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Dan Z

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Everything posted by Dan Z

  1. I personally prefer this. I was actually disappointed that the final rules didn't do it this way as I was talking this up as a selling point to folks. To make it easier to get started I told the players that picking spells was just to have something to focus on using but that they could use any of their cult rune spells along with common rune spells. By the third session everyone had a chance to look at their cults in a bit more detail and pick spells they liked. I also created summary sheets similar to what was in the Quickstart for all the rune spells so they could quickly scan for them or copy just their cult spells into a concise list. I see where you're going with this Joerg and it certainly has some RP advantages for the players but in the current rules incarnation the characters don't sacrifice to gain rune spells do they? They sacrifice power to gain rune point that can be used to cast common and cult rune spells.
  2. Dan Z

    Travelling Shelter

    That sounds like the sort of ideas I was looking for. Thanks, I'll check out Vae Victus (if I can find it).
  3. Dan Z

    Travelling Shelter

    What about an exiled clan or a large group of folks travelling for religious reason? I'm thinking 300, 500, 700 people here. What would the default shelter be? What if they needed to travel as far as Pavis or Balazar?
  4. Dan Z

    Travelling Shelter

    Ha! I'm sure the innkeepers love it when the army comes to town or some religious sect passes by. 😉
  5. Dan Z

    Travelling Shelter

    My thoughts about Praxians is that they use a variety of temporary shelters ranging from big tents down to something like tipis and yurts possibly depending on the tribe. Aside from large fighting groups presumably clans move about occasionally, people may go to religious, tribal, and national events (declaring someone the Prince of Sartar for example). I would also guess that during Lunar occupation the may well have been large groups of exiles moving about and/or specifically to certain places. I could see Sartarites using everything from a lean-to/tarps to large tents depending on the situation and again this might vary from tribe to tribe.
  6. What sorts of shelter are used when travelling in large groups in Sartar? What about Prax and Lunar Empire? I feel like most of the time we just assume tents but are there particular types that are prevalent in different regions?
  7. Is that full shamans or also assistant shamans as most players start out?
  8. Can this include character sheets that do autocalulations? I'm not sure if that counts as software or not, I mean I'd say not since you need to have Acrobat (or functional equivalent) for it to work. Also what about maps? I'd guess those could be considered handouts?
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  10. Oh, I thought you might mean he was a collector of victories. Collector of Nikes? No one really know, but probably not. Collector or RuneQuest and Gloranthania? Definitely not, but possibly the most prolific.
  11. No matter, I'd have to pay the monetary equivalent anyway. Ontologically speaking who really knows what an immortal soul is and if they truly exist, much less their value.
  12. Inflation seems a bit steep, they were selling preview copies of RQG for $50 or so a couple of years ago.
  13. How much interest are we talking here? I'm extremely, very much, significantly interested. And I'll coincidentally be at GenCon.
  14. I was wondering how long it would take to reach this point... 😉
  15. It all depends on the shrubbery. There's a ligustrum lucidum (glossy privet) in our yard that's about 10m tall and as thick with leaves as possible.
  16. That's not how I'd play it -- I'd rule that no initial negative skill modifier can reduce a skill below 0% From the current rules the following are true: Skills category modifiers may change if the characteristics from which they are derived also change. (p57, Skill Category Modifiers) The lowest value a skill can have is 00%, which represents zero chance of success. (p57, Skill Category Modifiers) A skill never has a minus value; if a bonus would make a skill start below 00%, write in 00%. (p57, Skill Category Modifiers) A roll of 1–5 on D100 is always a success, even if the ability rating is lower. (p142, Ability Use, Results) Accordingly, yes skills can can fall below 5%. I'd also say based on this that if a skill has a 0% chance it's unusable because at that point you no longer possess the skill but if you have even 1 point in the skill you'd get a success on a 1-5/100 roll and the according chance of fumble. Of course any GM can rule however they want but I believe that's what the rules represent. I do look forward to see a giant hiding behind a small shrubbery though because it would be highly entertaining and would fit with the rule: Now, in this situation what is the most fun? (p6, Maximum Game Fun).
  17. That's correct, and also on page 57: Skills category modifiers may change if the characteristics from which they are derived also change. This used to not be the case, at least in RQ3 when it states: when you have once used a skills category modifier to revalue a skill, you will not use it again for that skill.
  18. I found an official answer on page 57: The lowest value a skill can have is 00%, which represents zero chance of success. A skill never has a minus value; if a bonus would make a skill start below 00%, write in 00%.
  19. I'd really like to know too. I'm working on a couple of different web based character tools (for PCs, NPCs, and Bestiary) and making my PDF character sheets so a lot of auto-calculating so I'd personally like to have it as accurate as possible, mostly because I'd like it to be as useful as possible.
  20. Hypothetical question here. Say you had a character who had a -15 Manipulation modifier (come one, it’s hypothetical). And say they put 5 points into Conceal. would their skill with Conceal be -5, 0 or 1, or the skill base chance, in this case 5? What’s the minimum skill level someone could have? I’m personally leaning toward the base chance even though a character with such low characteristics as to yield such a horrible modifier might not be considered “capable” of having a base chance as the rules say. I know it’s unlikely but I’d like to know. What the official ruling on this?
  21. We were using miniatures at the time and how it worked out for us was the the engulfing took place when the elemental moved to the same space as the enemy. Damage took place at the end of the round. In the Bestiary it states for Fire Elementals: "At the end of each round that the victim is engulfed, a roll of 3D6 is matched against the CON of the victim and, if the attack is successful, the character takes the 3D6 damage directly to their general hit points, as with a systemic poison attack." By that thought we assumed that it would engulf a victim when it was able to move to the victim we also applied the rule to other elemental attacks. FWIW, RQ3 had the attacks from elematals take place at the end of the round even if the engulfing took place sooner. Some clarification in an updated Rune Fixes would be cool though.
  22. Dan Z

    Two Sisters Area

    Probably a bit of both. I've looked at it on multiple displays and some it looks fine others it looks like elevation. I did have the elevation lines as dash-dot lines but decided to make them look more like standard elevation. I'll probably take one more pass and will ensure the road is more visible. Thanks for the feedback!
  23. Dan Z

    Two Sisters Area

    Doh! Good thing I didn't print a copy yet. Here's they fixed key. I think there are a few minor glitches but I'm going to wait until I update my tablet to correct.
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