now, we use multiple Augments, but don't roll for Augments so we just add the number of "10s" as an augment. This gives the Theatre of the Mind background to the roll. Some people like Extended Contests as the struggle between Heroes, but we found they ended up using the same rolls over and over again. With one Simple Contests with multiple Augments, we could say "Soltak Stormspear used his Lightning Spear to smash Ralzakark, with Derak helping with the aim, Brankist intensifying the Storm and Broze using his Demonslayer against Ralzakark".
  10. When we played RQ2, we used Multispell 3 with Disruption to cast 4D3 Disruptions, doing an average of 8 points of damage to a location. It could be effective, but we had to overcome POW and it hit a random location if successful. Sure, it could break a limb, some of the time, but wasn't that effective. We backed up up with MPs, to blast through Countermagic, especially as RQ2 Shield and Countermagic stacked. The game changer might be Extension, but I don't think so. With Rune Points, you can cast Multispell 8 at any time, even without Extension, the only difference is that a high Extension saves you casting it again. A more feective use is Multipsell and Dispel Magic, have a high enough spell and you could, as we said, "Strip you down to your undies", in other words, removing all defensive magic. In RQ2, Dispel Magic 8 was good against Shield 4, but I had a 9 Point Powered Crystal, can't remember which one, and Dispel Magic 9, so I was casting Multispell 3 Dispel Magic 18s, which knocked pretty much everything down, if I overcame POW. We played that the spells all hit on the same SR, so could be used to blow through Countermagic.
  11. Shields. Traidtionally better than weapons for parrying, but haven't checked them out fully in RQG yet. Also, 1 2H weapon only allows you to attack once, if you don't have a 100%+ skill, whereas using 2 1H Weapons allows you to attack twice if needed. In RQ2, I used to like a Spear & Shield combo for normal fighting, but nothing beat going Berserk with 2 bastard swords.
  12. As a GM, I wouldn't allow it. In the specific example, part of climbing a galcier is to prepare and check my equipment, look for viable routes etc, so that is subsumed into the single keyword and breakouts. However, if you had Mountaineer 10M (Climb Glacier +2, Prepare Equipment +3, Know Routes +2) then I would say that you could use each of the breakouts to increase the chance of succeeding, giving you a 17M chance.
  13. That was the same in RQ2, except that Storm Bull's Berserker doubled when fighting Chaos. I would expect RQG to do something similar.
  14. I notice it has no Hit Locations? Is this deliberate or will they be added later?
  15. Very nice and simple, thanks. I now have to redo all the statblocks in my current work in progress. šŸ˜£
  16. Ah, I see. Well, there were always good spells and poor cousins. Crush was worse than Truesword at low levels, but better at high levels, and Crush increased attack chance. Resurrection was better than Seal Spirit. Crush was better than Slash, but Slash gave higher damage. Arrow Trance was great for bows but rubbish for everything else. In older versions of RQ, the Parry Battle/Spriit magic spell was the only thing that increased Parry, but was only available to certain cults. If a Zorak Zorani with Crush 10 manages to hit, the Humakti would be in trouble. As trolls are big, a sufficiently dextrous one with a troll maul hit on SR1 or SR2 and could wallop the Humakti big time. A berserk Zoran Zorani would also have a high attack skill, assuming that Berserk behaves in much the same way, I haven't rechecked all the spells.
  17. If both are OGL, why can't you use the Open Game Content in 13th Age Glorantha, refer to it in the OGL Section andamend for revolution? That's the great advantage of publishing under the OGL.
  18. Yes, we are using Google Sheets at work and, well, it behaves like a QuickStart version of rules. Nice, simple, quick, easy to use, but want to do anything complex and deep and you may as well use the full version, i.e. Excel.
  19. soltakss

    Sigh...

    We'd have preferred everything NOW! If you had waited, people would have complained that you had things ready but held back on the release. They would also have complained that you released three fairly expensive supplements (I know, you would argue they are reasonably priced in comparison) together, so having a wallet/card shock. If you release piecemeal, people ask "Where are the monsters? Where are the cults? Where are the Sceanrios? Where are the rules about HeroQuesting?" Basically, you cannot win, whatever strategy you choose. So, choose whatever strategy you want and people will complain and still buy the books.
  20. That horse bolted long ago, I think.
  21. Not if you worship Storm Bull. Sure, some spells are better than others, but not all spells are available to all cults, only Common Spells. If another cult has a better spell than yours, then you are welcome to jump ship and join that cult, for the better magic. That seemed to happen in Glornatha, for example with Elmal/Yelmalio. However, that is very much a case of playing the rules rather than the background. I wouldn't join a cult based on the magic I got, I did that with RQ2 Humakt and wouldn't do it again.
  22. Oh, yes, definitely there. We played that you reduced the opponent's parry but your own skill didn't change, so slightly different to RQG, but RQG makes more sense. In the RQ2 Classic PDF version, as that is searchable, P53 has Anto_parry for Lockpicking, so a Craftsman with 120% causes a lock picker with 30% to have a 10% chance of success, also P60 "An opponentā€™s parry is also reduced against a 100%+ attack. Thus a character with a normal parry of 75%, fghting a Rune Lord with a 120% attack, has only a 55% chance of parrying the Rune Lord (120-100 = 20,75-20 = 55)."
  23. You are an artist, so you are fine!
  24. Backed at PDF level, as I don't buy paper books any more.
  25. There will be sufficient interest.
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