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Scott A

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About Scott A

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  • RPG Biography
    Introduced to Glorantha via King of Dragon pass. Played pathfinder, became tired of pathfinder, trying to move onto Heroquest.
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    Tender of goats. Also known as Haystack.

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  1. Scott A

    RuneQuest Core Rules Questions

    Hi Jason! It's nice to have a place to get things clarified. Do the extra MPs added to Heal Wound count towards boosting the spell? Eg, if I cast heal wound and spent 5mp on it , would it count as a 2 point spell or a 7 point spell for the purposes of countermagic? Is the countermagic/protection provided by Shield incompatible with Shimmer and Spirit Screen like the spirit magic equivalents are? How do you calculate the intensity of a Socery spell for the purposes of countermagic/dispel? As far as I can figure, the total intensity is 1 + the levels of intensity purchased, is that right?
  2. Scott A

    Strike Ranks: initiative order or action allowance?

    I'm not seeing a contradiction. The rule on 194 is clearly the same rule as on 314, with a clarification added for how it interacts with the SR readiness table on 193, which reads "Each magic point used +1."
  3. Scott A

    Strike Ranks: initiative order or action allowance?

    It increases the casting time. The rule is unambiguous here: "If more than 1 magic point is used to boost a Rune magic spell, or otherwise increase its effects, 1 strike rank is added for each additional magical point after the first." The bolded bit there is the catchall that handles this case. As for whether or not you can combine unengaged movement with casting a long spell, I'd say RAW doesn't allow it, but MGF does. The larger question of whether or not you can move and then cast a rune spell in the same round is likewise a bit ambiguous. I'd personally rule that you can, because it seems more fun and dynamic that way.
  4. Scott A

    House Rules

    Yes You know what, you're right! Sorcerers need more incentives to fish for as high a skill as possible. NEW HOUSERULE: Special successes on sorcery casting reduce the MP cost by half.
  5. Scott A

    House Rules

    I'm not a huge fan of how long it takes to improve sorcery spells, so I'm considering these rules additions that would massively accelerate the rate at which spells are made reliable: When researching a spell you may choose roll INTx5. On a success, add +INT% to your spell's skill, up to 75%. This is instead of the normal 1d6-2. Moreover, you can research up to three separate spells in a season, if you have enough time. One spell so long as you have any basic downtime and access to basic note-taking equipment. One additional spell so long as you have extended periods of downtime to devote to study OR very good equipment (such as a temple library, a relevant grimore you got via play, etc) Training another skill, inventing a spell, learning a spell, etc is assumed to take up your extended downtime. Good equipment still works, though. One additional spell if you spend the entire season in study, forgoing any labor-based occupational income and pretty much anything else besides basic self-care. Training improves a single spell to 75%. New characters are assumed to have done the above work, and start with their spells at 75%. This replaces the normal bonuses they'd get from their cult or occupation. They can still assign their personal skill bonuses as they please. So your average 16 INT wizard PC with a normal adventuring schedule would be able to increase two spells by an average of 13 points each, which would allow him to master roughly two new spells a year. That's... probably a little fast, honestly, but I don't feel like tweaking the math. An old, well supported wizard could master an absolute boatload of spells, which feels right to me.
  6. Scott A

    Worship and Magic Points

    A simple house rule would be to change how Sacred Places work. Instead of providing a static bonus, Sacred Places would place a maximum limit on how much sacrificing MP improves one's worship roll. I'd suggest the following: No sacred place: +10% Shine: +30% Minor temple: +50% Major temple: +90% Great temple: Unlimited Additionally, I'd rule that Rune Masters ignore this restriction entirely when worshiping their god.
  7. Scott A

    CHA requirement for Rune Lords

    For Great Trolls and the like, I'll personally house-rule it so that their Rune Lord CHA threshold equals [Max CHA - Number of CHA dice]. So 12 and 6 for great trolls and Tusk Riders, respectively.
  8. Scott A

    CHA requirement for Rune Lords

    I think the CHA requirement is meant to be the rule. Any cult that doesn't specifically mention a different CHA requirement is meant to require the 18 CHA. Remember that one of the way for CHA to increase is to lead a successful battle. Successful warlords are practically rolling in CHA. My opinion is that Rune Lords means Rune Priest or Rune Lord (or actual bonified Heroes, which is its own kettle of fish). After all, it's the god that makes a Rune Lord what they are, not the person.
  9. Scott A

    Herders nerfed?

    Yeah, that makes sense. In general I don't mind if players at my table take a few extra "heroic" occupational / cult bonuses. I think all the characters in Selkana's Saga got a few tweaks like that.
  10. Scott A

    RQG Glorantha Bestiary Corrections Thread

    p. 48, the Maidstone Archer's Multimissile doesn't have its variable level listed
  11. Scott A

    RQG Glorantha Bestiary Corrections Thread

    p. 176, the "She That Strikes from Afar" writeup mentions Mindlink, which isn't in either the core book or the bestiary
  12. Scott A

    Command and Summon mechanics

    Yeah, he has to cast command cult spirit. Summon Elemental explictly says that "Once summoned, an elemental acts according to its nature and cult affiliation, unless an appropriate Command Cult Spirit spell is cast and the elemental’s POW overcome by the caster" That sounds fine. I'd let the player summon new elementals if he wants to. Yes, that's how it's intended to work with rune spells in general. Summon Elemental is a bit of an exception, because the your cult and subcult can put a limit on the size of elemental you can summon. Orlanth Thunderous initiates can summon up to large elementals, while other orlanth subcults can only go up to medium, if I recall correctly.
  13. Scott A

    Magic vs. magic - rules lawyering alert

    Triple post, but oh well Actually, reading the spells closely, Dispel Magic's wording is inconsistent with Dismiss Magic with regards to sorcery. Dispel Magic says that it overcomes the sorcery's intensity while Dismiss Magic explicitly overcomes "only the spell strength of sorcerous spells." I strongly suspect that this is an editing oversight, and that Dispel Magic should treat sorcery the same way that Dismiss Magic does.
  14. Scott A

    Magic vs. magic - rules lawyering alert

    Alright, daytrip with the family over, let's get back to the really important things in life Shield's countermagic effect effects thing that are 1 "point" above it's countermagic (I'm going to try be consistent and call this Spell Points, or SP.). Rune magic has 2 SP per RP spent, so therefore the Dispel Magic's 10 spell points would overwhelm the shield's 4 SP countermagic and go on to dispel the 6 total SP of spells protecting the target. A better question is what happens when a Dispel Magic 1 hits a Shield 1. RAW, the shield would just counter it, since they're the same SP. Again, the spell's 6 SP beats the shield's 4 SP and would pass through untouched. It ignores the shield after that, pitting it's 6 SS vs the protection's 4 SS on the resistance table. Yes. Only protection would be neutralized. No. The cutoff for 6 vs 4 on the resistance table is 60% I personally let characters ignore their own countermagic/shield when casting on themselves to avoid just this sort of headache. It's unclear exactly how incompatible spirit/rune magic spells are supposed to be handled. As I said above, I'd probably just ape the incompatible spell rules from sorcery. So, in this case, the countermagic would suppress the protection. I'd also require that any unwilling target would have to have his POW overcome. Shield gets overwhelmed, so as above. Huh, yeah, that's true! A neat trick, that. Answering the parenthetical: Dismiss Magic clearly spells out that only the spell strength of sorcery needs to be overcome, so 2. I fail to see why Neutralize Spirit Magic would matter. The Dismiss Magic would work as normal, with Neutralize Spirit Magic being treated like any other spell. It's not 100% clear, but I'd personally houserule it so that works like (and stacks with) Shield. So a character could theoretically have countermagic from Shield, Berserker, and Countermagic all at the same time. It's not explicitly laid out, but it sounds like it would use the same rules as Madness. Alternately, you could rule them incompatible spells and use that set of rules.
  15. Scott A

    Magic vs. magic - rules lawyering alert

    It's not explicitly spelled out, but it makes sense that duplicate spells fall under the " Incompatible Spells" rules on pg. 387. I'd also say that that's the way it works for all magic: any duplicate spell gets suppressed by the more powerful spell for the duration of the overlap. Sword trance describes those MP as a boost, which means it falls under the boost rules, which I read to not be counted for defending against dismiss magic and the like since it doesn't add "points" or "intensity" to a spell. I assume it works the same way for Heal Wound and the like. Edit: Clarified the second point