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simonh

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simonh last won the day on June 16 2018

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  • RPG Biography
    Run and played mainly: Runequest, Traveller, Call of Cthulhu and HeroQuest, but many others too.
  • Current games
    None presently, but interested in getting back into gaming.
  • Location
    Bexleyheath, London, England
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    Just me.

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  1. Heroquesting is tricky that way. Maybe Eurmal didn’t know what death was and what the outcome would be, but how do you do a HeroQuest of unintentionally causing a killing due to reckless mischief? You know what the outcome is, so it can’t be unintentional. Did Eris intend to cause the destruction of Troy? Probably not, she had nothing against Troy, but if you do the HeroQuest to disrupt the party on Olympus with a golden apple you know you’re causing the destruction of a city and the deaths of tens of thousands.
  2. I was wondering about that, after making my comment about ruling like a Yelmic Emperor I had a look at the Yelm cult and it's notably missing an Emperor subcult or obvious rulership type magic. I'm guessing that's because the cult writeup in RQG is mainly of the cult as it's worshiped in Dragon Pass? Or does Murharzarm have his own cult in Peloria?
  3. OK, but commanding priests and worshipers as per those spells is ruling like a man. I mean, how can they possibly think interfering with a priest's communion with their god is a good idea? It's that sort of authoritarian coercion that breeds resentment and rebellion.
  4. If an Esrolian Queen can rule a certain way, why don't Sartarite kings? If a Yelmic Emperor can rule a certain way, why don't the Orlanthi? If a woman wants to rule the same way that men do, they can become a Vingan.
  5. I think there are probably heroquests where a person that could not normally give birth can become a mother, and thus prove their fertility.
  6. It seems like queenship is an indivisible part of her identity. Orlanth earned the chieftainship but Ernalda was always the Queen, in fact the male right to rule derives from a relationship with her so she's the source of sovereignty. I think Ernalda already provides plenty of suitable magic for a ruler anyway. Arouse Passion, Bless Champion, Charisma. All good stuff for a leader. The Orlanth Rex magic is a bit unsubtle in comparison and I don't think it would be appropriate.
  7. According to King of Sartar satyrs are deermen (page 86 in the Revised and Annotated). Sartar - Kingdom of Heroes describes their lower parts as deer like.
  8. The restriction on having to learn by experience before you can buy another 5% training is specific to combat skills.
  9. They chose to make the attack and risk a fumble. The point of walking into a combat like that is to try to stop the combat, not to just be an arbitrary obstacle.
  10. Mostly this is a horrible mistake and such heroes never come back.
  11. When Yelm the Burner arrived in the underworld, his fiery rays penetrated so far that the Trolls emigrated en masse to the surface world. I imagine Yelm performs some sort of procession through the underworld, similar to the way the Egyptians depicted Ra travelling on a boat, but maybe on a palanquin carried by demi-gods, or maybe a chariot. A worshiper of Yu-Kargzant will see something different from a Yuthuppan nobleman.
  12. In RQ2 shamans generally got no reusable rune magic. Their power was in their impressive spirit magic, the fetch, spirit combat and the ability to wield spirits and elementals. Don't worry, they are plenty powerful enough. In Cults of Prax it implies that priests of Daka Fal are shamans. It's not really explicitly clear exactly how that works I don't think, but it's not all that hard to reconcile either. It never stopped us. RQ 3 clarified this by creating the category of Spirit Cults with a Shaman status that were also effectively priests. This gave them reusable rune magic, but they generally only got access to a small subset of the common rune magic, some rune spells specific to shamanic practices (Axis Mundi for example) and magic for their specific cult (e.g. shape changing spells for hsunchen). A lot of cults that had rune priests and rune lords in RQ2 switched to this structure, such as all the native Praxian cults. I remember players asking what would happen to their Priest of Storm Bull when they converted their character to RQ3. EDIT - Going through the RQ2 classic books again for this thread makes me super nostalgic. In some ways RQ2 was pretty crude, but it's also incredibly atmospheric and is such a great little game. Once you figured out how to handle some of it's odd kinks it was a ton of fun.
  13. We never really found these a problem. Often the characters would be notionally on cult business anyway, and even if they weren't there's generally an "if at all possible" caveat that's a handy get-out clause. If you're in the middle of the wastes, clearly it's not at all possible to be at a Temple. Maybe a bit of fudging going on, but as long as the character put in some extra effort to stay good with the cult, it was fine. To be honest back in the early days we didn't think about tribal politics because we didn't know it existed. The only social context the game gave us was the cult relationships so that's what we focused on, that and chafing against Lunar rule. Yes of course we realised there was a political situation, but at the time the Lunars ruled Sartar and Pavis so we assumed it was a period of relative stability.
  14. In Grappling the initial attack works very closely to the same as any other attack. It can be parried, and if so the attack hits the parrying arm/shield. Defence can be used against this attack as normal. In subsequent rounds to carry out a hold or throw you have to make a successful Grapple roll again, and make a resistance roll. I think the skill roll is to execute the technique correctly, and the resistance table roll is to overcome the opposition of the target. This is the full text of paragraph 6 on two weapon use: The bit I put in bold, which you quoted, is all talking about the same weapon. The character is making a 1/2 chance attacks against a target with one weapon, a 1/2 chance attack with the same weapon against a second target, and a full chance attack against the second target with their other weapon.
  15. Trolls are fun. They make terrifying enemies, very disturbing allies and throw an unpredictable element into any situation they're involved in.
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