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Richard S.

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Everything posted by Richard S.

  1. Warding is secretly the nuke of Glorantha: just get a bunch of high-level priests to pump it full of magic points for huge size and power, the fly it over a city.
  2. Does it have to be? Glorantha is, before all else, a world for having fun and gaming in. You may not be satisfied with a vague, handwavey, "It's magic so it works" approach, but YGMV so all power to you in your own headcanon. What is presented to the general public doesn't have to be logical and scientific, it just has to provide something that's fun and entertaining. So, please, let's get this back on topic shall we?
  3. I think what he's trying to say is that our laws of physics and science don't apply in Glorantha in the "canon". Now YGMV, true, but we're discussing this in the context of the world presented in the GtG.
  4. I agree, but remember how expensive these spells are. If we look at the RQ spell list most spells average around 1000-1500 Lunars to learn even at a basic level. Considering how much money the average peasant makes, it's unlikely they'll be running around with access to more than the most minor of spells, and certainly not anything close to our average adventurer's arsenal.
  5. Lovely gaming aids you got there but... well, I don't speak French.
  6. This is a very thought provoking topic. I feel that I agree with Joerg, that fresh water is water that was separated from the ocean, and therefore hungry, and ocean water is satiated and filled with salt. Of course, this gives us another elemental triplet, though the uses of the subrunes are up to debate. This raises another question for me, are the other elements a "triplet" as well?
  7. I'd think that for running a D&D styled HQ campaign it would make sense to switch to the older way where HQ resistance were representative of how skilled the character was.
  8. Or it's even simpler than that cuz you're playing RQ2, where the cult is open to all beings who breathe air
  9. Any one of these the is a viable contender.
  10. It is true that the hit location chart is not entirely accurate, but the truth is that "realistic" combat systems simply take to much time and effort to build and play. Sure, I agree that certain weapons and armor should have different bearings on what's Hit, but in the end it ends up boring the majority of the intended audience and being a hassle for the GM.
  11. There's really not much noticable difference. It's just that HQ:G standardized some optional rules. HQ2 will work fine for your non-Gloranthan needs.
  12. Richard S.

    QS/Intro ?

    Nope, but there's a lovely little topic on here that serves the same purpose:
  13. Richard S.

    Hibernation

    Aha! So there are practical reasons for doing things in Glorantha!
  14. Some sort of generic sky temple then? Though even if it is really big for a non-solar culture I wouldn't bypass the Yelm idea.
  15. I would guess either a Yelm temple or someplace for Dayzatar mystics.
  16. I kind of miss the old RQ2 one with the Runes in it but this new one is looking done, even if it reminds me of the Mongoose one.
  17. I'm not sure if this is in the canonical Gloranthan but in the old Mongoose books the Assume we're said would be perfectly willing to work alongside Takers as long as they did not upset the balance of life and death. Or something like that, I'd have to check.
  18. From reading your HQLite rules (which I assume you are referring to) they seem not to different from the current HQ rules.
  19. I would voice my opinion but I also have an aversion to being lynched.
  20. That's what I was thinking, which would make them 3x1x1 and better fit the shapes described In RQ2.
  21. On the topic of the design notes, these sound like really good changes that keep the original feel of the game but speed things along nicely. I know that when I tried implementing the original Rune Point rules in my game, some players just straight up ignored their rune spells entirely as it was too much of a chore to look through them all. Probably the only thing in the RQG I'm concerned about is RP recovery rates. If I'm guessing correctly, I believe that Initiates can only get back their RPs on high holy days? Correct me if I'm wrong, but that seems a bit harsh if most adventurers can only regain RPs once a year. I have one player who, despite everything I tried to discourage him, wanted to play a D&D style Wizard right off the bat. Of course, he was (and still is) pretty ignorant of how RuneQuest works, and after finally letting him have a go at an Irripi Ontor sorcerer he got bored and suicided.
  22. This sounds like an awesome way to represent how gods and heroes, through increasing their power, are ultimately subject to losing their free will as their runic affinities take over. I know there were a few heroquesting rules back in the day that incorporated stuff like this, but the new rune system sounds a lot more smooth and intuitive. I'm anxiously waiting for July 1st.
  23. Well they're underworld creatures and thus have no boundaries on what magics they can use unlike other otherworld beings. Their masters use sorcery, but the horses can do whatever they like. At least, whatever they like that Jeff approves as canon.
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