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AlbertG

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Everything posted by AlbertG

  1. Awesome, thanks. It's nice to see you guys thinking about the feedback we are providing.
  2. A pit of this size would still be enough to bury any human.
  3. I'd say no. In the QS, some elementals erroneously list their damage modifier in the movement row, and they don't list their movement. For instance, the Earth Elemental does not have a Movement of 0/1d6/2d6 (Small, Medium, Large); instead, they have those modifiers to their damage.
  4. It would be interesting to read @Jason Durall take on this issue. I agree that you cannot have a SMALL Earth elemental of 3x3x3 m, and say it can only crush your legs. But it's just a matter of scale, you could just say it's 1x1x1 and keep the remaining stats the same, and it would work better.
  5. Not all errata has been fixed. Earth elemental still has no Move stat. Instead, it has the dmg modifier.
  6. I couldn't agree more that what @DSC1978 said.
  7. You are right, of course. The madness could come from fumbling the attempt to break free of Enthrall, but I think this should be made more clear, since from Varanik's stats block it could be undestood that the he rolled to resist the initial attempt, something that could generate questions as mine. Varanik's mind snapped due to a fumble when he tried to break free from Idirina's Enthrall.
  8. Thanks, we didn't reach the point where we should be discussing this, yet. I find it strange that it talks about Winter, thought.
  9. Thanks to some kind souls, I was finally able to play with this. It is very nice indeed, but it looks like the sun moves on a estrict 12h Underworld's Sun Path + 12h World's Sun Path. So, is this cannon? Yelm rides at the same speed along the Sun Path every day? I think it would be interesting if at least during sacred time he went slowly so he could appreciate the rituals of the distinct races.
  10. Thanks, I could finally run the app. Very nice, indeed.
  11. Thanks for starting this thread, @David Scott
  12. Thanks, but it does now work in any of my browsers, nor do I know how to run it as a java app
  13. I have a question about the Resist Table that I cannot ask here, since it's closely tied to the QS scenario. I asked it in the Cult of Chaos forum, in the "Quickstart Questions and Spoilers" thread. Any answer would be welcome.
  14. Maybe this will be answered on a future weekly read, but each time I see The Cosmology of Glorantha image in page 10, I wonder how long are the days and the nights in a Gloranthan day. For instance, does it take Yelm the same time to travel acroos the Earth than it takes to cross the underworld? Does he speed up at some point? The image gives the idea that both paths are more or less the same length, but is this real? Could the Underworld's Sun Path be shorter, giving more hours of day than hours of night? What about seasons? Does Yelm change his speed according to season? Question, questions...
  15. I found something interesting while preparing the scenario for an upcoming game. Varanik's mind snapped due to a fumble when he tried to resist Idirina's Enthrall. But since the Enthrall ability was the active in the POW vs POW contest, the defender (Varanik) wouldn't roll, so he couldn't fumble. Or at least this is what I am understanding fromt the resistance table; isn't the active character the one who rolls to overcome his target's resistance?
  16. Thanks, makes more sense now. Weird how a single 1 instead of a 3 can obscure so much the meaning of a text.
  17. I have a question about Movement. Ok, it's not as much a question as a statement that I did not understand a word of the rules for movement in page 8. For starters, how does the Move of the character play into this? I see no reference at all. Why does a character get to move 8 movement units in a melee round, each one adding 1 to the SR, if he may have more spare SR? If an unengaged character starts moving at SR 2, does he stop at SR 9 after spending the 8 SR for the 8 movement units? Why not keep moving the rest of his SR?
  18. p. 47, Earth Elemental: The row for Movement shows what it looks to be the damage modifier, and there is no Movement listed.
  19. For the sake of simplicity, I think that melee attacks, ranged attacks, parries and dodges should all follow the same rules. Be it split the % among the number of actions, use the full % or substract 20% for each consecutive action of the same type. But please, use the same rule for all actions.
  20. I like the changes introduced in this design note. Still, I'd love to see the cults keeping SOME rune spells only for their rune lords.
  21. Thanls to both @sverbridge and @Joe Adams. More info is always welcome and in this case hardly late.
  22. I'd just leave it at "We've been known as Metoh-Kangmi...". This can send off-track players with previous knowledge of the Cthulhu Mythos... I like this approach more than the one in the scenario.
  23. Did read it and I like it. But I feel there needs something that the investigators can take back as a new evidence to the trial. If that will or not help the Blackwood would depend on the luck of the Blackwood line being restored. Otherwise is a sanity-loss fest. Maybe the investigators can find Rose's bones under the gravel and shells? It won't clear John name, but it can be proved that no man could dismember another one like this and maybe cast some shadow of doubt on the trial?
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