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MJ Sadique

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  1. Yes, this is how "Basic" was created ! RQ3 had also special setting for Antique era (main book), another to play a Viking (a book called Vikings),and eve one for Medieval Japan (Land of Ninja) etc...
  2. Original RQ3 rules implies : You can split an action of attack in two attacks for two different targets at SR (base) and SR (base) +3. Pole Axe SR 3 = 1 + 1 + 1 (Dex, TAI, Weapon) splitting each 2 actions in two attacks means : Action 1, Attack 1, Target A : SR 3 at 150% Action 1, Attack 1, Target B : SR 6 at 150% Action 2, Attack 1, Target A : SR 9 at 150% 300% Action 2, Attack 2, Target B : SR 10+2 at 150%, no action can be carry to another round ...no more than 3 attacks To resume 4 attacks max, on 2 targets A/B : SR 3, 6 et 150% and SR 9 at 300% Mounted_Lance SR 1 = 1 + 0 + 0 (Dex, TAI, Weapon) splitting each 2 actions in two attacks means : Action 1, Attack 1, Target A : SR 1 at 150% Action 1, Attack 1, Target B : SR 4 at 150% Action 2, Attack 1, Target A : SR 7 at 150% Action 2, Attack 2, Target B : SR 10 at 150% To resume 4 attacks max, on 2 targets A/B : SR 1, 4, 7, 10 or SR 1, 4, 7, 10 Bladesharp 4 : +20%, Dam +4 to any attack done with the weapon boosted (modifiers are always added after splitting skills) --- Personal rules --- My personal rule use an old RQ2 optional rules stating if you have a malus splitting you skills, the malus cannot exceed 50%. With RQ3 rules you can simplify multiples actions : -50% malus for each extra attacks on different successive target (with a 50% minimum skills). -100% malus for each extra attacks on same target (with a 50% minimum skills). With house rules at 300%, you can get 5 extra attacks on different targets with a -250%: Meaning 6 attacks at 50% at SR (base) +3SR/ each extra attacks. With house rules at 300%, you can get 2 extra attacks on same targets with a -200%: Meaning 3 attacks at 100% at SR (base) +3SR/ each extra attacks. But you will need a way to minimize SR because RQ3 is limited to 10 SR. Usually by magic or creating a new rules. You can't do 6 attacks with basic rules !!!
  3. RQ2 is simple and beautiful in many aspect and even as a RQ3 Lover, I really like how modifiers are in this version. The system may have some flaws but it's a tiny price to pay. As a Gamemaster with tons on npc, I even test using rq2 mods for low grade NPC and monsters. Even If I found a far better method, going back to rq2 was the first step to better system and it was a lot less tiring for me. Base % + mods (CAR1, CAR2) is still used in a lot of systems and the "representation of reality" is quite decent. The Scalling in RQ3 skill bonus is great and it's the only game where having high POW could give you negative modifiers (in discretion). There was only two bad things in RQ3 modifiers : 1/ It was awfully annoying to calculate at each carac' evolution (like POW). 2/ I never understand why some modifiers have one carac' and some four carac'. The first flaw made me hating pow economy and change a bit the POW evolution and the Runic magic behind (killing Rune magic flaw at the same time). I didn't master any RQ for sometimes but I think changing secondary modifier to +0.5% by point of carac and creating simplier table of carac to modifier will greatly help. But I don't know if all my players will like to have a "+12.5%" modifier... The second flaw still let me without *good* answers. I still don't know ho to handle this -_-;; To sum up, rq2 modifier is a bit simple, a bit less realist but I must admit a lot more easy to handle for GM, easy to play for players.
  4. When house ruling the best is to test it before hand, I personally use three tools : Soloquest, PNJ testing and my personal BFS-D. For you Idea, For each 10% margin of success, you add 1pt to your damage_dice value (Δ 10% : Dam +1) -Solo-test : Adding a step for damage calculation is a bit heavy, you have to roll the skill with a skill modifier and find out if you making a normal / special / critical. And you have to add one more step of calculation before doing the damage and then add a value after the dice roll. This really help a lot low damage weapon (dagger at 1D4+2) but become less effective with two hand one (heavy sword at 2D8) or spell (5D6 damage sun spear). The Good part is you make a bit more damage and a good skill roll can compensate a bad damage roll. The Bad part is a lot more heavy calculations and the fights became more mortal, and RuneQuest is already very mortal. -PNJ testing : It take too much time but from my experience, you should always let your player the choice to use it or not. The other bad part is having a qualitative success (spe/crit) and a quantitative one Δ 10% : Dam +1 mixed up. Players usually dislike fight because of calculations. Special and critical should be calculated before hand or with a table. I agree 10% is easy to calculate but you lose a lot of time as master to use it and players too. The Good way to implement it could be : PC choose a -10% malus to gain +1 Damage (cumulative, no limit) and/or -30% malus to gain ability to re-roll damage (no cumul). The Bad way is often to not let them the choice or gain a boost without a risk. -BFS-D : It's my personal way to analyse any modification, I mean Better Faster Stronger and Diamond (Solid, Clear and value). BFS is for the master system, D for players importance (remember players are lazy, demanding and ). Better : Yes, the more skilled you are, the less lucky you need to be. Faster : Really not, it take too much time. Stronger : It's not very effective for weapon that do more than 10 pts of damage. Solid : The Damage roll become too much complex, special and critical are more usefull. More special success will be easy to play without extra rules. Clear : As player, I understand why you do it. But it's more a lucky fighter at skill roll make do more damage (than a skilled fighter)... Value : Does we gain something... no because PNJ will also do a lot more damage. you better give us extra-armor point ! I hope these analysing could help you !
  5. 1- If you did read my post : 1/ The spell state that disruption "damage is not absorbed by armor". The quotation marks ("...") mean it is the exact text in the spell description from the RQ III version Deluxe by Avalon Hill and I will add that my RQ III, french version by Oriflam state "Ces dommages ne sont pas absorbés par l'armure". 2- In your example, The effects of the spells are cumulative but not the spells themselves. 6 men casting six Disruption 1 can't create a Disruption 6. Each spell are treated separately making six separate spells rolls, MP oppositions, localisations rolls and damages rolls. -The english term in RQ is "stackable" or "variable"; Disruption is not a stackable/variable nor it can be boost with Crystal of Powers (elders secrets, chapter Glorantha Mineralogy, RQIII Avallon (en) and Oriflam (fr) editions). -The rules also state that "One adventurer cannot combine a spell with that of another adventurer". You cannot have combined spells unless you do sorcery and use Multispell (also in RQIII Avallon (en) and Oriflam (fr) editions). The very best example is TRose Shotgun wand (It's a beautiful and marvellous idea) : Even if the six spells are simultaneous, the player will have to do six separate rolls for overcoming the target POW, six separate rolls for the random localisation and six separate rolls for damage. Even if half failed, the target will get 3x 1D3 damage which mean an average of 6 HP loss up to 9. Only a counter-magic 3 will protect you.
  6. Yep, 100% agree but If you have some milllions years, you could like The Doctor pierce an adamant wall with your tiny punch... but it take a lot of time and lives. 1/ The spell state that disruption "damage is not absorbed by armor". It doesn't ignore armor points of an object, just the protection a target may wear. 2/ No, unless you forgot that a castle door (in RQ III) have 30 ArmorPoints & HP. Disruption CANNOT ignore innate armor points of objects but only any armor the target may wear. 3/ If you want to counter disruption just use counter magic 4. If you want to counter bladesharp just use dullblade or simply protection (that don't stop disruption). No need for a new spell like this.
  7. There was nothing about spirit magic in New Design, I tried to lure Jeff by opening the thread "New Design - Spirit Magic" but that old fox didn't take the bait. We just had some infos from Kraken and there was some about a mass combat rule in the New RQ but nothing more.
  8. The reason is simple, in Glorantha you can do things Physically (a ram) or with Magic. For human, Magic and Physic are at the same strength : a punch (D3 damage) is similar to disruption (D3 damage, ignoring and armor but not the solidity/Armor_points). A hundred of punchs can't take down a castle door nor a hundred of disruption. Remember that a door with 20HP have also 20 AP (armor point = Hit point for objects), so 1D3 Dam vs 20 AP = 0 hit points loss. You can use Disruption on objects but it's not necessary effective or usefull. If you see Disruption as a magical punch that can fly at 50m and bypass an armor, you'll understand it's greatness ! About magic vs physical in fantasy : -Castles are needed because a 1 meter wide stone wall is not easy to build but unlike magic it don't have a 10 minutes duration. -An elite magic-squad could take down a city door but as in heroquest lore, most big places are under protection of a gardian. The contest will become Elite-squad magic vs Gardien-awareness magic. -Is magic cumulative in RQ rules : no. -Is magic cumulative in Glorantha : yes, for a hero or cults rituals. -Does it change the game : Yes from RuneQuest to Herowars/HeroQuest -Does it change the world you play in : No, it's the same Glorantha.
  9. Disruption : My players favorites spirit spell which bypass any physical resistance and armor. To explain disruption effects, I state it was a "Tear Muscle" like effect or tell a player taht the spell was a Piranha spirit that can chew a leg behind an armor. In this comparison, the spell can be used on anything. For a rope, the is rope cuting spell in Land of Ninja which is based on Disruption ... As master, I use it to destroy the leather strap of heavy armor thus render them useless. Also to Neutralize any big spell incoming (since any damage trigger a INT x2 roll to not fail a spell), it's the best counter against >10MP spells. Disruption work perfectly to disarm any bow, crossbow or simple traps without being spotted unlike javelins or others weapon. As a gloranthian, I think there is a myriad of spirit, thus limitating Disruption to one- adamant rule is stupid unless you play a Dwarf because dwarf stick to the rules explained to them. For I-stick-to-the-Rules-fans (which I respect !) most objects in glorantha have at least 3 Armor points (a dagger is 6PA) and disruption is like a stiletto or a punch (1D3 damage). As house-rule, I never ask for POW vs POW rolls because it's stuck at 1D3 damage for 4SR (You cannot have disruption 2 or more, so it's enough nerfed). Like in RQ boardgame, I think Disruption is a physical spell -like fireball or guns- which can be stop by physical mean only -Like a Giant natural armor-. I only make POW Rolls for spiritual spell like Demoralise, Befuddle or any "mental state modifier" spell.
  10. First, you PC rocks... my best player only lose so much after meeting a ghoul, a sorcerer, being exposed to the red mist and meeting a Shoggy... (a three sessions scenarii) Assuming CoC v7 and the guy have 60% in base carac and have get a phobia each 12 pts...he is at 12+12+12+3 SAN loss = 3 Phobia rolls + 3SAN. In the scenarii, I'll have him get a -3D (auto fail) for each action : mean he cannot do anything unless he have a dice bonus in the skill he want to use. Depending on the game rules and options, he will have to get out of his bad trip step by step (one for each -1D). Fleeing from the cause of SAN loss is a sine qua non condition and For after the scenarii, I will let him choose between : -Getting 3 minors Phobia at -1D each if the phobic factor is meet. -Getting 1 medium Phobia at -2D and one minor at -1D ... -Getting 1 major Phobia at -3D ... and assuming he will be out of game if the phobia is trigger .... And did he want to stay out of the game to recover, I always let the player choose and usually give him a double rate recovery if he pay a huge amount of money for a week in a Deluxe Sanitorium. If you can rack his money and his sanity, you must do it ! (any Sadistic Master should do this)
  11. Great, I love the idea of Heroquesting with RQ rules. Runes spells for Heroquest, Feats and Runes with Heropoints. a Lot of good things
  12. from http://www.glorantha.com/docs/glorantha-core-rune-font/ X : Fate Rune, K : Luck Rune. In Glorantha, Luck Rune (K) is said to be only displayed in Holy Country by the Masters of Luck and Death. Playing oriental, This rune look like a Torii (Japanese's sanctuary Spiritual Gate) to me; I choose to use the Luck rune to explain the power of Ki (Land of Ninja) but always let it unusable or at least unexplainable by any others culture. The Fate Rune (X) is more the power of a hero to change the world and himself (his own destiny, his own path) as it's used as Hero Point since Herowars. For RuneQuest, it's a bit too much big power for a classic game. But if you want to change the world and change your path, you'll have to understand this rune a bit ! Fate and Luck Runes are "not recommended" rather than "not used" for Runequest as soltakss said. But kalidor, if you want to create a cult with such rune, you could give it the same feats like Humakt or Yelmalio cults : You take a geas and gain some free Runic power our abilities; the spells and abilities will depend on the other rune of your cult.
  13. I Love the explaination about Little Sun cults. This clarify some things but could we have not "Little Sun cults" But "Little Suns cult". Despite the different reading of Little Sun, (Yelmalio : Yelm-alio. YELMALIO : Elmal(i) God of Truth Light YO ) I still think Little Sun may be some Collective God of 12 Sons of Yelm. One God, Many Body ... As master, this spare me some neurons (I did think the same for Issaries despite canon !). XD Little Sun = Yelmalio : Yelm-alio so could we say that alio mean Little in Fire Tongue ?
  14. I don't know why people go overboard about this multiple shots possibility because even If I like playing RuneLords, heroes and Bushi games, I rarely use 10 shots per round, only against hords of Ghoulims or to quickly kill groups of soldiers. But still don't forget .... First, Arrows shooting is like spell casting : an "active action" where you are fully concentrated in what you do. Any side/surprise attack will automatically succeed or have at least a +40% bonus to hit the shooter. Second, 5 disruption per round or 10 arrows shots per round need DEX 21+, a lot of preparation and being out of range of any enemies (60m at least -1 round movement for a human at full speed). This won't happen often unless you prepare an ambush. Third, Even if a master I allow preparing 10 arrows in advance, at 3SR per arrow, you still need at least 3 full round. It's still the rules but with some open mindism. You don't need house rules everywhere. In RuneQuest, Strike ranks are need for player and master no going overboard with tons of actions in one round; And SR should stay like this ! RuneLord Mode ON ! More than 3 strikes/actions per round mean you are not a simple man or an acolyte; Such multiples attacks abilities is more RuneLord and Heroes "brand". Pentallion said that "Start tweaking that for whatever excuses and the game falls apart." but I don't agree "you may choose to use it at your own risk" but It won't be a standard runequest play. -For multiples attacks, I personally use the Ki Rules in Land of Ninja with minimum modifications because the rq3 french translation sucks a lot (using only 1 temp. point of POW to activate an Ki effect and MPs to augments the effect). After some times I choose to had a lot of ki effects after finding that Ki rules really rocks without making the game fall apart mainly because I made the Ki skills evolving slowly (1/5 normal skill). Melee KI uses : in Perfection (all success become a Critical), in Reflexion (redo a throw, stackable), in Power (Double Damage), Solidity (Double armor point), Dextrous (+1d6 strikes, stackable), Speed (3 SR bonus, stackable). Distance KI uses : in Perfection (all success become a Critical), in Ricochet (redo a throw, stackable), in Power (Double Damage), Clarity (Ignore one protection, stackable), Dextrous (+1d3 strikes, stackable), Speed (3 SR bonus, stackable).
  15. Strike ranks and bows, one of the simpliest rules but so much fight over that tiny idea of "what if more than one arrow are prepared before hand ?". Rules states you need Dex.SR to aim, bend the bow n' shoot. Preparing a weapon by taking an arrow from a quiver and nodding take 3SR. Reality state a shooting rate of 10 to 16 adjusted shoots per minute which mean 2 to 3 shoots per round. rq3 Rules give 12 to 13 shoots in one minute (49 RA) with a monstruous DEX.SR of 1 and 3 SR between each shoot. rq3 Rules give 16 shoots in one minute (48RA) with a standard DEX.SR of 3 and 0 SR of preparation between each shoot. Some masters find 3 shoots per round is too much with a longbow but making such choice made your archer slower than they were in reality. If you need an archer with 21+ in DEX to attain a realist shooting rate, you choose that a Legolas level archer in rq3 have the same shooting rate than a english *just good* archer. I've made my choice to state that you can prepare arrows before hand or use an assistant to have 0 SR between shoots. Make your own choice ! (I like soltakss choice...) To me YES, -Without magic with an superb DEX.SR of 1 and having prepared all arrows before hand for an ambush, you may shoot at each SR. It will be an exceptional case but you can do it. -With Magic, this will be another answer. Attaining DEX.SR of 1 will be easier and a Multi-missile variant spells could be use to create duplicate magic projectiles. I don't even need to mention Ki rules of Land of Ninja. High rate of shoots may be astonishing but I know few being which can survive Three critical hits straight. Does really 10 strikes per round really useful ?
  16. Translation problem... one of my specialities. I always get in them, which is casual since I'm a french player Weapon arm shield may refer to a Retiarius arm guard (wear on left arm only) : Light armored fighter oftenly have a heavy manica (sleeve) sometimes made of chainmail with curved and overlapping metal segments (plates). This solid protection may be use as shield without losing you left hand to hold a shield. With this you can use two hand weapon and still be able to parry an attack with your left hand as if you have a shield.
  17. It's a bit the same discussion we had in page 3&+ of rq2rq3-2-weapons-2-attacks-in-the-same-round thread...to me : rq2 is global view of a fight as a big melee without need to take in account where you exactly are. rq3 is precise view of a fight as an arena melee with need to take in account where you are and where your enemy is ! -I Like the two systems, rq2 for it simplicity but I always prefer rq3 for it's surgical precision on position and movement. I have play some fight in the arena of Monster Coliseum and I use movement and have pushed RQ3 systems to it's fullest precision with each player and creature position know to half-meter precision. Such complex and almost realist fight could never be played with rq2 or any RPG. In RQ3 SR is linked to movement, walking speed and time travel. In a fantasy world, it can make a big difference, not only in a fight ! An elve with twice movement as an dwarf could always outrun the short-leg. Glorantha is also a world of travel, a human could walk 30km per day (movement x10) but a dwarf with movement of 2 (20km /day) will have to use twice speed/fatigue to catch up an elve (mov 4, 40km / day). In fight and travel long-legs have a big tactical advantage ! I don't like variable SR per round because movement is linked to SR (in rq3). But like Styopa suggest, having a mecanism which help player change a bit the SR in exchange of skills modifiers is a good idea. We already have a bit magic to rise DEX and get better SR but no speed-fighting oriented magic nor fighting tactics. Frequently playing, oriental style fighting games, I modified a bit some spells ans skills to have. I admit that in most fight you don't often need rq3 precision and detailed movement by SR but not having it will make a lot of battle more blurry n' opaque... Post-Scriptum (a bit out of the thread) Another funny thing I read is that people prefer having 12SR in rq2 than 10SR in rq3 is sheer stupidity because in rq2 dex.sr.max(5) + siz.sr.max(3) + weapon.sr.max(4) = 12 SR.max and in rq3 dex.sr.max(4) + siz.sr.max(3) + weapon.sr.max(3) = 10 SR.max . Rq2 may have the more SR but dex and siz's sr goes higher ... so it's the very same range of SR in the end ! Flat percentiles malus are usually better to use, simply because calculating half percent skill is boring. If I recall well, in rq2 half skill malus are limited to 50% which is not written in rq3 (not the french ed. at least). This clearly is a good rules of rq2 which should still be present in the 3° Ed for player having more than 100% skills. I may always prefer rq3 but some rules.
  18. Shubby... not really one of my favorites old ones The Pastores, A Malefic Cult for Cthulhu Dark Ages (1) : The Pastores are a fertility cult rooted in an alliance of several noble families who worship Shub-Niggurath in her form of the Magna Mater... THE PRIMAL STATE (2) : is a campaign for classic era Call of Cthulhu, ideally set in the 1925-1930 ... An unusual Shub-Niggurath cult, Zvilpoggua... play a central role. Great Old Ones (3) are also part of Doctor Who Universe and Shubby is also part of the universe. It's not just a Goat in the forest but could give you some inspiration... If you did not know, the Great Intelligence, one of the doctor greatest enemy is Yog-Sothoth himself ! Goomi's Vault may provide some funnys ideas... I never get bored of it : http://www.goominet.com/unspeakable-vault/vault/546/, Introduction of Shubby : http://www.goominet.com/unspeakable-vault/vault/5/. (1) http://www.chaosium.com/the-pastores-pdf/ (2) http://www.chaosium.com/the-primal-state-pdf/ (3) http://tardis.wikia.com/wiki/Shub-Niggurath
  19. Yes, it's "sorcery" or Magiste (techno- : art, Mastery rune M; -logy : study, Truth rune Y so MY like in L... MHY) -Mostali and Zzabur magic is based on studying, understanding and using the laws of universe. -Any kind of Technology is based studying, understanding and using the laws of universe. (same thing) Swords and weapons could be traditional ones (stasis rune/traditional aspect) or new ones made to fit a new roles (Movement rune /evolution aspect). The most typical fight in this aspect was the "mass-produced magical sword" in the II Age : They was made by a new sorcery/technology (Evolution) but all in them oppose traditions ( Like Jon Hunter clealy said ). Technology help people to create a needed tools/weapons when it does not exist or nobody could hep you but Central Genertela believe in Gods and spirits who can answer them if they need a weapon. If nor gods or spirit can, a hero must made the appropriate quest to find a solution. No technology needed unless it's a Lankhor Mhy Quester.... Most of Cultures linked to stasis rune (Mostali, Malkioni) are a bit rigid and slow in their evolution, thus helping them keeping their knowledge. Central Genertela are more linked to the movement rune aspect, helping them changing faster but change is not always for a better state, their evolution can do more yo-yo; Like in regression after Dragon Kill or the White Period of the IV age). I think that they (malkioni, Mostali) don't have the most advanced, it's just others loose their knowledge (thanks to Gremlins, blue moonies MIB squads and Dragons !!!). In terms of Magic, swords in central Genertela are mainly a traditional weapon of a God (rediscovered or found) or a new weapon of a Hero. Technology are welcomed with rise of any empire but are rejected and blamed as soon as the empire start to fall (like what happen in ours Middles Ages).
  20. Speaking of Forge Bone, I add post one that could be like one (third one) : http://basicroleplaying.org/topic/5092-runequest-2-rapiers/?do=findComment&comment=76722 And I remember it, thanks to Iskallor ( You must give to Caesar the things which are Caesar's )...
  21. Until last year, I always advocate for fixed armor value per hit location (with abilities to target the buckle to uncover a location) Recently I play others game with fixed armor but having a variable value for HP of the armor, and I prefer this one which minimize the lucky one-shooting attack, give more struggle feeling for light-armored & heavy-weaponed player and it also give a greater heroic feeling. It work fine perfectly in comic space-opera where you start in full exo-mobile armor and end the fight in Bikini...
  22. Ohohoh ... I haven't gone on Nick's website since ... at least ten years. I really didn't remember this very funny part of his heroquesting but resurrection didn't exist until Chalan Arroy complete the lightbringers quest. Whatever, It's a minor problem since miss-using the power to heal is like miss-using the power of Death ... a very bad thing. Killing an innocent is bad as much as resurrecting a non-repentant killer, even If personally think a non-repentant killer cannot be resurrected (he must repent like orlanth or stay dead). I'll be more sadic than nick stating that a humakti who can use Truth affinity to find who are *bad*-healers may progress in the path of Humakt but If they kill a *good* healer who try to heal a non-chaotic, orlanth-like-repentant (accepting having miss-use death) such Humakti is certainly miss-using Death. Death and Life (Fertility) are opposite and complementary, a Healer with fertility (resurrection) can correct wrong-using-of-death as an Humakti with Death (sword) can correct wrong using of Fertility (rape). The tricky part is Death without Truth make you a good murderer but don't bring Justice; Truth is vital since it help humakti selecting who must die and who have to live : it's the role of Humakt as Judge of Living and murderer's hunters. Killing a bunch of *good* healers (chalana or not) could make you one of top 10 Humakti's Most Wanted. Humakt could say that "The road to hell is paved with good intentions ... and mainly Orlanth's ones". I really think it's a marvellous, sadistic n' stupid joke : because anyone could make a stupid error (fumble) and the joke could turn you in your own cult' enemies list (Humakt or Chalana questers alike). and I Loooooooooooove such jokes.
  23. Stop you stupid jokes soltakss ! Some may believe you XD... If Water is Life that Death is Whisky : Abusing Whiskey is bad, this is why Humakti will chase after murderers and can help the poor Chalana's followers in their quest to correct wrong used of Death/sword. Vivamort and undead are heretics who add water in their whiskey because they don't like plate water nor the whiskey at full strength. Death is like whisky, you don't mix it with water or cola... it's a rebellion ! a crime ! a blasphemy ! ---------------------------------------------------------- Soltakss ask : Are the True Giants in the Underworld or in Hell? In Glorantha they are two different things. The Question was about Giants who are in the Middle World and sending their children in a cradle to underworld ? for them to come back in the Middle World. The Cradle sending is their equivalent to giving birth as state in the ol' Greg Sez: Q&A : Why do the Giants use the River of Cradles? Question from HERVE ANCELIN. Answer copyright ©1999 by Issaries, Inc. Q: Why did the Giants let their children drift on magic cradles along the Zola Fel ? A: The question implies that the giants had a choice on this matter. They did not. They have no more choice in this than a human woman has over her own biology. The comparison would have this woman not "let her children drift enclosed in an amniotic sac down her birth canal." The analogy is intentional, and can be a good example of how something is not always exactly what it appears to be. The giants in question here are tremendous being, far more huge than Gonn Orta. The peaks of the Seven Giant Mountains are just small parts of the giantess. The journey of the baby down the Zola Fel, and subsequently down the Homeward Ocean, is the giant equivalent of giving birth. It may date back to the old Glorantha Site I saved back but I think it's still in the Canon....
  24. I don't know how you use you pK but a probability to kill which don't kill but impaired is strange. Because there are a lot more simpler method and your feel awfully wrong : -First for the simpler KO: Using personally one of the oldest (RQ III) and last BasiC based (Cthulhu v7), impairment or K.O is made by special effects or losing more than half total HP (CoC v7) or HP localisation (torso or head : 5HP max for a 12HP person). why an extra roll ? -Secondly, as you state pK = Max.damage / Hit.Points, If take a .22 derringer (1D6 (E)) versus shoggoth (Locomotive size at 60HP) you get a pK = 12/60 = 20% or 10% without Empaling. Any House-rule may not work in any case but having 10% of luck to kill-neutralize a Shoggoth / elephant size with a .22 Derringer is too much extreme. The main reason of the thread is to have realist Damage, not to shabby nor too extreme ... without having any need for extra rules to correct unrealism effects.
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