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simonh

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Everything posted by simonh

  1. 'The Lunars' is a pretty broad brush you're waving about there. I bet you I could find a pretty large mob of Lunars who absolutely were not ok with that pretty easily. I think that far away from Prax most people think Praxians are crazy superstitious savages that can't tell the difference between people and animals and some of them herd, kill and eat slaves. Maybe in Esrolia it's more common to have more accurate idea of what's going on, but other than dissolute intellectuals that like to think they know best, who's going to say they are absolutely sure that this here is actually herd man meat, knows what that mans and it's all ok?
  2. You're quite right this isn't RAW, but it seems like a consensus here is forming that this is how it should be. It makes a lot of potential abuses significantly more costly, without nerfing Extension.
  3. I love this interpretation. Do Morokanth still eat herd man meat? Yes actually, they do. Are they biologically herbivores? Yes, which makes much more sense. Are human Praxians still going to kill and eat Herd Men? Absolutely. Is there still an illicit trade in Long Pork to the tables of jaded Esrolian and Lunar consoisseurs? You bet. But now the joke is that humans probably end up eating more Herd Man meat that the Morokanth do. I think that's hilarious.
  4. Getting rid of Mindlink helps a lot. While one character devoting 9 Rune Points on Shield IV + Extension V basically will wipe out a huge chunk of their rune points for a year, I can easily imagine a tribe ganging together and doing that for their Champion, with everyone chipping in a Rune Point.
  5. Spot on, this tactic is one of those fairly extreme options that is expensive but would be a really nasty shock to someone unprepared. Of course once a magician has a reputation for using it, opponents will take appropriate simple precautions - and that's fine. Now you've provoked them into spending resources to defend against that attack while you switch tactic to something new.
  6. Thanks Phil, I forgot about the special exception for Disruption in Multispell. That never made any sense to me. I does make this option dramatically more lethal, but I still don't see it being a common tactic as it's so easily defeated.
  7. Multispell 7 allows casting 8 disruption spells simultaneously, so the latter. Shield provides the same magical defence as countermagic and is stackable with protection. Also multispell 7 with Extension 5 is a ton of rune points. If you don’t get those back until it expires, and I think the consensus here it that’s a good idea, and it’s utility is neutralised by one rune point or a 2pt spirit spell, how many people are going to do it? Finally each disruption is defended against separately on POW vs POW, so often only half will get through. Scary, but on its own unlikely to be lethal. The nasty thing about Shattering was that all 4 ‘virtual disrupts’ went in together and against the same location.
  8. I’ve got no problem with some form of guilds existing, particularly in places like Nochet, Furthest and possibly some Sartarite cities. After all guild-like societies go back into the ancient world era. They existed in Vedic India and Ptolemaic Egypt for sure, and at least as far back as second century BCE Rome.
  9. In previous editions they could be awakened to full human-equivalent intelligence, using the same magic as for other herd beasts. It doesn't look like this magic has been provided in RQG yet, but I think that's just because the versions of the Praxian cults we have at the moment are abbreviated.
  10. If you happen to have Shimmer 4 that would certainly help, halving her best attacks and wiping out her leg attacks. Still, she's got a ton of hit points and decent armour. Her tail is brutal, so keep to the front and try not to get swallowed!
  11. I think it means final say is in the hands of the GM, and as a result different groups will quite legitimately interpret the rules differently and use them in ways that suit their preferences and style of play. I agree leaping into battle is very Orlanthi, and we have historical accounts of warriors doing exactly that.
  12. As always, it depends on the size and composition of the party. Certainly most of Apple Lane is designed to be doable by a substantial group of 5-6 starting RQ2 adventurers with some militia training, and RQG characters are quite a bit more capable, but I ran Apple lane with my girls under an early draft and it was fine. There's only two of them, so I gave them some troll allies to help them out. Yes you could boost up the NPC skills a bit, but very few if any have any rune magic so that's not really a problem. All the 'bad guys' are outlaws, so wouldn't have much access to methods of recovering rune points so maybe they're all out of points. For a starter adventure, Apple Lane, and the Rainbow Mounds in particular can be pretty deadly. Whiteye only has a 55% chance to hit, but dishes out 12 points of damage on average (with Bludgeon) and Slud does even more. How many times do you really want to dish that out to your PCs anyway? Same with the Rock Lizard mother. She's dramatically OP and can easily rend PCs limb from limb. I've never yet actually used he as none of my groups happen to have gone that way. She's a party shredder.
  13. So a character with a 80% skill is effectively rolling an extra 1D8 damage every time they hit? Unless damage from the weapon and damage bonus are reduced somehow this will lead to generally higher damage totals. In fact for skilled characters it's not far off from scoring a special success (roll weapon damage again) on every hit.
  14. For me ducks have always been around. Every now and then a duck character pops up in a scenario, like Quackjohn in Apple Lane. From time to time a PC has generated a duck character. I've never gone out of my way to represent them though, or address any 'duck issues', they're just there like Baboons, Morokanth and Dragonewts. It's not a big deal and I don't really see what there is to 'get'. What's really annoying is every now and then someone grandstanding with some big chip on their shoulder about ducks and how ducks being there ruins all their fun. Somehow. eh
  15. My experimental black hack inspired Quest Hack has a table of damage based on Strength like this: Rating Damage Roll 1-5 1 6-10 D3 11-15 D4 16-20 D6 21-25 D8 26-30 D10 31-35 D12 36-40 2D6 41-45 2D8 46-50 2D10 Rating = Strength + Weapon Damage Rating Light weapons like dagger and clubs give +5, swords and spears give +10, 2 handed weapons add Strength again.
  16. Also I believe you can only cast magic if you have a hand free. If you are using a 1H weapon or shield at least you can defend yourself while doing so. if the only thing you care about is maximum damage in hand to hand combat on foot, yes, 2H weapons rule. However that’s not the only thing that matters, and the game really does reflect that.
  17. For my own use the wiki is fine. I don’t think it should ever be considered an authoritative or primary reference for Gorantha, or even a particularly great introduction to it. Glorantha is a commercially published setting so that role belongs to Chaosium, it’s web presence and products. What the wiki is great for is if I come across a reference to something, don’t know what it is and want to get a minimal summary and related references. For that I can search the wiki in a few seconds, without having to spend half an hour looking up a primary source. If I really do want more info though, it’s off to the published sources I go, and that’s how it should be. It does sound like you have some good ideas on how to make it significantly more useful though, which is great.
  18. I think attacks of opportunity like this really require a separate rule. I’d say the attack goes off at the SR of the opportunity, and if this is earlier than the characyer’s normal SR then it’s at half chance of success. Or maybe at skill chance or 50%, whichever is less. Of course it counts as the character’s attack for the round.
  19. I've opened up editing of the front page. I closed it down originally because I wasn't sure what would be sensible, after what happened to the MRQ wiki, but looking at other wikis there being open to edits seems fairly safe.
  20. Wikia is pretty good. It’s a commercial site supported by ads, but the wikis are free at at least it means somebody has an incentive to maintain and protect the site. I’ve frequented a few wikis there before. There’s already a Glorantha wiki there. In fact I just created a RuneQuest Glorantha wiki just to see what the tools are like. Seems pretty good. I’ll have a look at building out a structure. Edit: I just added a page linking to the adventures discussed in the thread on free online scenarios.
  21. I’ve discussed this with Phil and I think at first a short mission might make more sense. So the game would consist of a more focused expedition with specific limited goals, for 3 or 4 sessions of play. Then as a group we can regroup and see what we are comfortable with from there.
  22. Karse Guide Overview of my version of the city.
  23. Im splitting this off from the general topic of running games online. My plan for this is to run it online using tools such as Phil’s Google Sheets character sheets, Rolz dice roller/chat site, Skype (or Hangouts, etc) and such. Here’s the campaign introduction: Moonrise Over Karse Intro These are the overall mission goals: 1. To establish diplomatic links with the city, connect with potential allies and identify and undermine enemies of the Empire. 2. To evaluate and advise on the military options for successful invasion, siege and conquest of the city. 3. Investigate the economic and trading potential of the city. Establish trade links. Identify strategic assets and objectives for the invasion and their exploitation post-conquest. 4. Establish the Lunar religion in the city, create cultural links and bring the Lunar Way to the people. Specific missions the team may be assigned include: Neutralise an enemy of the Empire. Destroy or obtain a strategic asset. Recruit or gain leverage over a person. If you are interested in playing, please post the following info. Who is your character? Provide a few sentences summarising name, career, homeland, cult and personal summary. Why were you selected? Which of the four goals of the team will your character pursue and how? Ideally each character should have a dedicated reason to own or joint-own at least one of the goals. Only characters useful for the team mission would be chosen. Why did they come to you? My plan is to create a set of character sheets using Phil’s Google Sheets template and share one with each player. That way I can generate the stat dice before sharing so you can create your character. Don’t worry, I’ll make sure the stat totals are respectable. Only capable candidates would get selected for this gig.
  24. Good question. I think it’s mainly use of the runes in the game mechanics. We know that the God Learners were Malikoni, were primarily sorcerers, systematised and exploited their knowledge and use of the runes and basically re-engineered systems of magic along those lines. Therefore if any magical system in the 3rd age should involve use and manipulation of the runes it should really be Sorcery. RQG does that. On top of that, in RQ3 it wasn’t at all clear how to generate a sorcerer from a culture in Glorantha other than to just use the generic rules for sorcerer characters in RQ3. What’s the difference between an Aeolian sorcerer, Lunar sorcerer, etc in RQ3? We don’t have much on that in RQG yet, but clearly the structures in terms of homelands, cult/church, etc is there to support that in future. It’s early days in this area, but we can look forward to creating sorcerer characters from a particular culture and tradition and with appropriate magic. We never had that in RQ3 and it never really looked like we were going to either. Right now you create a hedge sorcerer or Lankhor Mhy student of sorcery that’s entirely appropriate for Dragon Pass. Simon Hibbs
  25. Your English seems excellent so I cant see that being a problem. Your character could be in a side mission, in addition to supporting the team with research and magical expertise. Would you go for spirit magic or Sorcery? I think the latter option is probably more interesting. An appropriate side missions might be obtaining a particular artefact or finding out some information. One option is for the team to include a guard unit for protection. These could provide a pool of competent warriors for players to take over in situations where their primary character would not be appropriate. A bit like how Grog characters and companions are used in Ars Magica.
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