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Narl

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Everything posted by Narl

  1. Each Magic Point sacrificed during Worship grants a +10% bonus to the skill for the ritual. Is there a good reason why just about everyone wouldn't sacrifice enough points to have a 95% chance of success? The points "regenerate normally" so after half a day, you would be back to normal. This also makes sacrificing living things or valuable objects sort of pointless. Why sacrifice a cow for +20% when you can just sacrifice two Magic Points and have them back by dinner time? Am I missing something? It seems that adventurers will only ever fail Worship rolls 5% of the time.
  2. GM Reference, page 15, Armor table. The Cuirboilli Cuirass is curiously absent from the Chest armor options (as it is in the core book). This would be a good place to include it so that it is an official option. It is such a classic piece of armor and has been in every previous RuneQuest version.
  3. GM Screen, page 1, Augmenting with Passions, Runes, and Skills table. Failure (-20%) and Fumble (-50%) results for Skills are missing.
  4. GM Reference, page 15, Armor table. The ** denoted items mention a cumulative encumbrance penalty, yet all of these armors have a 0 ENC. This same problem is in the core book but this might be a good opportunity to fix it. As is, there is no ENC or any other penalty to wearing Leather under all armors, yet no NPC or monster does this, but every adventurer will if they take note of this rule. I'd suggest either removing the ability to layer armor (some light leather or quilting can be assumed, but it provides no benefit), or making the ENC of these armors (2) instead of 0.
  5. Yes, a one page version of the Apple Lane map in the book, suitable for printing, would be really helpful.
  6. A one page map of Apple Lane suitable for printing would be really helpful.
  7. The South Peloria, Colymar Tribes, and Colymar Clans maps all need scales added.
  8. The page arrangement for the artisan character sheet does not make it easy to print.
  9. Wow, great looking stuff! Looking forward to the adventures and the third one will be especially fun! I did notice the art character sheet has a weird page setup that I am not really sure how to print. It would probably be better if it were four pages.
  10. I'm really excited for this. I have run a lot of Traveller in recent years, using both the classic Traveller Book and the current Mongoose rules, and as much as I love the Third Imperium as a setting, the rules don't really inspire me, especially the lack of actual character advancement. The whole more credits, bigger guns, and bigger ships escalation gets old fast. As for rules, I hope that Passions and Augments are included as they are a great way to stimulate some roleplaying. For the setting, I just hope it includes space travel among the stars and lots of room for exploration and homebrew development. I just want it to feel vast and limitless! Bring it on!
  11. I may have missed it in the rules, but when do you have to declare what defensive action you are taking, whether it be parry, dodge, or nothing? Do you declare you are parrying at the time you are attacked? Or after you know the result (fail, success, special, etc.)? This could of course make a big difference in combat. Say an adventurer is being attacked by three trollkin. Rather than having to declare a parry against the first trollkin attack (and then being at -20% on the next parry, and -40% on the third) she could wait and see what the result is, and on a fail, or maybe even a regular success (relying on armor), opt not to parry. So when do you decide to parry/dodge? Before the attack results are revealed, or after?
  12. I don't blame you at all for starting it. It would be useful for folks new to RuneQuest to understand the actual differences, just without the misinformation and personal biases.
  13. This whole thread accomplishes nothing but turning off folks who may actually like both RuneQuest and D&D. Everyone on these boards already likes RuneQuest or you wouldn't be here. Some of us also like D&D. I'd suggest the board administrators delete or lock this thread. As the official Chaosium boards, there will likely be an influx of D&D fans who become curious about RuneQuest after seeing it on shelves or available online in the next few weeks. This thread would only turn them off in my opinion, and hurt potential RuneQuest adoption.
  14. Regardless of personal opinions about D&D 5E, every RPG gamer and publisher should be thrilled with its success. It has brought lots of folks into, and back into, the hobby, which means growth for the player base and for the industry overall. Eventually many of those gamers will want to try something different.
  15. Thank you for all the helpful responses, I am getting a better grasp on it now and I think I can better explain it to my players: While everyone may be an initiate, adventurers are still quite exceptional in their ability to gain POW and dedication to sacrifice POW. An ordinary initiate would likely only have spells applicable to their profession, such as a farmer with Bless Crops. Also, the Rune Fixes stuff, which I had not looked at, changes things a lot in terms of recovering Rune points. Thanks!
  16. Based on the rules (and going by what I have seen in new RuneQuest adventures) nearly every adult is an initiate of a cult (page 73), not just exceptional individuals like adventurers. That means that nearly every adult has access to Rune spells. So every Ernaldan herder can potentially summon an Earth Elemental, every Orlanthi guard could be able to cast Flight, every Elmal initiate could cast Sunbright, and every market stall would be protected by Create Market. And so on. You get the idea. My somewhat limited previous experience in Glorantha was with RuneQuest Classic, in which Rune Magic was quite rare. Yes, everyone had Battle Magic, but it was of course much more limited in capability. In this version, Rune Magic hold some serious power, and nearly everyone has access to it. I do think it is great that adventurers will actually have some Rune Magic to start. My initial impression, from the Quickstart, was that the adventurers were exceptional in having access to Rune Magic, but that seems not to be the case now that I have seen the full rules. I am having trouble coming to terms with this. It would make more sense if Rune Magic was more of a limited thing (to say 1 in 20 or 1 in 100 individuals) but having it be so ubiquitous means it constantly has to be taken into account, with every NPC. Am I missing something? I am not trying to say it is bad or wrong, it just seems to have some massive implications for the setting and for adventures that I am not really wrapping my head around. I would appreciate any suggested reading or advice related to this. Thanks!
  17. RuneQuest: Roleplaying in Glorantha has some nice two-page maps of both Dragon Pass and Boldhome. Will these be made available as single sheet PDFs in high resolution for printing? Something suitable for 34" x 22" so everyone at the table can see it? Maybe I am missing a download of them somewhere? Thanks!
  18. Awesome news! Exactly what I was hoping to hear. That will be an excellent start to the campaign!
  19. I'm getting into planning for my RuneQuest campaign and starting to think about scenarios. Will the next PDF have an adventure in it? And if so how far out is that release?
  20. You might want to consider holding off on ordering the expansion dice. I picked up two sets at Gen Con and the hit location die does not match with the hit location table. The die has an extra left leg hit with five chances, and is missing an abdomen hit with only two. An unfortunate mistake, but otherwise, they look great!
  21. MOB, I'll PM you my email. The game was awesome! It was a great close to my Gen Con, which consisted of playing five(!) and running one game of RuneQuest in Glorantha.
  22. I think designers have trouble keeping track of game rules at times because they go through multiple iterations of the rules as they are designed and playtested, things keep changing, and it is hard to keep track of where it all landed. I've seen Chris Perkins get D&D 5th rules wrong during broadcasts and I expect it is for this reason. Jason, thanks for doing the video!
  23. I may have missed it, but I don't see anything about changing statements in the new rules. Even the option was there, it makes no sense that if you go to zero later in the round (past SR 7), you die sooner and with less chance for anyone to act to help. The rule as written would play out like this: PLAYER: That hit put me below zero! GAMEMASTER: Well, you aren't dead yet. You have until the end of the round. PLAYERS: What can we do then? GAMEMASTER: Absolutely nothing. Death at the end of the round is inevitable and this rule exists only to prolong your suffering! :-) I really think the rule should be revised. The game is already so deadly I think there should at least be some opportunity for next round healing. Plus, it turns a "Well, guess I am dead" situation into a crisis where all the adventurers work to save their fallen ally. A regular occurrence in my BRP games and much better gaming in my opinion!
  24. Page 146, Results of Damage "When an adventurer has taken enough damage to reduce their total hit points to 0 or less, then the adventurer dies at the end of the current melee round unless healed or otherwise brought to positive hit points." RuneQuest p. 146 This rule either needs to be revised to be instant death or changed to the following melee round. With actions being declared at the start of the round, it is pointless to allow the adventurer to live until the end of the same round when another adventurer cannot do anything to help, and just prolongs their inevitable fate. I would argue dying the following round makes for a more interesting game as fellow adventurers try and heal their fallen companion.
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