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MJ Sadique

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  1. First it's an "Orlanhti" tax form, So any Orlanthi are not concerned by it πŸ™ƒ. Second Apart form LM, no one can read, this year tax will be negociate by the biggest sword... and third : it's unreadable 😱. PS : Sten, Are you from IRS ? Or initiate of some tax lunar goddess ? If not, you should. I detect a real talent in this carrier (NO i'm not trolling πŸ˜›, it's a constructive talk). And please, do some SHIFT + ENTER to economise space between lines...
  2. Oh yeah Garundyer, I had almost forgotten him ... when I start RQ in the 90' he was the model Orlanthi in Genertela RQ3 book. I still remember the old school illustration : ... Old School but still impacting ! But by the way, when speaking about Orlanthi Heroes, I mean the one who had succeed in the greatest Orlanth Quest : The Lightbringers Quest (even if Orlanth didn't do anything great apart from creating problem and barely helping saving the situation... that all Orlanthi common trait and curse 😜).
  3. Why bothering yourself with all these considerations ... !? πŸ™„ -Eurmali advice : Most gods don't care about tithes and as long your are praying on holy day an sacred time, you're ok with the gods and fΓΉ*** the priest ! For the cult, just follow an old army rule : Don't Ask, don't tell ! -About your land income : you cannot hide it so pay as much as your neighbour does. He tell having bad harvest, So you do -Something you gain in an adventure : its' a "Gift of the gods", why botherinng paying them back ? -The chief give you something : does the priest want to fight with him ? no, so tax free -The gods/priest give you something : Does the chief want to anger the gods ? no, so tax free too ! For the cult, just follow an old army rule : always get your a ticket for you expanse ! -About the time you spend for the cult : merely a negotiation with the most sympathetic priest of the cult... -About the time you spend for the clan : merely a negotiation with the most sympathetic member of the clan circle (with a good minlister bottle or a clearwine aged in cherry barrel) -About the time you spend for the clan and the cult : Double negotiation, get a reward from the clan and time deduction from the cult Don't bother you with rules, YOU ARE ORLANTHI not a god-damned brithini following all the rules one by one !!! Are you an Proud Orlanthi or cheeky mongrel of aeolian praying a god-no-one-can-see-him ? Orlanthi have big mouth, forgive themself fast and empty pocket ... so never forget the "sorry priest, I will pay you next year... pinky promise because today I'm broke πŸ˜› PS: I personally hate Orlanthi and most orlanthi greatest hero don't really fit the orlanth model (Harmast, Sartar, Argrath ... only brains people in a land of savages !... poor them ! 🀣)
  4. After a brief check and speed read : 1/ No one ever finish a set of rules ... RuneQuest : 7 versions, hundreds of variants and still going πŸ™ƒ 2/ Yep a big Monster, I nearly got swallowed after reading 0.001% of the pages ... 😱 3/ So a good Vadeli set up school, Pentallion should love it ! 😈 4/ We always have forgiveness, but we will still walk with a big club enchanted with hundred the boon of KT 😜🀣 5/ Yep, clearly... you need to decimate it at least twenty times. No ... sincerely, if your rules are longer than the original : simplify it. Spells list can take a lot of pages about 3-5 spells per page is ok. Cults/schools context, description and setting (without rules) can take a lot of place, the more pages the better. My very best advice : All Rules may be resume in one Recto and magic sheet for player in One verso, if you can't : restart ! 🧐 Personally, your magic is not very Glorantha (not like HQ sorcery, which may not be canon but still the best official one about schools of magic and Magic plane description) but a bit reskin, a very big simplifying will greatly help. For the abilities part, you should take model on shaman abilities, it's simple clear and efficient way to present it. The organisation in 5 level is good but you need more flexibility (a big ability should be obtainable by another mean apart from levelling only). The simpler, the more flexible your rules are, the better they will be ! 6/ We all hate the Free INT and we all just ignored / banned / forgot them. Free INT !? what free int ? πŸ€¨πŸ˜‡ 7/ Why ... you never cheated ? Even I sometime cheat... usually not for doing a better score πŸ˜‡ Edit : a bit mispell, underscored. Hope the advice could help you ^^
  5. I don't recall things... I check them ! And sorry pal but you've go all it wrong ! First, The rule clearly state in Bestiary / Spirits / Spirit Powers that you "will steal 1D3 POW" ...and gain POW as if "a POW gain roll had been made." So you CANNOT gain an infinite amount of power from a tiny spirit ! (a bit commun sense man) ! 🧐 Second, As you go hunting don't forget that as you fight you'll lose some MP and you nor your fetch can regenerate MP if discorporate. You also have to sacrifice POW to give to your fetch and as the rule state "A characteristic cannot be increased beyond the species maximum, however, and any points in excess are lost.". Hunting POW for you fetch mean you will have to found a rare spirit and the fight it without having your max POW... you won't die from AGEING but from Chronics diseases or being possessed by a spirit disease 😜😈 Third, do you really think that enchantments and spirits abilities are a decoration ? Why need them if anyone can have a hundreds power-points fetch !? If you want to fight 300 POW Spirit disease go to Dorastor and good luck becoming the best friend of a Shaman Broo of Malia (beware of the night, they do nasty things 😱) Go back studies your rules and do never forget the malediction of the Bestiairy "May Hykim and Mikyh Consume and Devour those that would misuse this book." PS : I feel like being the old Rosen McStern : "Rules are RULES ! You don't have the rules references go back to your lair little mongrel" Clearly remembering him pesting me but DURA LEX ES LEX !!! edit : very bad mispell (underscored word), one last but very nasty word ... "Critical hit on the teeth, call for the little mouse pal ! " 😬🀐
  6. Yep πŸ˜’ horribly wrong... This is really key to creating an effective starting sorcerer, IMO. FWIW I wouldn't allow an experience check for this as a GM, because you're not casting in a "condition of stress" (RQG 415). But casting during an adventure, when every MP can matter, I probably would. I personally agree with creel and even more with dissolv : HreshtIronBorney sorcerer is nowhere a LM and there is a lot more way to create this... within the set of logic/rule I personally don't use these rules but Inscribing Spells : For each point of POW you have a focus for one unique spell with strength+1, range+1, or duration +1 without requiring any manipulation by the sorcerer (no need for runes or extra). Imagine with a 8 POW spend on such focus : -Boon of KT (not in Torvald Fragments) : 2MP (base cost) and you can have +2D6 for 12h and could cast it on on any weapon -Finger of fire (Surely erased from any LM grimoire) : 3D6 fire damage at 340m range (you'll be kicked out of the cult if you burn a library one day... ) 🀣 -Total Recall : 2MP and you recall every thing in the 34 last years... perfect memory, something worth of the true ML sorcerer. a bit like the "Forgotten" TV series or Sherlock 🧐 You'll have only one super spell, but what the spell and the cost... only base cost, no need to know the runes nor to boost the spell. A wise Munckinnery (that I will probably ban ...or not 🀨)
  7. No sure about this cheat but usual Increasing POW Through Spirit Combat is 1D3-1 (Average of 1pt) and limited to 1 gain per season so gaining (309-11 = 298POW) this much power take 298 seasons = 59 years + 3 seasons ... unless your chaman doing it during the sunstop, it's a bit more than a few days 😜. I'm pretty sure we did not read the same rules (RQG p418)... and I'm sure the Chaman must first get the POW and the sacrifice it for the fetch to gain one; That mean, your chaman have a (18+3-12)x5% = 45% of change to success the gain in POW and that mean which you take twice time to get from POW11 to POW309 so something around 120 YEARS. 😈 A MUNCHKIN who doesn't know the rules of the world he live usually DIE ... in your case OF EXTREME AGEING when he get back to his body 120 years after his first discorporation... 🀣
  8. Yes, it's a calculated number in best cases because : 1/ There is no chapter about NPC evolution so every player assume it's similar to player... like describe in "Between Adventures" chapter 2/ I've choosen the occupation of enchanter (which does not exist...in the table of occupation) and give it the highest income of 200L because it's as rare as a scribe... 3/ The Rule in RQG p418 clearly state that whatever the method granting your Power the "POW gain rolls are made at the end of a season" 5 seasons : 5 Gains at max ! Like they say if forewarned man is forearmed one than a forearmed sorcerer is a munchkin in hulk mode ! Prepared Sorcerer was always powerfull, it's a pain at start but you get stronger than anyone in the very end. Sorcery is not as describe an rich as shaman in RQ-G, so they may not be as powerfull as shaman (and it's intended for the orlanthi oriented campaign) as Sorcerer need only INT and MP (no reall need of high POW) but I'm pretty sure that sorcerer are still the most dangerous. Shamans and priests need to care of their cults, Sorcerer have more liberty than anyone they have no social limitation and no need to have approval of spirits and gods... I did not tweak the "Inscribing Spells" cheats but I feel a great munchkin-force hidden there... Anyone try max this out ?
  9. One-use spell cost a lost because few people possess such spell and can use them (ie ressurection) but everyone have a soul (POW) so I base the calculation with the highest income for a Good Enchanter : 200L per year and the POW regeneration rate about 1 POW per season max, 5 POW per year (Spendable). So 5 POW could be worth 10 cows. CQFD ! But this "one POW" you spend is the limit ! If you cannot gain more than 5POW per year, you cannot do more than 5 ritual per year. You have to learn and do the ritual, spend you POW, pray nothing go wrong; But when you willl ROLL your D10 and get 12PM for 6POW spend, you'll have to cry your eyes out ! With one raid of 50 cows, you could get 25 POW of enchantment without need to learn all the spells enchantments, no ritual to do and you only buy items base on PM reserve not the POW spend to create them... a munchkin must be lazy and badass !! 😴πŸ₯³
  10. Not the only flaw of the control/command : You also need to give them the proper order AND Ritual take at least 1 full hour but most spell end long before that ! Cheap Slaves to do your job : Good idea but to create an enchantment a slave need to know the spell/ritual and to be able to perform it and then you can command it (with stick and carrot or a dagger under his neck). But Alas, You indeed need to find a cheap Enchanter, someone probably around a hundred silvers but if you buy cheap slave and then teach them during a few years how to do the ritual ... before realising it, you just get yourself an Apprentice / Disciple / Follower. 🀣 ZERO Munchkinnery ... Aiming to be a Chaman and taking a lot of apprentices is simpler. POW gain is limited to one per season and worship 3 per years ...so pretty limited. A magician could get 5 POW a years, he get an income around 200L per year (10 Cows). HOW to ? : 1/ Simply by the most old praxian method "Khan of Khans" You need to deal with the 5POW = 10Cows, with around 50 cows, you get 25 POW of enchantment per year (remember money is for the weak, Cows are the real money around kethaela n' Prax) 2/ The Old snatch method : Multispell 4 + control (human) = Control x5. With 50% success x 5 try = 96% success global OR 96% success x 5 try = 1 chance on ten millions to fail. So how do you make money cows with that ? Easy ... the Ransom Magic, find a rich and not friendly/part of the clan "victim", a little booby trap "Oh man, he killed my favourite --but cheapest-- slave ....." And hop 10 cows in the pocket. One slave 20L, the ransom for the man who killed him 200L, the pleasure to steal him : NO PRICE !
  11. Some (nasty) ways to neutralize defence magic (instead of the old wooden fork in the butt) Maybe a good idea to you but it's far from effective. Apart from the fact I don't like multispell and I don't allow it, Chamans don't need Multispell nor Rune Magic anymore : -First using Multispell is a limited use joker because your runes points are very limited and the more RP you buy, the less POW you fetch get ! -Second, Shamans with their taboo and abilities are stronger than ever and you have now the ability "Spell Barage X". Spell Barage 3 may cost 6 POW but unlike Multispell (temporal) it's permanent so if you have multiple fights the same season/year you don't have to replenish your Runes Points. Runic-Shaman POU 18 + Fetch 18 + 11 RP & Multispell (cost 6POW) vs Full Spirit-Chaman POU 18 + Fetch 18 + Spell Barage 3 (cost 6POW) 1 / Long Run challenge : Runic shaman cast Disruption x3 during 3-4 fights per season / Full spirit-Chaman cast Disruption x3 during every single day 2/ Best performance challenge : Runic-Shaman could cast Disruption x12 three times (12D3 x3) / Full spirit-Chaman could cast Firearrow x4 four times (12D6 x4) 3/ Combinations : Can only stack Disruption / Can stack Every spirit spell Best protections against problems : The "Run and cover until runic spell wear off" does not work with spell barage ! Let's your shaman meet the "Grenade Chaman" : A man who always have some relaxations stones in hands ... and the moment he feel secure, let him see the power of Spell barage of Fire rain (fire-arrow x4 : 12D6); And the moment you rolls the dice (secretly), tell him "oh oh oh critical roll, only 1PM cost for so much firepower..." don't tell the spell name nor the cost, only ROLL YOUR 12D6... 1MP for 12D6, anyone will be afraid ! If your are very nasty, you can call for Fire-Wolvy : a not very know Chaman of the Wolverine tribe (tribe mentionned in hero wars), make him draw three Bone-claws in each hands and then Spell Barage : Double fireblade x3 (9D6 per hands, 18D6). As usual don't explain the spell used but ony ask your players for some extra D6 to borrow because you don't have all the dices you need 😈
  12. Soltakss may have found a good solution, why just not give your player a biggest bird with a big meter large or even a little ROC. The bigger the target, the funnier the game...for the archers 🀣 Joke apart ! I think a simplest method could solve your Gordian Knot problem : Let the HP as it is and use the bird's Bonus Damage as modifier because usually small creature will have a -1D4 bonus damage when attacking. So when you hit them just increase the Damage by the same 1D4. You won't have to create a special method of calculation and argue with your player when a creature is nor small nor big. Don't also forget that an bird may be trained but when an arrow whistle near his head he will flew away like any living creature. Only familiar or awakened creature will stay to fight to the bitter end : if he can flew away, he will !
  13. A searchable collection not but some index, maybe : https://index.rpg.net/display-entry.phtml?articleid=4599 This article from White Dwarf #39 seems pretty close in terme of title : "RuneRites: Monster Mash" , type of article "Stats: Monsters", system RuneQuest 2 by Dave Morris, Graham Northing A least, you can have all others articles for RQ2/3 from white dwarf with the link ! GOOD LUCK πŸ˜‰
  14. I may digress a bit from the topic... 🀯 : Understanding Greg ... the greatest mystery of Glorantha. As a lot people, I never really admit that only sorcerers could use magic; I always understand this fact as Only Zzaburi could create new spells/magic and others cast could only use the spell they were teach. I can envision the true Sorcery at the hand of Zzaburi only but ... If others Malkioni could not use sorcery, Fronela become a BasiC Sword n' Sorcery Land... pretty much boring and un-gloranthan to me. And some principle like the chain of veneration is just good to be throwed in the garbage bin 😡 . But the problems only get bigger to me... Basically, this mean that a follower of Chalana Arroy may learn Sorcery but Malkioni wannabe healer cannot unless they are Sorcerers. why not 🀨 If Malkioni use spirit magic, this mean that they are chamans in Esvular, Loskalm and Seshnela. Esvulari Chaman in Kethaela seems pretty much common to me but Loskalm and Rokari shaman ... no way they can teach magic to all non-Zzaburi populace ! Unless we are speaking of some "Misapplied worship" like in HQ, I don't understand why Zzaburi don't twitch and ask to "BURN THESE PAGANS FOOOOOLS...." 🀣 The other solution is Rune magic : If we admit that malkioni pray their ancestors or saints to get Rune Magic, this mean that praying Xemela will give you same spells and abilities as Chalana Arroy and praying Hrestol, Saint of Knighthood will give you the similar abilities to a god of war like Yelmalio or Humakt. Why not ? I can envision this because having Malkioni use runes magic is a fine solution in terms of magic abilities and rules : the only detail is that malkioni ancestors/saint cannot accept POW sacrifice but only an equal amount in time/veneration (because Nysalor Creation was know to be a respond to Malkioni expansion -may not be canon anymore tough-). I can understand "Great Sage Equal to Heaven" answer but in term of DESIGN, it's a bit boring having every contries/people with the same set of magics (Spirit or Sorcery + Runes). Glorantha is a spicy world because they exist different kind of people and different magics BUT if every one have access to the same spices, we just lose all the taste. HQ may not be canon but it had the very excellent ideas to give some bright and shiny colors to each magic. Losing this big step is a bit sad πŸ˜ͺ. I'm not against Chalana Arroy using sorcery and I pretty much think it's a very good Idea but If I had to (very) stupidly sum this up to my players : "a Barbarian warrior becoming a medic can learn sorcery but western warrior one cannot unless you are a sorcerer" ... I can hear my player laughing at me. And as a fan of RQ3 - HHS (1), this was exactly the biggest flaw of RQ3 to me. PS : HHS : Heavily House Rules 😜. As usual, sorry for the big digression πŸ™‡β€β™‚οΈ
  15. 😡 : euuuuh... I really need some clarification Are we speaking about the same Malkioni... the descendant of Danmalastan which magic have been made by Zzabur; A man called the Great Living Rune, the creator of the first Grimoire and beholder of the titles like Wise man of Kiona, First supreme Sorcerer and God of Sorcery. Unless we speak about Aeolians who may not all be Malkioni or Sorcery users. Or we may not speak about the same "Sorcery". To me Sorcery mean all magics of the Essence Plane as it is explain in HQ : Focus like scriptures or Miracle are a form of Sorcery; But if you separate the magic of Churchs, saintly orders and wizardry schools, I admit that not all Malkioni are part of a wizardry/Sorcery school. (In RQ, As the difference between these practices was never put into the light, I did not take them in account). If I'm still wrong, you may enlighten me (Not with a Nysalor Riddle, I'm Allergic to moonies and chaos πŸ˜› )
  16. I mainly play and master in Western or eastern part, Malkioni or Vormain. Most of my players know well nordic gods and Orlanth was never choosen, I only have an Issaries with variable affinity with Orlanth. Ernalda is not choosen either because her magic is nor very offensive / defensive but I really like Orlanth as my players Nemesis (Teleportation is an irritating spell) and Ernalda as schemer's goddess. As player, I prefer the versatility of Sorcery Magic (RQ3) or playing a Vormain's Bushi (like an Humakti with more color and style).
  17. Fact is : Arroin, A son of Chalana Arroy, which magical power was eaten by Grenfalur the Eater doesn't provide any magic to his healers. (no healing or any others) Arroin stricly have no magic, he lose them and never get it back but he can still help and heal people and moreover ""Arroin"" don't have magic but his followers can have some if the pray others gods, spirits or saints. ^^ Why Sorcery ? First, Does Arroin/Chalana followers need magic : NO. Simply think how he can do this : First, you don't need magic to heal, you need to be a medic with skills, it's not as fast as magic but if you have hundreds of victims you will burn all your spell in 5 minutes, you save ten people and nothing more. A medic with skills could save a lot more people. Second, What sorcery have than Runic spell have not : First is the limitation, like the precedent case if you burn all you rune magic in one day you cannot use it for a long time; Spirit magic and Sorcery are not limited in number of use so Chalana's followers can use others magic to preserve their Rune Spells and still heal people. a Bad wound : a needle, a thread and some skill is enough a Bad bleeding : A spirit or sorcery spell will to it a Hole in the chest : Only a Rune Spell with the help of Chalana Arroy could save one life So Why choosing sorcery over spirit magic ? Mainly because Chalana follower would blend in the local culture to be able to use their magic without social problems : "Do in Rome as Romans Do". You live near malkioni, use sorcery... you live near some dumb-lanthi, use spirit magic ...XD
  18. Rune of Mastery, Magic and Infinity are conditions runes, they cannot be use or control by anyone in the mortal realm (in RuneQuest-Glorantha). Rune of Magic is the rune to communicate with your source of power (Saint in the Essence plane for malkioni, Gods in Runes plane for orlanthi or Great Spirit in the Spirit plane for the shamans. It's the rune to communicate and use spell, every one have access to a tiny bit of this power but no one possess it cause you cannot communicate with alls magic planes; it's the property of all Conditions runes : You can use a tiny bit of it but never fully possess it... Rune of Mastery is use to indicate that someone have attained a great control in one domain, usually the control over one rune. Have Rune of mastery in HeroQuest is use to estimate how strong you are; Only heroes have Mastery Rune in their main ability, simple mortal cannot equal a heroes unless using Mass scale magic with hundred or thousand of magician. Rune of Infinity is use to state that you have attained Illumination and you are one with the Rune, you are not a simple hero, you are a Demi-god ie Super-hero ie Saint or Shaman-king. You don't control the infinity rune but can use it principle with your main rune As Orlanth is the wind thus cannot run out of wind's power. Rune of Law is more complex because it's a bit like the rune control the source code of Glorantha... Like Acos (nickname UpHolder of the Cosmos) or Malkion (As Ordelvis / Kiona) who could control all the runes create the malkioni and as Kiona create the creatures of the Essence Planes such as the Angels. Having the Law rune Mean you can shape the world and even control or create the indestructible Adamant. Unless being a prophet or the Supreme Sorcerer ... you cannot possess or control a bit of this rune but you are still using it by using any runes or magical law. ----------- Last but not the least : as mention 10baseT "Chaos Rune" is possess by chaotic creature but does the Rune of chaos exist ? (to me) probably not because the Rune are part of the universe and Chaos in itself is everything but not a part of the universe nor a power that can be combine with conditions runes or law rune (remember as adamant and chaos does not mix well ^^). But for the sake of simplicity and game ruling you can create a Chaos Rune or chaos percentile skills to evaluate how far your affinity with chaos is... You could also do the same for others runes But Having affinity with ...Magic rune will mean you can call for anypower or magic in any plane. ...Mastery rune will mean you are a super-polymath with ability to do anything with Excellency ...Infinity rune will mean you have almost no limit, your magic is perpetual, your body unaffected by time, your mind without limit (calculate 8546 x 2589 will be a task of a mere second...) ...Law rune will be the ultimate overcheat, you can be an new Zzabur : Understanding all the celestial mechanic by looking at it, create new magical species like Kiona or materialising pure Adamant in your hands.
  19. I'm half agree with you... Personally, the very best rule to me is HeroWars (& HQ) rules to compare successful rolls because : -Bonus are used as usual, skills rolls only take in account the decimal + unit ( 126% is roll ass 26% : no need for an extra table) -Each 100% (1M) give you a bonus of one quality of success or a malus to the other side -You compare the global success giving you a qualitative result (minor>major>total) and not just a win or fail -Even equality in "success/success or fail/fail" never ended without a proper and simple answer The HW/HQ is so simple, you can write all rules in half A4 and it is also easier to compare opposing characteristics without any multiplication-by-5-for-dummies table ... because RQ-G had clearly benefit from HW/HQ system but not enough to my taste because inspirations/skill boosting another is clearly simpler, better, faster to use in HW.
  20. Why not Saint Hasterax ? he is very good to select wood and slicing them .... πŸ˜‚
  21. Some magical acid was even worst as it just destroy the SIZ of the target : Meaning a 3Pts acid damage on your body just destroy 3Pts of SIZ O_o In term of physics and RPG, The best way to describe acid and others corrosive substance is something between fire and poison. Mainly because an acid really burn you like fire AND the damage are really similar but just a bit slower to take effect like some poison). The simplest way to rules it : Rapid action acid => Fire Damage / Slower and nastier one => Poison rule. Just tell them : If the don't want to lose it, just don't use it :p The more you pc complain, the better (as GM) you are... and for any GM this is the best compliment you can get (Complain ~> Compliment ^_- )
  22. Oh Great Shaman and Mystic of the Fantasy, May our voices reach you wherever you are now, You share us Glorantha and so many others discovery, You open ours eyes on a new worlds of wonders, For all these gifts and for everything you've done, Thanks you and we will never forget you, Thanks you Greg, Aujourd'hui nous pleurons le dΓ©part d'un Γͺtre chΓ¨r, Pour que Demain sa Joie continue Γ  vivre dans nos coeurs, Que la paix soit avec celui qui peux dΓ©sormais contemplez l'Invisible,
  23. 🀣 Best Joke of the month ... doing a special attack made your attack weaker (1D6 - 1D4 upgrade to 1D6 -1D4 -1) As fun as the topic is, I still ask : IF empaling n' slashing benefit everyone, why crushing should handicap the weaker ? I really like the idea of Crushing giving a boost for bigger and stronger creatures but even if it's simple and good rules it has some flaw (... the trollkin pathos !). During my RQ3 era, I choose to create a second Bonus Damage type calculated with a Double Strength (DB with 2xSTR + SIZ instead of STR+SIZ) to give and advantage to stronger characters. This method cost a few second at creation but really help with crushing rule and feel more natural. Using RQG standard, it could became something like : Creature (average str and siz) : Bonus Damage / Double Strength Bonus damage Pixies (5) : -1D4 / 0 Runner (7) : 0 / 0 Trollkin (10) : 0 / 1D4 Great troll (26) : 2D6 / 4D6 A "good" trollkin vs a Runner could get the upper hand in a fight even with same DB modifier; A Great troll will get a monstrous bonus as he should have ! Even a tiny Pixie could benefit from it. This could be a great, simple and efficient solution to crushing flaws but I'm pretty sure it will stay a house rule...
  24. I've go nothing to add about the core of the sheet, but as "I love painting my ugly B&W Sheet" I 1/ You could a bit of red to match the classic style ... And for God's sake, write your name BIG and RED... 2/ Check box are RuneQuest trademark, you should make them square because maniac player like me really like Square Check box ...(it's a maniac talk, don't really take it in account :p ) Apart form those minor details, It's a perfect Runequest Classic Sheet ! Great Job ! πŸ‘
  25. Like most RQ's GM, I've tried lot of alternatives and solutions (from the slowest to the fastest) 1/ Giving all players the table : Simplest (for the GM) and no problem with most players (not newbies) 2/ Create a new Sheet with some space to write Special & critical success for all skills (like in Cthulhu v7) 3/ A bit Change of rules by multiplying the Dice Score by 5 or 20 instead of dividing the skills percentages. (an great idea of my first GM) If Dice Score x5 is still a success, it's a special success If Dice Score x20 is still a success, it's a critical success 01 is always a Critical success 4/ Giving to players a "Card Game" size table with simplified table (Considering Dice x5-20 instead of skills /5-20)...(My favourite one but it's a lot more time consuming to create, print...)
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