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hanataka

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  1. About Page 260.
    Japanese RuneQuest and Glorantha Products is here.

    Hobby Japan
    1988  ドラゴン・パス                                  Dragon Pass (war game)
    1988  ルーンクエスト基本ルールブック         RuneQuest Standard Rulebook (RQ3)
    1988  ルーンクエスト・コンパニオン            RuneQuest Companion (*1)
    1989  アップルレーン                                  Apple Lane
    1989  ルーンクエスト上級ルールブック         RuneQuest Advanced Rulebook (RQ3)
    1989  ゲームマスター・スクリーン               Gamemaster Screen (*2)
    1990  グローランサ・ジェナーテラ大陸         Glorantha Genertela
    1990  グローランサの神々                           Gods of Glorantha
    1990  グローランサ動物誌                           Glorantha Bestiary
    1990  スネークパイプ・ホロウ                     Snakepipe Hollow
    1990  グローランサ古の秘密                        Glorantha Elder Secrets
    1991  ルーンクエスト・シティーズ               RuneQuest Cities
    1991  グリフィン・アイランド                     Griffin Island
    1991  RPGスーパースクリーン RuneQuestパック  PRG SuperScreen RuneQuest Pack (*3)
    1992  ヘンダーズルインの領主                     Lord of Hender's Ruins (novel) (*4)
    1992  ルーンクエスト・ナインティーズ         RuneQuest '90 (*5)
    1993  トロウルパック                                 Trollpack
    1993  サンカウンティ                                 Sun County
    1993  ゆりかご河                                       River of Cradle
    1993  ドラゴンアトラス                              Dragon Atlas (*6)
    1994  モンスターコロシアム                        Monster Colosseum (*7)
    1994  グローランサ年代記                           King of Sartar (novel)

    Atelier Third
    2001  ヒーローウォーズ〜英雄戦争〜           Hero Wars


    *1: Hobby Japan' original RuneQuest and Glorantha introduction book. It is not a translation of Chaosium's RuneQuest Companion.

    *2: Hobby Japan' original Gamemaster Screen for RQ3.

    *3: Another Hobby Japan' original Gamemaster Screen and Charts bookelt for RQ3.

    *4: Roleplaying Game original novel collection. One story (the title story) is set in Glorantha.

    *5: A simplified and re-writed rules of RuneQuest which set in Glorantha.

    *6: Supplement for RuneQuest '90.

    *7: It includes revised version of Glorantha Bestiary and Creature Book.

    ** Publication dates are based on my notes and may be erroneous for older items.

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  2. The Secret of the God Learners has not yet to be released to the public. I'm sure there are others who know it, but I would have liked to hear it from Greg himself while he was still alive.

    Whether they are true or not, it would be interesting to speculate on it. How about this, for example.

      The God Learners have found a way to come in contact with figures of a completely different dimension. They were able to get concepts and ideas from him that did not exist in Glorantha, and it was the hidden basis of their singular development. The concepts that were not rooted in the world were also the source of their demise. That world they came in contact with was called "The Earth," and the person they spoke to called himself "Greg Stafford."

    It may have been more ridiculous or hideous or deeply truth.
    Would you share your speculation?

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  3. Why did the number of spirit magic that can be memorized change from INT to CHA?

    Was it simply because you wanted to increase the role of the disadvantaged CHA? Or was it because there is some new insight into the relationship between Spirit Magic and the world?
    It seems to me that the old rule of "memorized" by INT is more plausible.

     

  4. Seeds of the Hills

    Description

    A fist-sized huge acorn shaped gem. It is glass-like transparent, and emits a faint magical glow from within, which can be found in the dark.

    Cult

    Associated: Earth, Larnste

    Hostile: Mostali and dragonewts (for their own unexplained reasons)

    Knowledge

    Famous, but rarely found.

    History

    The descendants of Seeds of the Mountains that the Soul Arranger planted around the world in the Green Age. It is found in caves under old mountains, extremely rarely.

    Power

    By sowing this seed on the ground and feeding it Magic Points, the ground rises into a mound which height is 1 meter per MP provided.
    The hill grow up in a minute, then slowly shrink back to flat ground in about three days. If Rune Points are consumed permanently instead of MPs, the hill does not wilt but becomes semi-permanent. Magic and Rune Points can be provided not only from the user, but also from anyone include spirits and items.

    Value

    Never traded in money. (40L worth as non-magical jewelry).

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  5. p.8
    Religion: This section briefly outlines the species’ religion, where appropriate. Included are short cult write-ups for Aldrya (the major elf deity), Cacodemon (the main ogre deity), Cult of the Bloody Tusk (the deity of the Tusk Riders), Kyger Litor (the major troll deity), Mallia (a goddess of disease worshiped by broo), and Zorak Zoran (a troll war god).

    "Fiends of Cacodemon" data exists in Terrors chapter(p.195), but there is no Cacodemon Cult write-up.

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  6.  

    Hi, Jason.

    I am further confused by your answer.

    p.224 Two Weapon Use:  Any adventurer using a weapon in each hand may use them for two attacks, two parries, or one attack and one parry.

    In the old RQ2/RQ3 rule, this sentence meant the following.

    • If I use both weapons to attack, I can't parry that round.
    • If I use both weapons to parry, I can't attack that round.

    Is this the same in RQG?   If so, what is the advantage of "two parries" option?

     

     

     

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  7. I plan that I will play with the following rules until the correct rules are published from Chaosium.

    Parry and Parry/Dodge option

    • Parry and Parry can be selected if you have different weapons for each hands.
    • In this case you can decide, for each blow by enemy, which weapon is used for parry.
    • If it is the first parry attempt by the weapon in the round, it can be tried by full skill and not subject to cumulative penalty.
    • If it is the second and subsequent parring attempts by the weapon, it is subject to cumulative penalty. The cumulative penalty is -20% each for parry attempts (excluding the first attempt of each weapons) and the cumulative penalty is the sum of both weapon.
    • Parry and Dodge can be selected if you have weapons on at least one hand. In this case, the cumulative penalty of Dodge and parry is added eath other.
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  8. 4 minutes ago, creativehum said:

    There is already a method to prevent too many draws in the rules. Ties only occur when the numbers rolled are the same and  the quality of success is the same. 

    There is a less than 1% chance of this happening.

    I hope so. But the text is ambiguous.

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  9. We should consider a simpler case. What if two riders are horse racing?
    A clear winner should be decided by the Opposed Roll of Ride skill.
    Too many draws are not appropriate. Means to prevent draws are necessary.

  10. Actually, this is not a mistake point. You can ignore it if you intentionally do so. But it is a very important matter for me.

    p.272 Divine Intervention: Procedure (second paragraph)
    In appealing for divine intervention, the adventurer must first permanently sacrifice 1 Rune point and then the player must state in a precise way what their adventurer wishes the divine intervention to achieve.

    Paying the cost first will mean you need a cost even if you fail. On old (RQ2/RQ3) rule, no cost was required for the failed appealing for Divine Intervention.  It seems to be too expensive to permanently consume 1 Rune point for failing attempts.

    Can you change it to temporary consumption?

  11. p.257 Befuddle spell (second paragraph)
    Each melee round, the victim can attempt to shake off their Befuddlement. That is all the victim can do in that melee round. The victim must roll D100 greater than their INT×5 (due to the confusion of thought processes, where smarter targets are led into dizzying mental labyrinths while dull-witted ones can simply act),

    INT×5 rule is same as RQ3. But Characteristics is same as RQ2, So animals don't have INT.
    What happens if I cast Befuddle spell on an animal? Will it be automatically shaken off?
    Or,  Is the attempt by the animal not allowed?

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  12. Characters who is not engaged (not in the reach of enemies' melee-weapon) can move before and after and between actions. And only "move before action" is resolved in Movement Phase. Move after and between action is resolved in Melee-Resolution Phase by strike rank order.

    Someone enter the enemys' melee reach, he can not move any more (until disengaged).

  13. 12 minutes ago, PhilHibbs said:

    Looks like just the "...with no armor protection" is on the wrong result. The rest of the text looks ok though, specials need to overcome the HP of the weapon and criticals do not.

    You may be right. But the combat result table does not say so. It is still ambiguous.

    p.199 Special parry vs Critical Attack
    Defender’s parrying weapon takes 1 HP damage if rolled damage is greater than its current HP. Any excess damage
    goes to adjacent hit location, with no armor protection.

  14. I list ambigous or confusable rules about combat.
    There might be an overlap with what others pointed out.

    A.--- Adjacent Hit Location
    p.198 Successful Parry (first paragraph)
    If more points of damage get through, those points go on to affect a hit location of the defender, determined randomly in the case of
    a parrying weapon, or referring to the Shield Hit Location table (page 219). In most cases, a hit to a shield damages the arm wielding it.

    p.198 Special Parries
    - Against a critical attack, ... the defender's a hit location (likely the arm).
    - Against a special attack, ... the defender’s adjacent hit location (likely the arm)

    p.199 Attack & Parry Results (which hit location take damage)
                       Parry
                      Critical  Special   Normal    Failed
    Critical Attack   affected  adjacent  adjacent  ?
    Special Attack    -         affected  adjacent  ?
    Normal Attack     -         -         affected  ?
    Failed Attack     -         -         -         -

    According to the former rule, whether it is a random hit location or an adjacent location depends on the type of weapon used for parry. But according the later rules and the result table it seems to depend on the success level. thus adjacent hit location rule is very ambiguous.

    In my opinion, All "adjacent" in the later rule and the table clould be rewriten to "affected".

    B.--- Special Parries vs Special and Critical Attack
    p.198 Special Parries (first and second bullets)
    - Against a critical attack, the parrying weapon takes 1 hit point of damage and any excess damage goes to the defender’s adjacent hit location (likely the arm).

    - Against a special attack, the parrying weapon takes 1 hit point of damage if the rolled damage is higher than its current hit points. Any excess damage goes to the defender’s adjacent hit location (likely the arm), with no armor protection.

    These rules are odd because special hit is more powerful than critical hit.
    Should they be swapped?

    C.--- Parrying a Critical Hit
    p.200 Parrying a Critical Hit
    Though the target’s armor does not subtract any damage from a critical hit, a successful parry from a weapon or shield blocks the amount of damage it normally would. However, a weapon that parries a critical hit takes twice the damage it would take normally. If the attacking weapon is a long-hafted weapon or an impaling weapon, the parrying weapon takes no damage.
        A shield that parries a critical hit receives twice as much damage as normal, and any unabsorbed damage strikes the parrying adventurer.

    This rule section does not match any other rules text or the combat result tables.
    This looks like the remnant of RQ2. Should all paragraphs be removed?

    D.--- Maximum Damage
    p.200 Summary of Combat Results (boxed text)
    - A critical success ignores armor and does maximum special damage plus damage bonus.

    p.206 Critical Hit
    A critical hit ignores the effects of armor or any other protection, and does impaling, slashing, or crushing damage (depending on weapon type), as described above.

    p.199 and p.201 Combat ResultTables
    According to the combat result table, it seems that the maximum damage is applied only when the defense (parry or dodge) is failed.

    There are three defferent rules about damage of critical hits.
    Which rule is true?

    E.--- Table orientation
    p.199 Attack & Parry Results Table
    The vertical headings of the table are attacks success levels, and the horizontal headings are parries.

    p.201 Dodge Results Table
    The vertical headings of the table are dodges, and the horizontal headings are attacks.

    These two table do not correspond, so it might bring a confusion.
    I think flipping the vertical and horizontal sides of the dodge table is good idea.

    F.--- Dodge vs Critical Hit
    p.201 Dodge Results
    According the Dodge Results table, special and normal Dodge reduce the critical hit damage.
    However, they are not written in the rule text. Could you add that description?

    G.--- Two Parries
    p.224 Two Weapon Use
    Any adventurer using a weapon in each hand may use them for two attacks, two parries, or one attack and one parry.

    There is no rule for two parries.

    On the RQG rule, we can multiple parries by one weapon (with -20% cumulative penalty). What are the advantages about choosing two weapon parry? Can I calculate cumulative penalty separately with left and right hands?

     

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  15. p.142 Success
    A result of equal to or less than the ability’s rating indicates a success. A roll of 1–5 on D100 is always a success, even if the ability rating is lower.

    All skills are guaranteed 5% success, even if it is zero or negative.
    Only the exception to this rule is skills with base chance (00). You have not acquired those skills until you improve it.

     

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  16. There is an inconsistency about the Elemental Rune wheels do not match.

    This is Zzabur's Sigil (Guide to Glorantha Vol.1 p.148)
    Zzaburs_Sigil.png.a33d892674b6b7fd1e03f03a6e458458.png

     

    RuneQuest: Glorantha  p.8 Runes (Introduction)
    The Elemental Runes are commonly conceived as being arranged on a wheel, where Fire/Sky is overcome by Water, Water by Air, Air by Earth, Earth by Darkness, and Darkness by Fire/Sky before the wheel cycles again.

    Runes on page 8 perfectly match that of Zzabur's Sigil on GtG.
    ZS_8.png.d26e6223dd357d416343370f45f24040.png

     

    p.382 The Elemental Runes (Sorcery Chapter)
    Sorcerers arrange the Elemental Runes into a pentagram called Zzabur's Sigil.

    Darkness: Its minor Runes are Earth and Air.
    Water: Its minor Runes are Air and Fire/Sky.
    Earth: Its minor Runes are Darkness and Fire/Sky.
    Fire/Sky: Its minor Runes are Water and Earth.   
    Air: Its minor Runes are Water and Darkness.  

    the Rune relation on Page 382 does not match Zzabur's Sigil on GtG (Despite claims that it is Zzabur's Sigil)
    ZS_382.png.aa0c774f63f3140f2c39619a028119dd.png

     

    Official Caracter Sheet:
    Rune_CS.png.94a26445d6a00a19755b74f9bae243c6.png


    the runes on the character sheet also have different relations. (This may be the complement of p.382)

    ZS_CS.png.20989fb4eda879682d85f0ce5fd02fb5.png

     

    Is this difference intentional?
    Or, should runes on p.382 and character sheet be modified according to GtG?
     

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