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Roko Joko

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Roko Joko last won the day on May 15 2018

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About Roko Joko

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    duke disorder on a donkey

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    duke disorder on a donkey
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    disorder on a donkey
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    Innsmouth, MA
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  1. Roko Joko

    Praying

    These notes from Jeff in 2014 (link) include 2 paragraphs at the end describing prayer as praise and supplication. It was the first hit for https://www.google.com/search?q=site%3Awellofdaliath.chaosium.com+pray . Guide to Glorantha and Book of Heortling Mythology also have a bunch of search hits on pray.
  2. To go a little off topic, but continuing with the idea of improving skills by 1%, seasonal experience can give you a way to limit a spent experience system. For example, suppose you say that at the end of every season each PC just chooses 8 skills and advances each one by 1% (or maybe 3% if it's below 25% and 2% if it's below 50%). Spent XP systems sometimes let players load too much XP into their top skill, but when you limit advancement to 5 times a year, you know it maxes at +5% per year. Then if someone who wants to max their top skill starts at 100% at age 20, the max is 200% at age 40. That's high but not crazy for a hero, and it's easier to make it work if you're expecting it.
  3. I double-checked myself and noted that the RQ:G rules advance you faster than 1% per experience check at low levels. Using a 0% skill category modifier to keep it simple, the average skill advancement per check is 3%, 2%, and 1% at the following skill levels: Skill Average advancement 13% +3% = 87% x 3.5% 43% +2% = 57% x 3.5% 71% +1% = 29% x 3.5% So instead of 1% per check from 0-75%, you could say that you advance: * 3% per check from 0% to 25% * 2% per check from 26% to 50% * 1% per check from 51% to 75% Then you get from 0% to 50% in 20 checks (4 years at one check every season) rather than 50 checks (10 years at one check every season). I think it's better to do that. PCs won't get a lot of experience checks for their low-level skills - both because those are probably the skills they use less often, and because they'll fail the skill checks more often - so it's better to give them the full 2 or 3% when they do get a check.
  4. Here are two simple tables that: 1. Give you a way to handle skill advancement without experience rolls at the end of the season. 2. Tell you the level of an average person's highest skill, by age. I'm sure I'm not the first person to homebrew something like this, but here goes. 1. Experience Record experience checks normally. Then at the end of the season (or whenever), instead of rolling to see whether each experience check advances your skill, give yourself a fixed advancement that depends on your current skill level. Skill Advancement up to 75% 1% 76-90% 1/3% above 90% 1/5% You could either track fractional skill levels, or (what I'd do) track the number of experience checks that you've accumulated toward the next 1% improvement. There's a refined version of this table, using skill category modifiers, in section 3. 2. Average person Let's call him Olaf. We're looking at his best skill or skills. He has 13 INT and SIZ, one other 13, one 8, and three 10s. We can assume the skill category modifier for his best skill is +5%. Let's ignore all the cultural and rune stuff, and even base skill levels, and just say Olaf starts getting an experience check in his best skill every season starting at age 5, checking for advancement every season. Then, using the fixed advancements above, the level of his best skill will be: Age Skill 5 0% 10 25% 15 50% 20 75% 25 85% 30 90% 40 100% 50 110% 60 120% He gets his 5% skill category modifier added to these. There's a little rounding in there at ages 25 and 30. I don't know about you, but those numbers look pretty good to me. Page 63 of RQ:G calls 0-25% novice, 26-50% amateur, 51-75% professional, 76-90% veteran, and 91%+ master. Veteran at age 20 - I don't know, maybe it is a little higher than intended for RQ:G? But given that it's the premodern world the general statement doesn't really bother me. 3. Comments I believe Olaf's pace of advancement in section 2 is in the ballpark of what you get if you calculate it using the actual RQ:G skill check rules. I won't spell out all of the arithmetic, but for example, at skill level 100% Olaf's chance of an experience advancement is just his category modifier, 5%. That means once every 20 seasons, he gets an advancement of either 1d6% or 3%. That's about 4% every 4 years, hence 1% per year. Up to 75%, the advancement is 5% per year, the same as you get in your best skill using the Experience by Occupation rules in RQ3. You probably want PCs to advance faster than Olaf due to their heroic ability scores, as they do in the standard rules. One way you could do that is with a table like this. Compared to the simple table in section 1, this makes high category modifiers give faster advancement at high skill levels, where they make more of a difference in the standard rules. Skill Advancement per Experience Check Category Modifier Skill +0% +5% +10% +20%+ Up to 75%: 1% 1% 1% 1% 75-90%: 1/5% 1/3% 1/2% 1/2% 90%+: 1/10% 1/5% 1/3% 1/2% Fixed advancement makes it easier to round skills to 5% increments, if you're into that. With advancements based on +1d6% or +3% that's a bit awkward, but with fixed advancement you can count the number of checks required to advance to the next 5% increment.
  5. more small bits: . Kralorela entries in HeroQuest Voices . Revealed Mythologies, but most of it got into the GtG . Glorantha Intro to the Hero Wars, like the GtG with a slightly different take . martial arts and mysticism rules in the Hero Wars core book
  6. Art: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/guide-to-glorantha/aldryami-art-direction/
  7. +1 to Shannon Applecline's book Elfs: A Guide to the Aldryami. Also, another version of this first-person essay from Belintar's perspective on how it was to be an elf , with some additional stuff, appears here: http://ruleonemagazine.com/Iss9/WorldOfPlants.php .
  8. Try taking it out of Glorantha for a moment. The bad guys summoned a monster and ate half the army in the reaches and now the orcs or mammoth riders or whatever are mustering on the horizon. So maybe you're... fighting off raiders; discrediting warlords; slowing down armies; disrupting evil rituals; stealing accoutrements of power.
  9. I'm not that into worlds but probably shortish, maybe 5-20 pages of setting information to either clone a known setting or lay out a compelling background concept for a short game. Crunchwise I'd want a lot of guidance about what magic can do and how to play it in QW. I feel that the spell list (as it were) is the main meat of any fantasy RPG.
  10. They've been programmed in AnyDice by @Scott A: http://anydice.com/program/adbc
  11. I expect people will have feedback. For example I just found a confusing sentence that I think was probably mis-edited (the second sentence of section 2.0, beginning "Stories advance by ..." - it's a run-on sentence and very confusing to me.) There might also be typo reports, questions, and other kinds of feedback. Could you tell us what kinds of feedback you want and where/how we should give it?
  12. No, the peasants don't keep pace. "Medium for beginner PCs and easy for experienced ones" is the peasants not keeping pace.
  13. No, the GM is supposed to take into account the experience of the PCs when they set a contest's resistance, so for example the same peasant mob might be medium for beginner PCs and easy for experienced ones.
  14. Here are two HQ2 hacks. They both transpose HQ2 numbers on to a smaller scale that's more like FUDGE / FATE, Apocalypse World, Barbarians of Lemuria / Everywhen, PDQ, and FU. That simplifies the numbers, makes it easier to consider using different contest dice for HQ2 (the probabilities in HQ2 are not transparent), and makes it easier to compare all of these games. === Punk rock d20 HQ:G === This is just a sketch. There are three things to see here: 1. Divide all the numbers by 4, so that 5 points is like 1w. 2. The punk rock part is to roll contests using one die with a wide range of outcomes, like playing HQ2 using a d80. 3. Fixed resistances instead of a treadmill. __ Character sheet __ 6 keywords (culture, community, occupation, and 3 runes), levels +4, +3, +2, +1, +1, +1. 6 abilities or breakouts, levels +4, +3, +2, +1, +1, +1. 0 to 3 flaws, each -1 to -4 and allowing you to add an extra ability or breakout of the opposite value. The numeric template is fixed but you can develop a character by switching abilities into different numeric slots, and by adding +0 abilities and breakouts. __ Contests, 1d20 with modifiers: __ relevant flaws: -1 to -4 each no relevant ability: -1 ability augment: +1 stretch/specific ability: -2 to +2 situational modifiers: -2 to +2 each plot augments: +1 to +5 each hero point: +5 If you want to make it really punk rock, add natural 1: -5 natural 20: +5 __ Resistances __ DC 5: low DC 10: moderate DC 15: high DC 20: very high DC 25: nearly impossible __ Outcomes __ < DC - 15: complete defeat DC - 15: major defeat DC - 10: minor defeat DC - 5: marginal defeat DC: marginal victory DC + 5: minor victory DC + 10: major victory DC + 15: complete victory __ Notes __ Starting from the goal of simplifying everything in HQ2, I considered doing this with 2d6, which is kind of like opposed d20s, but then I considered expanding the rolling range to represent crits and unexpectedly it suggested the standard d20 scale. But that's interesting. Two comparisons between this and HQ:G: * A 1w advantage wins 75% of the time here, and 85%-90% of the time in HQ:G. * The chance of a marginal outcome is usually 50% here whereas in HQ:G, it's "average" 50% but more variable: 50%-75% for an equal contest and 10%-25% with a 1w advantage. * Reference for HQ:G probabilities: http://anydice.com/program/adbc === FUHQ === What if you like HQ, but FU dice pools? Obviously, the world needs a FU-HeroQuest hybrid named FUHQ. __ Character sheet __ 12 points of abilities, keywords, and/or breakouts. 0 to 3 flaws for an equal number of bonus points. Keywords cost 2 and are fixed at +1. Breakouts are +1 or +2. Solo abilities are +1 to +3. Conversion: below 1w ~ +1; 1w ~ +2; above 1w ~ +3. __ Contest results __ 1-3 major, minor, marginal defeat 4-6 marginal, minor, major victory __ FU dice pool __ (In FU you roll X d6s and take the highest, or the lowest if you're at a net penalty. X is 1, with modifiers.) no relevant ability -2 stretch -2 flaw -1 ability +1 to +3 augment +1 specific ability +1 situational modifiers -1 or +1 each plot augments +1 each FUHQ point +1 each (3 per session) Moderate resistance (routine check) -1 High resistance (challenge check) -3 Very high resistance (adventure boss) -5 Nearly impossible (campaign boss) -7
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