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Richard S.

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Everything posted by Richard S.

  1. Draconic Lore is a skill in core RQG iirc.
  2. 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.
  3. Where's my boi Alkor! Shargash gotta have some green.
  4. 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.
  5. I'm pretty sure RQG's encumbrance approach is nearly exactly like RQ2's. I'll have to double check though.
  6. 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.
  7. 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.
  8. Also of note, we know that people can be worshipped after death and provide magic, through being a subcult of a greater god, without having to go through a bunch of complicated hoops. The hoop-jumping comes in when you want to become a proper god outright instead of just a hero.
  9. Well there's this: https://www.chaosium.com/runequest-rpg-submissions/. Besides that I don't think we've gotten any news.
  10. He could've been using alternative rolling rules. I personally like to use the "drop 1s" rule.
  11. The difference between gods and men is that gods are (supposedly) trapped by the Cosmic compromise. They are no longer allowed to act directly in the middle world except for in cases where the compromise is threatened, and may only perform those actions they could before time (their myths). While this rule is open to some interpretation and has shown to be more than a little flexible, the ability to grant magic and receive POW requires a lot more than simply people praying to you. There are demigods like Jar-Eel, Cragspider, and the Stormwalkers who break the rules for mortals through Heroquesting and are worshipped by many, but even they can't distribute Rune magic or take advantage of POW sacrifices. They may be able to use sacrificed MP since we know wizards can with the chain of veneration. As for spirits, well most of them exist on the same side of time we do and so only know magic instead of granting it to worshippers. Great spirits like Oakfed exist on the god plane at least partially, though they're slightly more free to act, and so can give some limited Rune magic. Other spirits, like Black Fang, grant Rune magic by interceding for another god (well, at least if BF's RQ2 description is canon). To become a god, you must make or be given a place in the god plane, leaving behind the middle world for the world of eternity. But of course, YGMV, and even in canon the rules can, have, and will be broken. And there's a good chance I'm wrong about at least a few of my points.
  12. I dunno about your players, but one of my players started with 95% Spirit Combat as an assistant shaman of Waha. He's currently up to about 105% after about two sessions (we're playing with weekly instead of seasonal skill increase checks).
  13. True, but I see you're avoiding mentioning his INT stat 😋
  14. The sheet looks good! I think my only gripes are that I think Runes should be on the front page as equipment on the second, and the non-character runes like infinity and law. Other than that it's a good sheet.
  15. POW in Glorantha isn't really willpower like it is in CoC, so it's not tied to a sanity stat or anything. It's more of a measure of how in tune you are with the universe or how much the gods favor you, which translates to more powerful magical ability and luck. Sacrificing POW is pretty common in Glorantha, especially for initiates of gods who can gain Rune magic from doing so. It's also the easiest characteristic to increase.
  16. I think eleven lights had some notes on the elevens and Shargash? Maybe that's what you're thinking of. I also just noticed that you got rid of his Disorder affinity, why is that?
  17. Huh. Surprisingly similar to how I envisioned him.
  18. The thing about Yelmalio being inferior was a joke :P. But I do agree with you, the difference between the two should be about fire magic. Unfortunately, Jeff is very adamant about how he wants Elmal in RQG, and iirc has even said that if he rewrote SKoH he would remove Elmal's fire powers.
  19. The main problem with giving Yelmalio Shield on RQG is that Elmal gets Shield in return for losing gifts and headed. Give Shield to the inferi- I mean Yelmalio, and Elmal gets crapped on even more.
  20. It says "the equivalent of", not "the actual spell" so I'd say it's legal. We're dealing with god magic here, who cares if it's balanced? I do wonder at the in-world reasons for spirit magic incompatibility though. Do protection and shimmer spirits just not get along? "Damn you you blurry excuse for a defense spirit! Just stand there and take the damage like a real man!"
  21. If we're on the topic, where could I start getting into Tekumel?
  22. I know that in Dragon Pass nearly everyone initiates to a cult, but how would you handle characters with only pantheonic or even no initiation? I believe in Peloria initiation is far less common, and in the West, especially in Rokari and Brithini-dominated places, I would be surprised if there were large numbers of initiated Dronars, though Horali and Talars would probably be more free to use Rune magic. Would you just forgo choosing a cult template? Would you give the character other bonuses to make up for not being initiated?
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