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Posts posted by AlbertG
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18 hours ago, Richard S. said:
That's what I was thinking, which would make them 3x1x1 and better fit the shapes described In RQ2.
A pit of this size would still be enough to bury any human.
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19 minutes ago, DSC1978 said:
Using this thread instead of opening a new one ; is it normal for some of the elementals to have 0 movement?!?
When it comes to the rest of the discussions i would go personally for level 1, 2 and 3 elemental and apply level instead of cubic meter for the effect...
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.
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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.
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2 hours ago, jajagappa said:
Although I did note that the Earth Elemental in the listing for the Assistant Shaman is correct (and includes both Damage Modifier and Move).
Yup, I did notice this.
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1 hour ago, DSC1978 said:
Where I understand that RQ is not simulationist, I would hate having a flawed system just on the basis of "this is how it was done in 2nd ed/3rd ed/whatever". This is the perfect opportunity with this new version to make of RQ the perfect RPG to be honest, and all the communications I have seen so far are very encouraging and promising. But please fix this, as it doesn't make any sense and seems grossly overpowered for no particular reason (that being said, as I haven't seen the quick start nor the beta version of the rules, I accept that there might be already safeguards in place to address this point; but from the posts of some of the people involved in the new RQ in this thread, I sincerely doubt it).
I am very excited about the new RQ, but at my age, with the little time I have to play, I can honestly say that I won't go and buy a flawed system anymore. I expect to have something working reasonably well without me having to tweak/rewrite some of the rules.
I couldn't agree more that what @DSC1978 said.
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20 hours ago, Psullie said:
you are correct, the initial Enthrall is a straight POW v POW resistance roll. Poor Varanik didn't stand a chance against her POW 25.
But it was his subsequent roll at POWx3 to break the charm that snapped his mind, rolling 98+
There is also writers fiat that accounts for anything that makes a good story...
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.
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6 minutes ago, Steve said:
According to p.646 of the Guide, "In winter, the Sun's orb is paler and cooler: the days are shorter and the nights are longer. On the longest night, at the Winter Solstice, the Sun is in the Underworld for twice as long as it is in the Sky".
Thanks, we didn't reach the point where we should be discussing this, yet.
I find it strange that it talks about Winter, thought.
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20 hours ago, David Scott said:
Perhaps you need to play with this first:
http://www.glorantha.com/docs/the-movable-ephemeris-and-the-gloranthan-sky/
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.
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4 hours ago, Oracle said:
Just realized that you do not even need to unpack the ZIP file:
java -cp <your path>/ephem.zip EphemerisII
works perfectly.
Thanks, I could finally run the app. Very nice, indeed.
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Thanks both, @Oracle and @jajagappa
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Thanks for starting this thread, @David Scott
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9 minutes ago, David Scott said:
Perhaps you need to play with this first:
http://www.glorantha.com/docs/the-movable-ephemeris-and-the-gloranthan-sky/
Thanks, but it does now work in any of my browsers, nor do I know how to run it as a java app
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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.
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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...
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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?
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Thanks, makes more sense now. Weird how a single 1 instead of a 3 can obscure so much the meaning of a text.
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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.
QuoteMOVEMENT
Movement is rated in flexible units, called Move (MOV). Each
point of MOV is usually considered to be 1 meter in combat,
much more when not in combat. An unencumbered adventurer
not engaged in melee combat may move 8 movement units in a
melee round, or 24 meters. For each unit (3 meters) of movement
an unengaged adventurer makes during the melee round, add 1
to their strike rank if they wish to take any action. An adventurer
engaged in melee cannot move until disengaged.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?
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p. 47, Earth Elemental: The row for Movement shows what it looks to be the damage modifier, and there is no Movement listed.
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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.
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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.
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Thanls to both @sverbridge and @Joe Adams. More info is always welcome and in this case hardly late.
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5 hours ago, Insanity said:
Wouldn't Mi-Go be a human term for the denizens of Yuggoth? Many know that Lovecraft's possible source of the word is the Yeti legend of the Himalayan mountains.
There are many other names for the Yeti, depending on the local dialect.
- Migu, Migoi
- Mi-teh
- Mi-reh
- Chu-reh
- Dzu-teh
- Meh-teh
- Bun Manchi
- Metoh-Kangmi
There are a few more as well.
Rather than the Mi-Go identifying itself as such, it could state something along "We've been known as Mi-reh, Dzu-teh, Metoh-Kangmi..." particularly since it was captured in the Himalayans, it would likely be familiar with the locals.
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.
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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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Runequest is for giants
in RuneQuest
Posted
Awesome, thanks.
It's nice to see you guys thinking about the feedback we are providing.