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soltakss

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Everything posted by soltakss

  1. For me, it's easy. Players can trigger an Extended Contest once they've clubbed me over the head and stepped over my dead body. Seriously, I absolutely hate them and won't have them in my games. I don't mind chained Simple Contests, though, so use them quite often.
  2. Personally, I never use official character sheets as they are normally awful. Excel allows for quite detailed character sheets that can be customised easily, so I use that now.
  3. Having a BRP Australia set at the time would attract so many buyers, adding the Cthulhu name multiplies the interest by a fair amount, I would think.
  4. The Guide to Glorantha has Prax being part of Sheng Seleris' Empire in the Third Age. Now, Pavis was under the control of the trolls and was sealed, so Sheng Seleris had not effect on them, but Mo Baustra was out in the open and able to be attacked/taken over. How much of Sheng Seleris is reflected in the history of the Solitude of Testing? Your summary mentions fights against the nomads, but does this also include the Pentian nomads of the Celestial Empire? Yelmalians would probably have fit in well with the Celestial Empire with the Count being a ray of the Celestial Empire. Sheng Seleris conquered the Iron Forts, guarding the border between the Wastelands and Kralorela, in 1356, his army that attacked the Lunar Empire in 1362 included Praxian forces, according to the Gloranthan Wiki, so it makes sense that Prax was under his control between around 1356 to 1460. The Light List has Kokostang (1352-1358), Belonni (1359-1370) who won battles, Zeoluz (1370-1375) the Shadowlord, then a series of Counts who took power and didn't last long or who were Outlanders (1378-1389), Pygmy Counts (1389-1420), Oloros the Blind (1420-1439) who imprisoned Malia, Skindille Longlaegs (1439-1458) who drove away Daga and Narakoris the Wise (1458-1498) who trained the people to spear and shield again. So, it looks as though Belonni fought the Celestial Empire, Zeoluz was probably part of it, the series of Counts were fighting for control, the Pygmy Counts were probably an Impala Dynasty, Malia and Daga were driven out and Narakoris probably Selerian rule and brought back Yelmalian ways. Maybe this has been discussed before and is old news, but I cannot remember if it was.
  5. When I run HeroQuest, Missile Combat is either treated as an augment, as it helps in the general scheme of combat, or is treated as a single event/roll. So, someone shooting an apple off his son's head needs to make a single roll, someone specifically taking out the enemy's chief with an arrow needs to make a single roll, someone shooting arrows into melee just adds the skill as an augment.
  6. soltakss

    Cardinal points

    Brastalos is the Inner Wind, the Cardinal Direction of Inwards. I thought that Orlanthi had Seven Cardinal Directions, North, South, East, West, Above, Below and Inwards. Doesn't King of Sartar list the Seven Winds?
  7. It was the case when I last played AD&D, maybe in 1984.
  8. The thing about Martial arts is that a particular Martial Art is no better no worse than another or than normal fighting. What is different is that the techniques in Martial Arts are codified and the participants are trained. A Western Medieval Knight would be as good a swordsman as a Medieval Samurai, both would be better swordsmen than a self-taught peasant. A professional Turkish Wrestler would be as good in a grappling/throwing contest as someone trained in Judo/JuJitsu/Aikido. Also, different Martial Arts have different techniques that are not commonly taught. So, Judo, JuJitsu and Aikido have a number of throws, locks and so on that normal people just wouldn't know. From a gaming point of view, I would use something like Mythras, but would give each Martial Art technique a Special Effect and would detail the techniques taught by a certain Martial Arts school. So, Savate might have Kicking and Punching, Shin-Kicking would have Kicking, Karate might have Punching, Blocking and Kicking, Judo might have Grappling, Throwing and Restraining and so on. The hardest and most controversial thing would be to classify each Martial Art style, I wouldn't ask the participants as they always say their style is better than anyone else's, I'd just check on Wikipedia and see what they use. Different techniques might include punching, kicking, elbowing, kneeing, butting, slapping, blocking, grappling, throwing, avoiding, nerve strikes, restraining, knife combat, sword combat, stick combat and so on. Different Martial Arts might have different Special Effects, so Karate might have Kicking (Long, High), Savate and Shin-Kicking might have Kicking (Low) and Ecky Thump would have Black Pudding (Stun). If you want magical effects for Martial Arts then they are also taught techniques that are only available to certain Schools. Many Chinese and Japanese Martial Arts use Qi/Ki to provide more energy and pseudo-magical effects. Indian Martial Arts might use similar energy through Yoga techniques. However, these are simply extra techniques with special effects.
  9. For anyone interested in Glorantha, this should be a must buy. Glad to see it in print again.
  10. Sure, 2D4 or 2D3, would work as well.
  11. It also gets around the "Halving odd numbers" problem that someone with a skill of 65 halves to 33, which is not a multiple of 5, so incremental percentiles were always sort-of part of the game. I think that moving to incremental percentiles was one of the strengths of RQ3. Another was removing limits on variable/stackable magic.
  12. In RQ, skill and magic count for more that characteristics. Sure, characteristics give you the initial skill bonuses, but having a high skill or a good Bladesharp is a lot more important than just being strong. In D&D, normal characteristics go up to 18, then a Fighter gets a percentile add 18 (45) to give incrementals. I think the Monster Manual had characteristics going to 24 or 25, but they were for superheroic characters. In RQ, gifts can increase a human's STR to 21, magic can increase a human's STR to 42, which means that humans can get a higher damage bonus, adding 2D6 to your damage is a big leveller in combat. Don't forget that RQ is a magic-oriented game, especially in Glorantha. PCs are expected to have some magic and tend to gravitate towards some combat magic. D&D does not have that ethos.
  13. Sometimes, but I disagree generally. RQ is about simulation, true, but it is also about fiction. Look at the Heroic Fiction of the past, the Icelandic Sagas, Matter of Britain and so on, they are full of heroic characters who leap into battle and kill dozens of enemies. If RQ cannot simulate a hero fighting in a battle frenzy then it is not a good simulation. RQ needs to cover the whole gamut of human experience, from those who do not fight, those who fight cautiously to those who put caution to the wind and embark on heroic battles.
  14. In the games I run, I am very flexible with this kind of thing. I play that movement costs SRs, so you can move and do other things, it just slows down when the other things happen. I wouldn't apply the rules too rigidly, they are meant to help, not hinder, the flow of a game.
  15. Higher STR means higher Damage Bonus, with a 1D4, 1D6 or potentially 2D6 with Divine magic, for humans. That makes a big difference. Speed up combat by throwing in tactics. Have a couple of NPCs use good tactics against the larger group of PCs and see if they pick up on them.A lot of "slow" RQ combat is due to players not taking risks.
  16. You can do dungeon crawling with any of the D100 range. We've been dungeon crawling with RuneQuest for many years. What Classic Fantasy does is to allow people to use D&D style structures (Class, Levels, Spells) in a D100 environment, to give a D100/D&D experience. That's a little different from dungeon crawling in D100, though.
  17. Trolls using Gorakiki-Moth magic to grow wings is fine by me.
  18. Oh, if you are in the position of freeing spirits bound into the Glowline, you are waaaay past capital offences.
  19. Not everything in Glorantha has to be cultural. Some people prefer round houses, some square. Some steads are this shape, some are that shape. Some steads are different to others because that's we build our steads.
  20. Pouring petrol on the fire. I await with interest the posts of the duck friends and duck haters ...
  21. Which means that you can get to them and persuade them to break the link in the Glowline, perhaps making a hole. If you can persuade many of them you might be able to bring down the Glowline.
  22. As a general rule, yes, almost any D100 supplement can be used with almost any D100 rules set without many problems. As for openQuest and Classic fantasy, I think it would be relatively easy to do this. After all, Classic fantasy has its own spells, so you probably don;t need the OpenQuest spells, you can use the Classic fantasy stat blocks with OpenQuest fairly easily and can decide which parts of Classic Fantasy you prefer over OpenQuest and vice versa.
  23. I would play that they are destroyed. However, you can probably HeroQuest to get them back.
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