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Richard S.

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Posts posted by Richard S.

  1. It's a full moon at sunset on wildday. From there it goes to full half on freezeday, then crescent going on waterday, then to dying on clayday. Following dying is black on windsday, crescent coming on fireday, and finally empty half on godsday before it gets back to the full moon.

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  2. I wonder how Oakfed shamans would feel about it. Would they encourage the blaze or help with the efforts to stop/control it? How would worshipers of the other lowfires or gods like Veskarthan feel? Surely there are gonna be some people who have different feelings about a whole bunch of fire spirits in one place than that they need to go away.

    Edit: this is honestly one of the most interesting threads we've had here imo. Talking about how people would deal with more real-world issues in Glorantha is really enlightening. And talking about how issues like this could be used in-game is even better.

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  3. Probably only the very large, advanced cities like Boldhome, Nochet, Pavis, and most Lunar cities would have a permanent, organized fire department. In areas where sorcery is practiced, like the empire, I bet that there's probably a few minor ones kept on call with water or rain spells. Cities like Pavis or Nochet which are by large bodies of water probably employ water email, and in Boldhome they may use rain or storm magic.

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  4. 1 hour ago, RHW said:

    Yep, that approach makes sense.

     

    That concludes what I have for Ernalda. Want more? Are people finding these interesting? If so, who next? I'm thinking Argan Argar but I could be persuaded differently.

    I'd like to see some more Solar cults like Lodril or Yelm. Your writeups so far have all been excellent!

  5. Iirc, Chaos Sense in "canon" is a passive ability that lets a storm bull know when chaos is nearby. It doesn't point out any one specific person, it just gives the Uroxi a sense that something is wrong. Of course, this is less something like Spiderman's spidey-sense and more like "Hrng, Khan, I'm trying to get drunk and bang cows, but the scars from my initiation are burning like the fires of hell and the pain keeps alerting me to the presence of chaos." Of course it can also manifest as a bad smell or taste, a red haze over the eyes, or something more exotic.

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  6. 34 minutes ago, Runeblogger said:

    I have also enjoyed this read, and I am looking forward to reading more! :)

    But I have some questions now. The first is: Is this the end of Glorantha or the end of the Great Darkness? I guess it's the former, because towards the end it says "when the dim sun rose". But didn't all the gods end like it is explained in King of Sartar? Or is this perhaps the corruption of Dorastor at the end of the First Age?

    More:

    - What kind of Dehore super runelord had fire-related ancestors? It looks very strange that the warrior deploys fire powers while following the god of shades. It's intriguingly paradoxical.

    - What kind of character is the prayerman? Is he some sort of Malkioni?

    I'm pretty sure this was written long before any of that was figured out. Some of the names are the same, but I don't think he had developed Glorantha as we know it all too much.

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  7. 19 minutes ago, jeffjerwin said:

    In the RW world Intelligence is partly a matter of early education and 'nurture' (including diet and 'practice') as much (or more) as it is inheritance.

    This is one of the main reasons I don't like the rule of "INT can't be trained". Formal education has been shown to make people smarter and better thinkers overall, for adults as much as children.

  8. 53 minutes ago, Shiningbrow said:

    Yep, I know all that.

    However, how many tables, references, screens etc does one need to look up in order to figure out the full effects of said combat?

    While D&D has 1 THACO roll basically, the sheer number of adjustments (add a few here, remove a few there) and the reasons for them can be staggering (conditional effect to add + to hit 😛).  In RQ, sure you have more base  rolls, but very rarely will you need to do much adjusting. What there is is pretty simple - -40% to hit because X, type thing.

    Wizard and cleric - which spells have you prepared today, and have you cast them yet? Vs - well, I sacrificed 2 RP last holy day, and the local priest taught me Bladesharp 4. I have 15 MPs.

    Also, while I get that character creation in RQ has a few more steps, after that, everything is extremely straightforward. I don't need to consult any books (and do you have the right one for your specialist class on hand?) Obviously for D&D, there's table after table after table.

     

    So, for my money, I think D&D is a lot more complicated. As evidenced by the number of books that should be purchased (calling them "supplements", but are needed to get away from base classes). Sure, RQ has a few books out there as well, but those tend to be modules. Once you've got the first couple (and, with RQG, you really only want the main book, bestiary, and soon to be GoG

    What edition are you playing? AD&D? I don't mean to criticize, it's just that THAC0 hasn't been a thing since third edition. I also haven't had to refer to a table even once during combat during the few times I've played fifth. And magic users have moved away from the whole "one spell a day" shtick, now they have "spell slots" which basically act as level-specific magic points. I also disagree with your last point, all the classes are currently in the PHB save an updated version of the ranger and an experimental new artificer class.

  9. 21 minutes ago, Crel said:

    Within this space, the adventurers are outside the web of Time. Magic does not cease in duration, and magic points do not regenerate.

    Might I ask why you made MP not regenerate? I've seen a lot of people rule that that's what happens on Heroquests, but it doesn't make sense to me. If the flow of magic isn't limited by time then shouldn't they just regenerate instantly?

  10. The 700L is the price in DP I believe, considering the rest of the game is centered around it for now. As for the Dwarven armor, well there's not really any bronze chainmail to compare its AP to so I don't see the problem.

  11. I think they'd be more unique items now that you have to find on an adventure, not just something you can pick up in the market. Though if you do find crystals or other magic items for sale they'd probably be worth somewhere from 100-200L for empty ones, or 200-300L for powered crystals.

  12. For one, PC's are supposed to be exceptional. For two, the scale is technically not correct since skills can go over 100%. For three, PC's have probably been adventuring and using their skills extensively since they were initiated, going by the personal history charts, moreso than your average farmer.

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  13. 5 hours ago, PhilHibbs said:

    Hm. Sorcery for temple defenses... interesting. Wyters have MP, so I guess there's no reason why they can't use that to cast sorcery spells, so I guess LM wyters should get sorcery techniques and spell percentages. That would need a little more stat preparation than straight Rune Point wyters. Regular wyters get some Rune ratings to cast their spells with in the writeups that we've seen.

    Well do they even have to be cast by the Wyter? I don't know too well how sorcery works in RQG, but I think in previous editions at least you could make sorcerous enchantments to defend against intruders. "When a person passes X, check to see if they belong to Y. If not, cast Finger of Flame 10."

  14. Issaries probably uses Create Market out the wazoo. As for Lhankor Mhy, some of his less magically conservative temples I could see making use of nasty sorceries. In areas near the Lunar Empire I wouldn't be surprised if they took a few notes from Irripi Ontor.

  15. 6 minutes ago, daskindt said:

    It bugs me that armor doesn’t have any effect on Movement. Maybe I’m mistaken, but it seems like some types of troops historically went less armored to improve their speed and mobility. peltasts for example are famed for being lightly armored and highly mobile. That mobility helps them outmaneuver heavier troop types like hoplites.

    From what I can see in RQG, there isn’t any really penalty to wearing armor and carrying a bunch until you entirely exceed your ENC limits.

    From what I've read and heard from people who have fought in armor, it should only hinder your movements if it doesn't fit or is badly made. The biggest problem is fatigue, since wearing heavier armors gets really tiring quickly. Light infantry don't wear armor to outspeed or outmaneuver the heavier units, but so they don't wear out as fast as their opponents.

  16. 1 hour ago, hkokko said:

    <CONCERN> I feel a bit odd and even censored if I need to start thinking every word I write whether it is clear for a newcomer which I think I have not been for awhile or whether it holds true to some particular book which I might not have studied or followed in depth or have already extrapolated to some direction. Should I refrain from helping or saying something because I am not sure whether it is strictly according to a certain book - this sounds weird.

    The way I read what Ellie said was to keep it RQG focused if you're answering a question by a new person. I doubt they want to totally restrict is from using old material, though I can say from experience that when I was a new player it was rather distressing to have people answering my questions by referencing/referring to books I didn't have and probably didn't have a chance of getting.

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  17. 3 hours ago, PhilHibbs said:

    I can see how that would seem odd, but the rules are there to give a general structure, and from my memory of playing RQ as a teen-ager we ran it pretty strictly. Let's face it: kids cheat. They bend or break the rules as much as they can get away with, and fiddle their dice rolls. The original RQ rules were very much aimed at a teen-age audience, and that audience needs structure. Us grognards in our 40s and 50s, maybe not so much, so it's fine for Jason and Jeff and my group to play fast and loose with the rules.

    Speaking as teenager right now, I honestly can't remember the last time my group actually followed combat to the letter. It just feels really clunky and slow in some parts, especially for those of us who play CRPGs in which combat is a noticeably quick affair. And no, I don't think there's ever been an instance of any of us cheating.

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