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Scott A

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Everything posted by Scott A

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. I'm afraid that you're going to have to provide a little more context for your question, friend.
  8. Oh, and there is of course the Sleep spirit magic spell, which skips damage entirely 🤔
  9. In RQG you can knock someone out by dealing enough damage to the head, chest, or abdomen, or by getting them down to one or two general HP. The details are in "results of damage" on page 146 There's no special provision for nonlethal damage, as far as I can tell. Thankfully the easy access to healing makes it easy to save anyone who isn't stone dead.
  10. Ok, I'm going to be incredibly fussy here and ask for clarification: it's a -20% cumulative malus per subsequent parry, applied to any subsequent parry? Period, no exceptions? So if a character parries a first attack with a shield in one hand, a second attack with a sword in the other, and a third with the shield again, the modifiers would be -0%, -20%, -40% respectively?
  11. Edit: welp, that conversation disappeared
  12. How about this for a houserule: If you're using one weapon, then you can attack normally and parry with the rules-as-written subsequent parry rules. If you deliberately don't attack and focus on defense (no attacks or spells), any subsequent parries are at a cumulative -10% If you're using two weapons (or a weapon/shield), you have more options. If you attack with both weapons, you parry with a cumulative -20 to any parry, but can choose which weapon you parry with. If you attack with only one weapon, any parries with your offhand weapon skill inflict a cumulative -10% to any subsequent parries. It's a big numbers change, but I feel like it's fairly simple and makes two-weapon wielding more distinct.
  13. Two questions that would be relevant to this: First, can you attack and parry with the same weapon in the same SR? Second, can you parry with a single weapon more than once in a SR?
  14. Any special reason you used DEX 21? The break point for DEX SR 0 is 19, at least in RQ2 and RQG
  15. So the rules in RQG are less clear on this subject than I'd like. As far as I can tell, the only two numbers that matter are your character's DEX SR, and the 5 SR it takes to prepare an arrow. So if my archer has a DEX SR of 1 and doesn't have an arrow prepared at the start of the round, his actions are like this: Arrow not prepared at start of round SR 5: Prepares an arrow SR 6: Fires the Arrow SR 11: Prepares an Arrow SR 12: Fires the Arrow Arrow prepared at start of round SR 1: Fires an arrow SR 6: Prepares an arrow SR 7: Fires an arrow SR 12: Prepares an arrow Meanwhile a character with DEX SR 2 would alternate a single and a double attack, like so: Arrow not prepared at start of round SR 5: Prepares an arrow SR 7: Fires the arrow SR 12: Prepares an arrow Arrow prepared at start of round SR 2: Fires an arrow SR 7: Prepares an arrow SR 9: Fires an arrow A character with DEX SR 3 would have a single attack like: Arrow not prepared at start of round SR 5: Prepares an arrow SR 8: Fires the arrow Arrow prepared at start of round SR 3: Fires an arrow SR 8: Prepares an arrow And a character with DEX SR 0 would have a double attack like: Arrow not prepared at start of round SR 5: Prepares and fires an arrow SR 10: Prepares and fires an arrow Arrow prepared at start of round SR 1: Prepares and fires an arrow SR 6: Prepares and fires an arrow Does all that that sound right? Am I missing anything?
  16. As I understand it, you can augment any skill with any other skill so long as it passes GM approval. So the order of events would be: PC spends time meditating before the spell and makes a meditate roll. PC makes the spellcasting roll, with or without the bonus PC rolls to augment the resistance roll with the meditate skill. It's unclear whether a failed roll in step one would prevent this roll from happening. Probably a "ask for GM approval" situation. PC rolls on the resistance table with the augment modifier (good or bad).
  17. page 431: The line for 1561 on Family History section of the character sheet is all wrong. It reads "Favored grandparent is active. Parents born this year." It should most probably read, "Your grandparents were born by this year." "Your parents were born by this year" should probably be on a line of its own under 1582. There should be space for that when you get rid of the errant 1617 line
  18. Great tool! A couple of things I noted: The temporary spirit combat damage calculation is currently looking at CON instead of CHA. You're missing the Evaluate skill. There doesn't seem to be a designated place to keep track of skill advances during play Thanks for making this
  19. At gencon 2015, someone put on a "Glorantha Kid's Freeform," where the kids were charged with defending Whitewall from lunar invasion. I forget who ran it, but someone here or at Chaosium should know, and might put you in touch.
  20. I love Glorantha because it is simultaneously wildly fantastic and yet profoundly grounded. A game in Glorantha can be about stealing cows one day, and then using those cows to power a world-bending ritual quest the next.
  21. Clearly I've been had by a trickster. I certainly didn't just fish the wrong name out of memory, no, this is foul Illusion magic at work!
  22. It was a series of simple contests, yeah. It was a gencon game that David Scott took over GMing from Jeff on short notice, so I suspect that he may have been winging it and ended up with a slightly more... classic play flow
  23. In Heroquest, the appropriateness of repetition mostly depends on the narrative context. For example: In one game I played in, a band of elves attacked the party, and the game turned into a surprisingly conventional combat with each player taking turns in round-table order. The first time I went, the Ernalda priestess I was playing tried to use her "Mother's Baleful Gaze" magic* to cow the elves into negotiating. However, I got a mild failure, so I improvised that she had snagged her elaborately coifed hair in a branch, ruining any effect before it had a chance to get going. However, after another go-around of the table and much damage on both sides, I felt comfortable in using the exact same ability to attempt the exact same effect. That second time I succeed in style, and my priestess successfully brought the marauding elves to a standstill, her freshly-unpinned tresses adding substantially to her performance as a "disappointed" primal mother goddess. If there hadn't been the intervening contests, and if I hadn't characterized my first failure the way I had, reusing that ability would have been awkward. As is, though, it was a great little story moment. *A wonderfully versatile spell, that
  24. Sound like a great idea. I'll be busy the first couple of weeks, but after that I'm all for it!
  25. Well, that's certainly a grievance. What's your remedy?
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