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Pentallion

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Posts posted by Pentallion

  1. 27 minutes ago, Texarkana said:
    • Default setting has a date change with events out to the 1630s - moving beyond "Braveheart" into a more complex political situation that allows groups of mixed Orlanthi/Lunar cultists to be playing together.

    :o

    • Like 1
  2. I was wondering what Chaosium might have in mind if they actually got the rights to Stormbringer?  Would they bring back the old version?  It was heavily unbalanced.  You were a sorceror or you died.  It was heck of a lot of fun.  But I was wondering if Chaosium might have something different in mind in a second go around?

     

    And here's to hoping you get the rights. 

  3. 7 hours ago, Christoph Kohring said:

    Hear! Hear!

    In RQIII you could have Bladesharp 8 but you had to defeat a spell spirit with on average POW 16 (8D3). Now, either your priest or shaman summoned a random one or he had a bound or known one of lesser POW -say 13- & that made all the difference in the world, didn't it?!?

    My Glorantha group tested a variation in one campaign and instantly loved it.  We got tired of how easy it was to imbalance the game with Spirit Screen 9 and Bladesharp 8, etc.  So the rule became, Initiates could use 2 pts spells, Once they had at least half the skills they needed to be a rune lord, they could learn 4 pt spells.  At rune lord they gained 6 pt spells.  Certain crystals became very coveted obviously. 

    Funny thing was, it jived with all the NPC's ever released.  They all had 2 and 4 pt spells and the only 6 pt spells we saw were given to Rune Lords.  Coincidence I'm sure, but it meant we had much more balanced game play.

  4. One other way mundane battles end is with knockback.  A failed dex check puts the defender on the ground.  Further knockbacks are into solid surface, which, per RAW (at least RQ3) means 1d6 damage ignoring armor.  This can end a battle as frequently as crits/specials.  Especially the well balanced fights between two high end characters.  This is why, without iron, trolls are so deadly.  I wonder if it's an overlooked aspect of battle sometimes from reading here.

    • Like 2
  5. 10 hours ago, Belgath said:

    I Want  to try play testing  using 1-3-10% 4-6-5% 7-9 0% 10 -12 5% 13-15 +10 16-18 +15 19-21 +20 for all the stats I like the idea of stats are much greater influence in game play.  But Size will still effect snake negatively. Also thinking of these luck points. But call them fate points. But keeping everything else the same.

    No.  Just say no to luck points.  You're using them as a crutch because you're used to RQ6.  My group rebelled against luck points when I introduced them into our campaign. 

    Instead, make their first big treasure what I call an Adventurer's Staff.  It has one Resurrection, two Regrow Limbs and three Heal Bodies.  It has to be recharged at a Chalana Arroy temple.  But it means the party can keep moving on without having to carry around a Chalana Arroy character in the group. It allows them to recover from unlucky dice, but keeps them from developing luck point dependency. 

  6. In contrast to Rick, I mainly played RQ3, so my play experience with RQ2 is more limited, that said, I hae read all the material published for both.

    Dodge means tracking less numbers, which is why I prefer RQ3

    Knockback means doing less math (STR+SIX v SIZ+DEX?  How about if I do more damage than you have size, you're knocked back.) So again, prefer RQ3

    Sorcery was buggered, but RQ3 HAD sorcery.  Looking forward to having unbuggered Sorcery in the new edition.

    I feel RQ3 changed some things from RQ2 for the better.  But not all things were an improvement, such as fatigue which looked good on paper but was totally ignored by everyone. 

    The change in Hit points and dismembering were big improvements in RQ3 over RQ2. 

    Glorantha was just as fun in RQ3 as RQ2.  That they added Vikings and Ninjas sucked only because they were wasting time and resources better spent on Gloranthan material, not because anything was inherently flawed in RQ3.

     

    So that's my two cents from the RQ3 perspective.

    • Like 4
  7. I think they mean sea creatures they can ride as mounts, not sea mountains.  But I may be the one who is mistaken.

     

    As for Mermen sleeping.  So I have a group of fresh faced PC mermen.  We adventure.  At some point, the mermen must sleep.  Unlike humans, where this can be skipped to "the next day....", or "who's on watch?" we have an issue here.  HOW is it exactly that they sleep?  My brand new mermen PCs either don't HAVE any magic to help them sleep, or there's a spirit magic as common as Peaceful Cut that every merman has.  Except then, how do the children sleep?

    So just waving a hand and saying Glorantha is magical doesn't cut it.  Having established that sleeping is a very social issue for mermen, then I think it needs addressing on a societal level.  Something that would make sense in their mythology, in their spells, in the way they get played and rolled up.

    Because they have nowhere safe to sleep.  the water around them will kill them.  When landlubbers sleep, the earth doesn't rise up and bury them and if it did, you can bet it would result in a huge part of their social structure being developed to deal with it.

  8. The world beneath the waves is one of those areas that Greg and his fellow explorers have barely mapped.  Vadel himself only explored near the surface.  There could be a plant that gives off oxygen and lives beneath the sea.  The merfolk build their cities and capture it's bubbles.  There could be mounts that aren't listed in Anaxial's Roster.  Why would they be?  They didn't need to ride in the ark.  They were quite happy with the flood.  There could be empires and wars and great deeds of the Hero Wars and the years leading up to it and it's all there for any GM to explore and expand as they wish.

    But I DO have one question:  How do merfolk sleep?  They just float on the surface?  If so, then one should see them fairly regularly as protecting themselves from predators would require surface regions that are regularly patrolled and inhabited.  Or do they not sleep?

    It's an important question for running merfolk PCs in any campaign.  It may seem mundane, but it has far reaching societal ramifications.

    Dolphins and whales, for instance, either sleep by floating like logs or swimming slowly next to a companion.  Bottlenosed dolphins sleep half a hemisphere of the brain at a time.  newborn whales are pulled along in their mothers after tow which means the mom can't sleep for three weeks until the newborn has enough fat to not sink.  It's all rather complicated, but means lone dolphins and whales are rare as they depend upon each other to sleep.  Also, they have voluntary respiratory systems, unlike humans, who can breathe while asleep.  Whales and Dolphins only breathe on purpose to prevent accidental drowning.  They have to feel air touch their blowholes.

    Merfolk would face the same realities.

    • Like 2
  9. I would really love to see you guys at Chaosium find someone who can create character sheets for Roll20 and have that ready for when you release Runequest.  I'm pretty sure Jeff, Rick and Greg know what Roll20 is, but for those who don't, it's an excellent way to play roleplaying online.  You can easily lay down maps, do miniatures, have character sheets that do a lot of the calculating for you.  It's really handy and really professionally done.  It's free, though you can, as I did, buy a membership and you gain special lighting that only allows the players to see what their characters can see.  Extra work for me as the GM, but I will be renewing my membership next year, it's worth it.

    Roll20 is really gathering a lot of roleplayers and having a Runequest character sheet available would really bring attention to the system and Glorantha. 

     

    And, of course, my little play group would be forever thankful :)

    • Like 2
  10. 16 hours ago, pachristian said:

    I take it you've never been to Games of Berkeley...

    Or the huge store in Lacey Washington.  Where they literally have everything ever published by Chaosium and AH in shrink wrap, brand new.

  11. 23 hours ago, g33k said:

    +1

    In fact, I have a hell of a lot of things to spend my money on, and $50 (and up!) for a core rulebook is actually enough of a barrier that I think twice (or thrice, or more) before buying.   If I had bought 6th (or "Mythras" because it's "the new RQ 6" according to the guy in the store (and you DAMN well better believe THAT will happen!)) ... well, I'd be feeling pretty PO'ed, and strongly disinclined to drop any more $$$ on anything else bearing any form of RQ branding.

    But I think it's planned to be just "Runequest."

    And while I disagree with that choice, too... as noted above, I simply don't have any marketing credibility in the face of the accumulated backgrounds of C/MD.

    you're the customer.  You're always right. 

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