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jongjom

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  1. Page 363 Example: Vishi Dunn’s last shamanic ability point—increasing Spirit Mastery from 3 to 4—cost him 3 characteristic points. 

    Page 363 He then takes a fifth point of Spirit Mastery, which now costs him only 1 characteristic points instead of the 4 it would normally have otherwise cost.

    - on page 359 Vishi Dunn got his first Spirit Mastery for "free", so all increases in his Spirit Mastery ability cost one less (i.e. his increase to Spirit Mastery 3 cost only 2 DEX points). Change from "normally" as this is not normally the case, but the exception as he got the first level "free". 

  2. Page 73 An average male dark troll stands 195–200 centimeters tall

    The Guide (page 95): "An average male stands 6’6” tall [198cm]" 

    Page 73 The average female is somewhat larger, standing 200–205 centimeters tall

    The Guide (page 95): "Females are somewhat larger, an average female standing 6’8” tall [203cm]"

    - Trolls are meant to be big

    • Like 1
  3. From the PDF I just downloaded from Chaosium:

    Page 434 The Old Skill was Climbing, the new skill should be Climb

    Page 337 - 338 Resurrect and Restore Health are not in alphabetical order

    Page 96 Spirit Magic: Detect Life (1 pt.), Heal 1, Mobility (1 pt.), Speedart (1 pt.), Strength (2 pts.).

    Page 182 The Spirit Combat skill is discussed on page 366.

    Page 250 See Spirit Combat on page 366 for more information.

    Page 281 A Rune Lord always resists magic and spirit combat with

    -       Spirit combat uses a skill and not POW to resist with their species maximum POW

    Page 357 When manifest on the Mundane World, the fetch usually

    Page 413 regularly eat mockpork.)

    Thanks to Scott Mayne  for this one:

    Page 203, right-hand column: If the adventurer fumbles the withdrawal, the weapon breaks, no matter what its hit points were at the time. 

  4. 1 hour ago, creativehum said:

    I want to be clear: 

    As for as I can tell the people posting here that are saying there is confusion in the rules are not talking about typos. We are talking about the text as a technical manual to clearly explain concepts and procedures. While typos can certainly muck this up, the real issue is this:

    Was the text given to about a dozen people who had never played RQ before to rune for their friends who had never player RQ before? Searching out typos will always help on this front, but that's not what this particular exercise would be about. It would be about people having to encounter and apply rules from first encounter onward and see if they could make sense of them and apply them consistently and clearly at the table.

    FYI, a lot of time was spent in regards of rules errors, inconsistencies, and to assess for clarity. As far as I know, prior knowledge of the rules was mixed for the reviewers. 

    Life is too short to have Chaosium spend another year or so getting every glitch sorted. As is, Chaosium can make clarifications and RuneFixes so the remaining bugbears should be ironed out. 

    As a consumer it is up to you to decide if the product is worth it. For me, it is an exceptionally high quality product in terms of rules, integration to Glorantha, art, maps, and as a physical book.

    • Like 2
  5. 7 hours ago, BWP said:

    The RQ rules (any iteration) aren't especially complex.  They're not especially simple, either, but people will gravitate to rules systems that suit them, and gravitate away from rules systems that don't suit them.  The complexity (or lack of it) is a non-issue, IMO.

    What is an issue is the terrible editing in the finished documents.  That's where Chaosium needs to focus their attention on for future products.  No published product is perfect, and nit-pickers can find nits to pick anywhere.  It is however possible to publish a rules document that does not contain gross contradictions within its own text, but that requires some editorial diligence not yet in evidence.  (I'd start by finding some new proof-readers, because whoever is doing the job currently are collectively letting the team down.)

    Willingness to publish errata as required is always a good sign.  Why are the "RuneFix" documents not downloadable from the Chaosium website?  There should be a link to it right on the product page.  (The product page for the RQG rules is excellent, full of lots of information.  Too bad if what you're looking for is errata!)

     

    As one of those who received a 'Special thanks' for trying to error spot typos and inconsistencies I would be happy to step aside from the numerous hours of volunteer work (dropping everything else at the time) and allow someone better to take over. Seriously. It takes some fun out of it when you have to read a brand spanking-new OMG RQ document set in Glorantha thinking 'what's wrong here', rather than 'this is fun' (which it is) and making the 'obvious' correction when needed (but jeesh, how could have they missed *that* error!). 

    However, whoever does the editing I suspect the same number of glitches will get through. The Editing Process will roll 96-00% some of the time. Random bad shit happens in the real world. The only way to have reduced the number of glitches for RQ:G might have been to have yet another series of people edit the document, taking the release date well into 2019 (reading, re-reading and finely tooth-combing a 400+ page document takes a lot of time). [It's also worth noting that even the first lot of BRP.org Tribal Source Editing didn't smooth out all wrinkles.] 

    It would be good for Chaosium to re-open RQG Tribal Source Editing and people make a referenced list of examples and corrections that improve the consistency and readability of the document. RuneFixes can be done, and we can look forward to 2019 when new RQ Glorantha supplements come out. 

    • Like 3
  6. 20 minutes ago, metcalph said:

     I'm seeing a problem right there in the bold and underlined section.  What's to stop the local muscle from killing the farmers and taking the gold for themselves?  Or at least ratcheting their payment to 90% of the hoard's value?

    You could have died from the Winter, Dragon, war and may still die from the Lunar retribution. Or you could risk it making a run for it with a whole load of money and with people you may or may not know that well (local tribes people might be the muscle) and have a different life in a land where the customs are not too different. 

    In other words enough people might want to take the chance given the dire situation that they will take the risk. Also, having half your family dying out might mean they lost one of the Passions keeping them where they are. 

    • Like 1
  7. 1 minute ago, metcalph said:

    I think the farmers with the gold would really be worried as their new-found wealth would mark them for attention by bandits and the authorities (not because the rich farmers have done anything wrong but the authorities are always on the lookout for more wealth).

    Taking the money off those farmers would surely p*ss off them off, or make some of them want to make a run for it, with maybe some local muscle they can pay to ensure safe passage. Divide and conquer.

  8. I thought if farmers within local area (e.g. Sartar, or a region within it) obtained a load of gold, enough of them would seek to get out of their situation and go elsewhere to enjoy it (Esorlia may be?). Enough to depart to help undermine the society that is already under heavy strain and already lost a certain amount of the population due to war, famine and events. 

  9. 36 minutes ago, Andy Evans said:

    One thing I don't get is why Shipping from the UK warehouse to UK addresses is so steep?

    Shipping of a similar sized book from say GamesLore or Leisure Games is £3.50, but from Chaosium it's £9.76, close to treble what others are charging. 

    One reason might be that it's not Chaosium themselves that are storing, packaging and sending the item. Also the postage might be more given the choice made: more cost with greater insurance and if Signed For / Tracked. 

    I don't know if they send it second or first class, but given the difficulty and delay getting it out of the Distribution Centre maybe second class would be better (£2.55 cheaper). 

  10. Page 29 Place Characteristics in standard order. Correct spell cost for Detect Trap

    Allied Spirit: “Snow White” (in quarterstaff ) INT 13, POW 19, CHA 13.

    Bound Spirit: “Nharhon” (bound to the shop) POW 16, CHA 10.

    Allied Spirit: (in writing quill) INT 12, POW 20, CHA 12. Knows Detect Enemies, Detect Magic, Detect Spirit, Detect Trap (2 pts.), Farsee 4.

  11. Gamemaster Screen 

    Roll on Despair table (right panel) to determine duration.

    Roll on Psychic Turmoil table (page 229) to determine duration.

     

    Range and Duration
    Spirit Magic: Range is 50 meters, unless specified otherwise. Temporal spells last two minutes (10 melee rounds). Instant spells cause effects only on their strike rank.
    Rune Magic: All Rune spells are passive with a 15-minute duration and a 160-meter range, unless otherwise designated.

    Change to a quicker for the eye (talk about the Range then Duration) 

     

    Spirit Magic: 50 meter range, unless otherwise specified. Temporal spells...
    Rune Magic: 160 meter range and are passive with a 15-minute duration, unless otherwise designated.

  12. Page 80 List alphabetically Xiobalg:

    Spirit Magic: Coordination (2 pts.), Demoralize (2 pts.). 

    Page 80 List alphabetically 

    (POW 8, CHA 13, knows Countermagic 2, Heal 6, Ignite, Repair 2;

    Page 113 List in standard order (TWICE on this page) 

    The spirits are normal random spirits (INT 2D6+6, POW 3D6+6, CHA 3D6).

    Page 115 Yerezum Storn Hit Locations to match up with Page 10 of the Bestiary should be:

    Tail 8/8

    Right Hind Leg 8/

    Left Hind Leg 8/

    Right Fore Leg  8/

    Left Fore Leg 8/

    Page 115

    costs 2 magic points instead of 1 Rune point), Second Sight (3 pts.)

    Page 115 List alphabetically 

    Summon Ancestor, Summon Specific Ancestor, and Summon Spirit Teacher.

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