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soltakss

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Posts posted by soltakss

  1. 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.
  2. 17 hours ago, 10baseT said:

    I've always wanted a PC forcibly birthed into a scorpionman.  You just gave me an idea. The PCs will run into some for sure. I think if one were going to die, i'll just say things go dark. Then surprise them with their new PC. The look on their face lol.

    Oh, if I did that, their reaction would be "Oh, look an extra Sting attack, cool!"

    • Like 1
    • Haha 2
  3. 6 minutes ago, creativehum said:

    And to clarify: "so we just add the number of "10s" as an augment"

    So total the value of all the Abilities being used to augment, and then for every ten points of that total the Augmented Ability gets a +1?

    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.

  4. On 6/21/2018 at 3:37 PM, creativehum said:

    Out of curiosity, when you roll to resolve a conflict, you're rolling for the conflict, yes? Not as a series of actions within the conflict/fight/whatever?

    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".

  5. 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.

  6. 48 minutes ago, Valeren said:

    Hi all,

    Since the 2H weapons are faster, hit harder, have almost as many HP as shield,s and allow 1 attack and 1 full defense, and since we can now dodge arrows, why would anyone use 1H weapons?

    Am I missing something?

    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.

  7. 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.

  8. 2 hours ago, Narsham said:

    One correction to the conversation here that I think a few people need: Berserker (in RQG) does not double your attack skill. It increases attack skill rating by half again (+50% of the skill). See pg 320 of the rules.

    That was the same in RQ2, except that Storm Bull's Berserker doubled when fighting Chaos. I would expect RQG to do something similar.

  9. 7 minutes ago, Atgxtg said:

    Oh sure. I wan't speaking in game. Just game mechanics. With the "Anti-parry" rule, I was wondering what's out there to boost parry skill, other than enhancing a characteristics (DEX, STR, INT), and the various Trance spells came up because they boost weapon skill, which now covers both A&P.

    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.

    Although, in game, everything else being equal, a Humakti with Sword Trance now seems to have the edge (😎) on a Zorak Zoran worshiper with Berserk.  If the Humakti can keep his parry skill from getting nerfed, it's a very different fight. 

    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.

     

     

  10. On 6/14/2018 at 9:05 AM, RosenMcStern said:

    And for those who had not understood it yet, one information that we cannot include in a published book: rituals in Rd100 are like rituals in 13th Age. Oh yes.

    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.

  11. 9 hours ago, PhilHibbs said:

    I was going to make a Google Sheets version of this, but then I found out that it can't use local fonts, so no runes. Looks like I need to get the runes converted to EMF files, because it would be nice to get them into my character sheet as well.

    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.

    • Like 1
  12. 10 hours ago, Jeff said:

    One thing I find perplexing is the impatience some people have displayed. We made the decision to pre-release the PDF of the core rules rather than wait until we could pre-release all three core books at the same time because we knew people wanted the core rules ASAP. I think the overwhelming majority of people are happy with that decision, but for those who want to complain about it - would you have preferred we waited?

    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.

    • Like 3
  13. 22 hours ago, Atgxtg said:

    Sounds like both Axe and Sword Trance sound better than Berserk. 

    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. 

    • Haha 1
  14. 41 minutes ago, Atgxtg said:

    Attack over 100% reducing the opponent's parry? I don't recall that in RQ2. 

    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 opponent’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)."

  15. On 6/11/2018 at 12:15 AM, Quackatoa said:

    I always smile when I see mentions of relative remuneration for artists and writers. Glorantha has always been a wordy world, and certainly isn't alone in that. And while that is changing, it still treats words as holding a greater and more persistent truth than art. Art, as wonderful as it can be, can be viewed as being too imposing upon the interpretations of the viewer, too potentially jarring. Idiosyncratic rather than universal. Art's the sidekick; the augment.

    And yet who gets paid?

    It's a weird world we live in. 😉

    You are an artist, so you are fine! 

    • Like 1
  16. On 6/12/2018 at 5:47 AM, MOB said:

    The material in the Miskatonic Repository is available right here, open and available to anyone. The MR is for Call of Cthulhu; we may set up a similar community content resource for RuneQuest in due course, if we gauge there is sufficient interest (and DTRPG is amenable).

     

    There will be sufficient interest.

    • Like 1
  17. On 6/12/2018 at 2:29 AM, jajagappa said:

    That was RQ QuestWorld, not Glorantha, so assume not.

    No reason they can't include it in a Gloranthan cult. A spell is a spell is a spell.

    I always liked In like Flynne, but they might have to rename it for a Gloranthan feel.

  18. On 6/12/2018 at 12:47 PM, Laurent said:

    I ve just realized one of the correction proposals i made  on the RQG correction thread was wrong, but I can't correct it as the thread his now closed. Maybe others are in the same case and this thread will help. 

    The mistaken proposal : i challenged the possibility for the pregen characters Harmast and Sorala to have INT over 18, as fire/sky is not among their primary rune affinities. I was wrong : the rules require only fire/sky being one of their primary ELEMENTAL rune abilities, which is the case. A thousand apologies to the pdf correctors and the (still quite generous) pregens designers. 

    I think you need to have a certain number of posts before you can start editing posts. Maybe 10, maybe 100. I am sure Trif will be able to tell us.

    So, get posting and you will be editing your posts in no time.

    • Thanks 1
  19. 9 hours ago, Jeff said:

    You all are aware that this is essentially the exact same rule for skills over 100% from RQ2? In RQ2, skills over 100% was exclusive to Rune Lords, now it is a rule of general application. 

    Yes, the same rule but better explained. We liked it in RQ2 and called in Anti-Parry, as it reduced the chance of the opponent parrying. It made berserk useful when fighting non-Rune Lords.

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