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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

    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.
  2. 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.
  3. 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.
  4. Scott A

    RQG Glorantha Bestiary Corrections Thread

    p. 48, the Maidstone Archer's Multimissile doesn't have its variable level listed
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. Scott A

    Pregnant Adventurers

    Hello, I'm Scott from the blog! Glad to see it being referenced! Pregnancy and birth are actually quite well supported in the corebook. Ernalda is, of course, a major deity of birth and reproduction, and gives her followers access the the rune spells Bless Pregnancy and Reproduce. Bless Pregnancy, in particular, is the "female adventurers can adventure while pregnant without worry" spell. Reproduce, in turn, gives players control over when their PC conceives, and guarantees a healthy baby. Those two spells are probably among the most popular services that Earth temples provide, so I'd give PC get easy access to them. There are doubtless other cults and spells (rune or otherwise) related to the topic that aren't detailed in the book. It's a good topic for worldbuilding! I'd be very curious to learn what the Praxians do, for instance. The childbirth rules in the back of the book are actually a pretty big abstraction, seemingly intended for clan and/or saga based play. The childbirth table is good if you want to leave things to chance, or keep them at a distance, but I would personally wouldn't use it without working out how players felt about it first. Something important to note is that child-rearing is very, very different in a clan based society than it is in modern life. Clans are communalistic organizations based on strong family webs. Leaving a child to be raised by one's clan would be an unexceptional decision for a person called to adventure. Heck, the astute among you many have already noticed that Yanioth from Vasana's saga became a Ernalda priestess during the course of the sidebar adventures. She's got a baby tucked away somewhere, and it didn't slow her down! In general, the whole issue of reproduction is very much subject to the rule of Maximum Game Fun, and should be handled with frank conversation around the table. Literally everyone has Very Strong Opinions about the subject, but that's largely because it's hugely important and central to our psyches and societies. I recommend letting players engage with the bits they want to, and letting anything they don't want to engage with slide.
  11. Scott A

    How Much RuneQuest Do I Need to Know to Play RQG?

    Note that the big limitation on having Peace is being a high priestess of Ernalda or Eiritha. The book clearly spells out what a "high priestess" means, and it's very much a late-game, high power sort of position, where a spell like Peace is entirely in keeping.
  12. Scott A

    Families in Runequest

    There's some plans for a big clan based Dragon Pass campaign from Chaosium aren't there? Maybe that will have some expanded rules for handing legacy elements, pendragon-style.
  13. Scott A

    Two weapons and multiple parries

    I strongly suspect that the rules for attacking with a shield are intended to be pretty much exactly the same as the rules for attacking with any other weapon. In that light, I suspect that the "giving up the chance of parrying that round" rule is another facet of the confused dual wielding rules that should have been cut or rephrased.
  14. Scott A

    Two weapons and multiple parries

    Assuming that you parry in the order presented, it'd be (100 - 11)%, (100 - 20 - 23)%, and (100 - 40 - 9)% I'd say that you only care about the final parrying value, which would be 95% and thus wouldn't trigger the over 100% rules.
  15. Scott A

    Two weapons and multiple parries

    Ok, thank you for the clarification. I wasn't entirely sure what the intended effects were, which made the reading a bit tricky. I think I'll go with that version of the rules at my table, with a couple of minor tweaks. The first being that if a character has two armaments in hand, you can choose which one absorbs the damage on a successful parry regardless of which skill was used. The second is that'll I'll have characters mark off experience checks for both armaments in hand so long as one of them makes a parry.