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Jason Durall

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Jason Durall last won the day on July 11

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About Jason Durall

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  • Birthday 09/09/1967

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    Writer, traveler, father
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    Food, film, computer games, coffee culture
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    Austin, TX
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    Game designer(MMORPG and PnP)

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  1. Yes to those abilities using conventional vision (darksense, heat vision, etc.), as the spell is magic invisibility, not tied to conventional real-Earth physics. Second Sight I would also say no to also, because the spell specifically eludes the viewer's notice, so someone would have to know where the invisible character were to see their POW.
  2. Resistance roll, as it directly affects another living being independent of something the adventurer is doing. For example, Bladesharp doesn't require a resistance roll as it's just adding to the efficacy of an attack already being made. Slow is affecting another being usually in defiance of their preference. If someone were to cast Mobility on an unwilling subject, that should probably call for a resistance roll too.
  3. Generally, there is a note saying whether the creature attacks multiple times in the same combat round. Otherwise, treat them like characters. The gamemaster should pick which attacks are the most appropriate to the encounter each combat round.
  4. No. Why would they? The 1-point increase is determined by the player and approved by the gamemaster, and is applied to one spell. It might mean an existing spell increased by one level, or a new spell is gained from the list of existing cult spirit magic spells. You learn to improve your spirit magic by finding a teacher and paying them to teach you. Like any subject, they must know it themselves. The gamemaster should determine how available the teaching is and whether anyone in the desired area knows the spell at the desired level. It might be that some of the cost in L is for this research. It might also be that in some cases, a spell's higher level is only available from pretty rarefied sources. Someone with Bladesharp 7 is going to be a pretty intensely dedicated warrior, and might not have the time to spend it teaching magic to newcomers.
  5. Yes, it should be 2D3. This is from the first printing (now corrected). The sentence should end "to turns, if desired." We've updated the .pdf several times since its initial release. I'm not sure what the process of sending updates is, but you can re-download from whatever vendor you bought it from and it should be up-to-date. It's intended that the guidelines for augmenting abilities with Passions/Runes/other skills provide guidance for such benefits, but that regretfully isn't clear. Given that there's a lot of grey area in how much a particular circumstance might truly influence a task, it could be anywhere from ±5 to ±75%. I personally tend to believe that if a modifier is less than ±20% it's not worth applying, as the difference is something that should be taken into account with the adventurer's facility with the ability. Yes, you keep track of each separate injury and thus you can apply Heal spells and First Aid rolls separately. As for bookkeeping, I've seen people write little -Xs next to the hit location diagram entries, make notes in the Combat Notes section, or use a piece of scratch paper so they're not marking up their character sheet too much.
  6. Correct. The gamemaster should be the judge of what seems possible here. You could also just say the troll charges slightly later in the round, arriving on their normal strike rank + 5 strike ranks for the movement. Generally, yes. I would almost never say "regardless of situation" because that's a surefire way to create more unnecessary complexity or confusion with the rules. The fundamental conceptual problem here (and it's not just you) is that the RQ rules have never been clear about whether strike ranks are an action point allowance or a simple determiner of who acts first. Most of the time these issues come up is when they start becoming action points vs. speed of attack. It may help to emphasize your interpretation of strike ranks solely as the latter (determining who goes first, etc.), and all additional actions or modifiers to strike ranks are simply changing that speed in which everyone can attack.
  7. From the first sentence of the spell: This spell allows the caster to convert 3 cubic meters of air into 1D6 magic points per round.
  8. This will be covered in the RuneQuest Campaign Guide, in development.
  9. The assistant shaman can't fail, other than to lose all of the 1D6 rounds of combat. They don't lose any magic points. It is sorely a game of "Chicken", to test the prospective shaman's fortitude by seeing how many taboos they will be willing to take.
  10. Personally, I'd keep it simple, to Control (Animal Spirit) but a more detail-oriented gamemaster may wish to make things more focused with Control (specific type as per list in the Bestiary p167-168).
  11. Tusk Riders were not statted up for, and are not generally suitable as, player characters. In RQ1 and 2 they had CHA 1-6, and generally had two spells. Their writeup in RQG reflects this. If you think they should have more spirit magic than up to 6 or 7 points, then you can easily assign more CHA to them on a one-off basis, or as a race. If you want to have them use a different rules paradigm for their spirit magic than every other race, then by all means do so.
  12. Correct. You can't keep a Sword Trance active for a year, unless you can for some reason keep fighting without sleep, eating, self-care, conversation, travel, etc. for that year. Though the "as-written" mechanics of the spell and Extension seem to indicate it's possible, the gamemaster should interpret the purpose of the spell and its use within the mythic framework of Glorantha. If it makes no sense to remain active, then it should end when it feels appropriate.
  13. This one is open a bit to gamemaster interpretation, but I tend to go with answer 2. The task is "fighting with my spear in this battle" so the Swim augment applies throughout that combat, but would end with it. Most combats resolve within a minute or two (five to ten combat rounds), which feels about right. For answer 1, you could spend days in the temple and use many different skills in between, which makes a one-use augment too powerful AND too restrictive at the same time. For answer 3, you're still using the same spear and using it to fight. For answer 4, this is far too fiddly.
  14. Yes. They have no DEX characteristics so they'll go last in any round.
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