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Akhôrahil

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Everything posted by Akhôrahil

  1. "As I enter Boldhome, I want to appear majestic and impressive"? I don't think there's any skill for that?
  2. 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.
  3. Oh, easily. Sword Trance + Truesword. Honestly, just high weapon skill and a big Bladesharp goes a long way.
  4. It can also do wonders for your Spirit Combat Damage.
  5. It's devastating if you get into a situation where you roll Charisma opposed to something, or a generic Charisma x 5.
  6. Say what you will about D&D 3-4, but they had a solid action economy and really thought about these kinds of things.
  7. 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.
  8. Extra attacks are odd birds within the current combat design - the idea seems to be that you’re multitasking so that these attacks become ”free” (like when you dual-wield), but it’s not obvious which attacks become free and when. For instance, there’s no particular reason why a human’s kick wouldn’t be an extra attack but a centaur’s is, nor is it clear why this attack multitasking works. Or why it takes a pretty large number of strike ranks to do one attack, but when you split, the next attack comes almost instantaneously. RQG combat is a strange and frequently incoherent patchwork of effects and rules. It would be an interesting exercise to rebuild it from first principles.
  9. A double attack, or two attacks with two weapons, would count as one action. Not that splitting attacks is all that useful anyway these days when we have skill reductions and multiple parries - it's rare that it's a good idea.
  10. Correct, and you're allowed to split attacks (or dual-weapon attack).
  11. I'm starting to lean towards "one action per round, spellcasting or attack, SR only for initiative".
  12. Yes, exactly. Humakti for spirit violence, but not much else regarding them.
  13. Sorry, Elder Secrets. Just went with what I though I read most recently. 🙂
  14. "A while" is 50 years in Gods of Glorantha, so assuming that timespan, you're probably good.
  15. Just stat things up and convert non-combat challenges, and then run it like any other RQG scenario. It's a decent amount of work, but quite doable.
  16. I like it where the rules stop the abuse without requiring GM intervention.
  17. I think the big difference here is between a properly permanently consecrated space, and one where you need to cast Sanctify every time first. Your example might be a temple, but not a Temple.
  18. Unfortunately, this is part of the problem - the Humakti will shred spirits way faster than the shaman can. The shaman does add flexibility, though.
  19. "Not healable by magic or First Aid" is the obvious and sufficient fix, I agree.
  20. Heal Body works - it heals damage regardless of source. So while it doesn’t cure the poison, it heals up all the damage afterwards (which lesser healing spells can’t).
  21. Seriously though, this is so obvious and blatant that it needs to be fixed. It’s not like most of the things here that are convoluted and weird. For a minimal investment and no bending of the rules, shamans have infinite free MP.
  22. For a shaman, the Shaman Power Power Within combined with a simple Heal 1 spirit magic spell, means that you have a limitless supply of Magic Points. You sacrifice 1 HP for 1d6 MP, and then you heal up that HP using one MP.
  23. Personally, I think it’s silly. Someone slams a big honking poleaxe into your shield, that has every chance of doing damage, and certainly way more than a shortsword!
  24. Especially since whip weapons explicitly are a thing (belonging to the Water rune). It’s okay to say you just made a mistake and that these weapon details are forthcoming (or that you made a mistake and there will be no whip weapon). Positing a special skill for non-weapon whip that’s not in the rulebook and doesn’t do anything is silly (use of a whip for riding and charioteering should by any standards belong to that skill).
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