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Dan Z

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Posts posted by Dan Z

  1. 4 hours ago, Bill the barbarian said:

    No, no, he is a collector of rare Nikes, a sole collector , one might say...

    Oh, I thought you might mean he was a collector of victories.

    2 hours ago, Shiningbrow said:

    Is he the only one?

    Collector of Nikes?  No one really know, but probably not.  Collector or RuneQuest and Gloranthania?  Definitely not, but possibly the most prolific.

  2. 21 minutes ago, Puckohue said:

    That depends on the quality of your soul

    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.

  3. On 6/26/2019 at 8:01 AM, Jeff said:

    Maybe - just maybe - I can be persuaded to sell a few of the current two-volume manuscript at GenCon, but there's need to be significant interest.

    How much interest are we talking here?  I'm extremely, very much, significantly interested.  And I'll coincidentally be at GenCon.

    • Like 1
  4. 41 minutes ago, Bill the barbarian said:

    and on that note, off to seek some shrubbery! Come noble steed...

    <Clop, clop, Clop, clop.>

    <muttered> Where ever did he get coconut shells in the lands of The Alone Undertribe?

    I was wondering how long it would take to reach this point... 😉

  5. 32 minutes ago, g33k said:

    With a good enough roll... maybe!

    I figure that prone, a 20' giant has a profile maybe 2m (shoulder-to-shoulder) X 1m (front to back), and "shrubbery" could effectively hide that outline...

    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.

  6. 8 hours ago, Julian Lord said:
    8 hours ago, Joerg said:

    Putting 5 points into a skill may still be canceled out by negative talent (skill modifiers). IMO you need to have a positive total score to be able to use the skill, a negative stealth modifier can cause automatic fails if the modified skill is zero or less. Or, in other words, you need to be taught that skill more than once to cancel out that massive negative stealth modifier.

    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:

    1. Skills category modifiers may change if the characteristics from which they are derived also change. (p57, Skill Category Modifiers)
    2. The lowest value a skill can have is 00%, which represents zero chance of success. (p57, Skill Category Modifiers)
    3. A skill never has a minus value; if a bonus would make a skill start below 00%, write in 00%. (p57, Skill Category Modifiers)
    4. 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).

  7. 2 minutes ago, Kloster said:

    ...if a stat changes permanently (mainly POW), you have to change only the value of the modifiers.

    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.

  8. 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%.

    • Thanks 1
  9. 1 hour ago, Crel said:

    Is there a official rule on it? I'm sincerely asking.

    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.

  10. 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?

  11. 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.

     

    • Thanks 1
  12. 22 hours ago, Lurking Grue said:

    Very nice map, indeed! Kudos!

    Maybe it's my monitor, but IMHO the colors for elevation lines and roads are way too similar. Maybe use a dashed or dotted line for roads or change the color to be less red (maybe even make it black).

    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!

  13. 2 minutes ago, PhilHibbs said:

    Key still has the old elevation line.

    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.

     

    two_sisters_area_300.png

    • Like 6
    • Thanks 2
  14. Ok, so I redrew the area map and made some modifications using some digital tools.  I think it turned out ok.  I'll need to create a style to use so it's still a bit rough but here it is.  Next up is redrawing the close in view of Two Sisters which I've started on with suggestions.

     

    two_sisters_area_300.png

    • Like 8
  15. 9 hours ago, Joerg said:

    Some niggling about the detail map:

    Thanks for all the detailed suggestions.  Some of them occurred to me after I set pen to paper which made me remember why I had switched to digital drawing.  I was drawing The Creek with idea that it was the high water mark as I have a two purpose use for the map, the players are there in Dark Season 1625 and will be there again probably in Fire Season 1626 for the tragedy that is going to happen.  I'm off to run our next session so will post some maps updates later.

    10 hours ago, Jeff said:

    Lovely!

    A few comments:

    There is typically a thin riparian line of trees between the grasslands and the Upland Marsh. It may be only 10 to 50 meters wide. There is likely something similar along much of the creek. I doubt there is much woodland in the lowlands between Old Top and Two Sisters, although there certainly might woods on Stael's Ridge (think the Berkeley Hills in California). Old Top itself is probably bald.

    Thanks Jeff!  I've added some trees but will have to post the maps later.  I may switch to different media too because revising pen drawn maps is proving challenging since I no longer own the same huge selection of art tools I used to.

  16. 1 hour ago, Sir_Godspeed said:

    - A wayshrine or milestone/boundary stone along the road. Can be active or a relic of a bygone era.

    - Mention of a sacred clearing somewhere.

    - Maybe a disused quarry in the side of old top. Potential for some beasties to make their home there or something.

    - You could always draw in some outlying farmsteads or cottages as well. Potentially not even ones that are permanently inhabited, but used by shepherd/cowherd boys.

    Those are great ideas!  I'll see what I can fit in by tomorrow.  I'm using the maps for tomorrow's session but even if I can't get any changes before then I'll update them after.

    Here's the initial close up of Two Sisters also.

    Two Sisters - 1km.png

    • Like 2
  17. 5 hours ago, jajagappa said:

    Very nice! The trees will create a definite funnel to/from Two Sisters.  As the site for the Battle of the Queens in Fireseason, 1626, can definitely see this used to help map that out.

    Thanks!  I made a bit more progress on it (updated map posted)  and will probably have the zoomed in area done tomorrow morning.  Maybe tonight depending on time and beer.

    5 hours ago, Joerg said:

    Rivers don't really make good borders, as they are wont to change course over time, and if you have fisherfolk in your clan, you'd be using all of the (immediate) river valley for your activities.

    I'd say in many cases that's true but it depends on the river.  Of course borders are really arbitrary anyway and as you say fisherfolk probably have more important things on their minds than whether the river is a border.

    Two Sisters Area.png

  18. Well here's the initial pass.  Other maps look to show some other item I think I should add... a couple of shrines maybe... some more trees, etc. and details.

    I also am going to draw a zoomed in are right around Two Sisters.

    EDIT: letters because I could’t see what I was typing apparently.

    Two Sisters Area.png

    • Like 11
  19. 5 hours ago, Jeff said:

    Two Sisters is on solid ground maybe a kilometre from the Upland Marsh itself. It is located on ford across the Creek. It is about 6 to 8 kilometres to Runegate, and some 15 kilometres or so to Tink.

    Thanks @Jeff.  I'm guessing the tiny community (~100 at most) is on both sides of the creek?  And if you don't mind my asking, how close is Old Top?  In any event I'll post my map(s) back here when completed in case anyone has a use for them.

  20. So I’m drawing up a map covering a 10x10 km area around Two Sisters. Exactly how close to the Upland Marsh is Two Sisters?  Spitting distance?  Kind of swampy?  Or clearly outside of it?  Also looking for suggestions as to what else should be nearby.  How close is Old Top?

    Thanks! 

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