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Akhôrahil

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Everything posted by Akhôrahil

  1. The first rule of the Cult of Arkat is: you do not talk about the Cult of Arkat?
  2. What about "high king"? Just a king but higher, or does it denote something specific?
  3. I think it might be able to get a surprise round in some cases (not against shamans, though), but I read your post as indicating that they cannot be attacked and are either invisible or already inside a victim? That's not the case according to the rulebook. They are an immaterial, visible form that you can hit for effect.
  4. p. 366: "If a spirit wishes to attack a corporeal being, the spirit makes itself visible in the Middle World the melee round prior to its first attack."
  5. The Sable Storm Bull riders had to go somewhere after they rejected the tribes. The Block makes as much sense as anything!
  6. Surely spirits can also fight spirits?
  7. Isn't that after they left, though?
  8. There's definitely a tension in the game between Daka Fal as worship of actually Daka Fal, and Daka Fal as an umbrella term for Ancestor Worship.
  9. However, they are also an action economy at the same time, not just an initiative system (your Dex SR is crucial for whether you can fire two spells or missiles in a round). I think this is why SRs sometimes feel a bit strange - they are doing double duties for related but non-identical concepts.
  10. I want them impressed, not scared. 🙂
  11. Early on in the Dev process, I got the impression (possibly incorrect) that Rune Point regain would be pretty slow (like yearly or twice yearly) for initiates (making faster regain for Rune levels more important), but it turned out to seasonal or better (when counting Associated Cults, cults with weekly holy days, and so on). What was the design process here? It matters a lot whether you can empty your rune point pool in each scenario (assuming seasonal adventuring) rather than having to spread it over the year.
  12. Yes, you're right, sorry - confused it with how you damage Telmori and the like (where you do inflict for instance the amount of Bladesharp). (Isn't it a little odd that these two systems are almost, but not quite, identical?)
  13. Akhôrahil

    Chaos

    In many ways, yes - it's two different ways of doing their own thing to Michael Moorcock's concept of Chaos in the Eternal Champion books. Glorantha even explicitly has that "Chaos is in fact necessary, too, or Order stagnates" (it's just that we usually don't talk about The Chaosium because it's so abstract).
  14. It's explicit that this works. I personally don't like it it - or rather, it's great that it works on ghosts for Humakti, but it means anyone with a little magic can cut spirits.
  15. If this was fixed future metaplot, then it would make what happens to the setting feel less relevant, yes. Saving a kingdom does become a lot less relevant. It does not necessarily mean that what happens to characters becomes less interesting. On the other hand, it also depends on how much nihilism comes baked into things. in CoC, the whole point is that you're fighting a delaying action against the end of the world, but even there, it at least can be delayed, and your actions are specifically related to the delaying!
  16. If the entire country was geographically lost rather than merely the current government falling, and for reasons most likely completely unrelated to anything you do in play, then yes. I had the same experience playing in Moria in Lord of the Rings Online - we know for a fact that the expedition there that you're so vigorously supporting will in fact fail. I mean sure, as long as it's just about your characters' livelihood and personal enrichment (and possibly even personal development), as it seems the new Pavis book will focus on, then it's no problem - if by some miracle you're alive in 25 years, you can just relocate. But it does make it less important what happens to the place if it's doomed already (and it's not like you're playing out a tragedy either). "Yay, we actually restored Genert!" *blubblubblub* "Damnit!" Of course, if it's something that could actually be fought off (which it honestly should be in Glorantha - flooding can be fought by going and beating up the Sea gods, as we all know) rather than a matter of fluid dynamics, and not locked into future history, then we're good once more.
  17. It kinda does make it harder to care about a Prax/Pavis game, knowing that little to nothing will matter in 25 years.
  18. "As I enter Boldhome, I want to appear majestic and impressive"? I don't think there's any skill for that?
  19. The "canonical" answer - or the closest thing to it - would be to see how much they show up in printed material, and in what contexts. This is how we know that average Orlanthi have 3 Rune Points and that magic Point crystals are pretty common.
  20. Oh, easily. Sword Trance + Truesword. Honestly, just high weapon skill and a big Bladesharp goes a long way.
  21. It can also do wonders for your Spirit Combat Damage.
  22. It's devastating if you get into a situation where you roll Charisma opposed to something, or a generic Charisma x 5.
  23. Say what you will about D&D 3-4, but they had a solid action economy and really thought about these kinds of things.
  24. Converting HQ to RQ is a completely different kind of beast than RQ to HQ. With RQ to HQ, the rules bits are trivial, but many RQ adventures aren't designed in a way that would pay off in HQ. Meanwhile, any HQ scenario fits RQ well, except that you need to do a lot of rules write-up.
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