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Jusmak

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  1. Ok, so as assistant shaman, then. It could be stated a bit more clearly at profession description. He could maybe contact to cult spirits of Kyger Litor, and train a bit his shaman skills safely inside temple? Kyger Litor is shamanic/priestly tradition. First spirit travels maybe only to outer sphere of spirit world. I think shamanic traditions vary a lot in general, and what uz tradition would be like... I think shamanism is that heavily present, that one shaman has several students. Students may form a trance circle and enter spirits world together as a group under shaman supervision. It will take quite time to be ready for initiation, and some may never "graduate", those either remain as assistants or change profession.
  2. Creating Uz character, profession Shaman. Does this profession really mean real shaman, with fetch or more like assistant shaman after all? Does he use spirit combat damage d6+1 or d6+3? At creation he gets 5 points spirit magic, but on spirit magic chapter it says: " a shaman can have any spell he wants." That sounds a bit dull way to develop a character. As he anyway has skills like spirit travel, spirit dance, spirit combat he can have his adventures in spirit world, and have his way to find spells he want. I think I have seen somewhere, maybe in some previous edition how shaman fights in spirit combat for learning a spell. Does somebody remember such table? For now I think 1 spell point could be equavalent for 1D6 POW of spirit. So 4 p shimmer would be found from spirit with 4d6 POW. Strong shamans with fetch would still have strong spells, but there would be some limits to spells at hand.
  3. Jusmak

    Iron axehead

    Ok, that good to know. I was following a bit wrong lead. POW-roll is good idea, if it's not, it'll be enchanted in babeester gor's temple. For the first piece of iron, anti magic properties are not so interesting, partly because of shield-spell.
  4. Playing old solo adventure, where pc found iron axe head. Not sure, if it belongs to battle axe or great axe. Or if it is enchanted or not. I found new RQG info, that enchanted iron is considered as steel, making it sturdier with more HP. But, unenchanted iron gives normal weapon damage to magical creatures like werewolves. And unenchanted metal is harder to cast spell on, -5 % for each ENC of iron. So is it more likely to find unenchanted iron weapons, because of damage done to creatures like werewolves, or more likely to find enchanted iron? So it would be more difficult to cast a spell like blade sharp, fire blade, dull to unenchanted iron weapon. But in case of axehead, when weapon itself is 2 ENC, it is maybe only -5% check roll. For shields and armor I guess steel is more preferable. Thoughts?
  5. I was in one PbF Mythras game, which ended shortly because of Rl issues overwhelming many of us. But I liked the concept. There was not many skill checks or battles, story was going well on more by dialogue than fighting. There was not much tactical maps, and it was all fine. Glimpse of starting point was enough. I am interested to play. Not so running one. There is ready adventures in bookshelf, so in theory I could learn to run one.
  6. Dodge, acrobatics or leap... would do I think. Joerg's minoan bull dancer example was good for describing acrobatic action, which for my liking has nothing to do with weapon skills. A lordabdul mentioned, I like to have too some situational modifier table ready to keep game flow going. For example I tried to find those area effect attacks mentioned, but could not find them in new ruleset. It's years I last time played RQ, so I rather had those rules also in new edition mentioned instead of trying to seek for them from previous editions. I am also missing, what is intensity cap of spirit magic spells in this edition? Can I buy from cult bladesharp 15, if I have enough money and charisma?
  7. Argh, fumbling with tablet. Thanks Joerg with examples.
  8. I meant, that with 300 % skill, truck can hit you only at 5 %, no matter what you use to parry with or what is against you. Worst part is not, if parry succeedes always, but the skill over 100 % rule. So, it is that part of the skill, which determines you are nearly untouchable against anything. And with earth shield quite much so. Opponent not only needs to succeed at 5 %, but you have to same time throw over 96. I noticed that, by my first character - babeester got initiate- having parry streight from start 95 with shield and 90 with axe. It is not very hard to raise over 100%. Earth shield, axe trance both spells at hand. It is even handy to attack with shield and parry with axe to break opponents weapons. She is quite hard opponent to win even from start, much worse if she sometime decides to use those spells....
  9. What would be dodge for, if not sidestepping? Because game rules have separate dodge and parry I do see parrying weapon more to do with weapon handling and dodge to be more involved with footwork, exactly how to evade hits. If giant slams with a tree normal size man, who parries at 300 % skill against giants 66 % attack end result is hard to explain logically by rules, if you have dodge but do not need to ever use it. Also I did not see any knockback as effect from previous editions, if damage is greater than your size, it would be automatic knockback and fall against DEX x 5. Is it somewhere, or just good idea to houserule it in? To me it is very much same, if you had not any weapon but tried to wrestle that charging triceratops. While in this edition there is separate dodge skill, you do not need it, if you have good enough parry. So doing unarmed parry with very high skill leads me actually confused... you actually CAN wrestle charging HUGE THING, while it has only 5 % chance to hit you. So this challenge to imagine.... You are standing at motorway and a truck is going to drive over you. You won't do any evasive movements as sidestepping, but instead draw your steel and hold firmly your ground, confident to pick all damage with your weapon. You try to put your sword someway between to deflect that truck... ...and you actually SUCCEED! I do not understand how, but you do. You are standing right there where you were without need to do any steps or jump to safety. You can do same thing with any object in your hand or without, just parrying with your fist. If you had a headbutt attack, you could even parry with your head that incoming HUGE THING.
  10. Well, feints do work against same size fencers. My problems was more to do with huge size difference. I think it is a bit similar, if you try to parry charging rhino, mastodon or building falling over you. I do not think any of those would see that little stick or shield in your hand any way threatening and so to be effectively used for intimadation, feint or covering. Was it in Mythras maybe, where charge would give penalty to parry? Maybe that is my way to go here. Opponent twice your size makes you parry at half skill and so on. Or maybe it is better do that by 10 size units steps over other. Was there a knockback rule in new ruleset other than intentional knockback? A bit more situational modifiers would not harm either.
  11. I became wondering this parry thing. If you get your parry skill by any means huge, it becomes quite hard to logically explain certain fights. For example duck sized 6, having any stick or paddle, which can be used as parrying weapon fights oversized opponent for example size 50, but low attack%. I do not think any amount of skill can overcome brute stength and mass, when there is no need to attack, but sit on you. ... I have tried to wrestle big guyis, and sometimes they are just too big. How you do it? I saw thoughts, that rules over 100%, would not be used in parries, but attack only. That would work. Then I think seeing some old table, where was given modifiers according to size. It was mostly like, it is easier to hit bigger targets, but I think same kind of idea could be used. Size nullifies parry, for example 10 size units difference prevents using over 100 skill rules. I think dodge or jumping away is only logical solution to avoid hit by a very large moster. And do we need over 100 skill rules to decrease opponents skills? I have just played two solos. Even it is RAW, I think not to use decrease option allowed. There is already demoralize, shimmer. It may be so, that rule is more to do with scaling, but how someone actually can affect otherone's skill logically other than by magic? Throwing sand to eyes and other dirty tricks? Could over 100 skill decreases be explained only by dirty fighting, does honorable orlanthi do that?
  12. I like that concept, of stregth categorizing how large and effective weapons creatures can use. Damage could as well be described through that brocedure more than dam. mod. I think too, that sharp weapond are a bit more dangerous than blunt weapons. However I had concussion to head by very small girl armed with bo (staff). Clubs are very common weapons, police forces use those rubber ones. Sticks are devastating in skilled hands braking so many small bones easily. Sticks work with speed, not weight. Reallife blunt weapons are fast, not heavy and cumbersome. If nothing else, I would give them atleast stunning effect, when hits head. Bone can stop dagger penetrating and cause major wound, but blunt weapon brakes that bone, causing much pain. Headstrikes with hammer at at leat equally dangerous as withbladed weapon. Like TV crime series, a dead body with found with wound made by blunt weapon is quite common.
  13. I think its plain history of game development, than any reallife meaning why crushing weapon special effects are handled as they are. Need for damage mod. can be claimed as important for impale and slashing a it is for crushing. Without positive dam. mod character does not have enough power to strike a stick through somebody's body or sword's edge cannot sink deep enough to cut major arteries. How much strenght it takes to strike with small hammer somebody's bony area, kneecap or skull broken, not so much.
  14. There is not been time or chances to play rpgs, but I bought minis and did a bit painting with them. I have not yet used them in play, but facing is anyway a consideration RQ3 style.
  15. I do not know much about Glorantha lore, but something about unarmed combat. I think, it's been as long as there has been competition over possessions, mating, surviving. I doubt living in Glorantha would be so much different. If Orlanhti seeks for violent resulution, is he always in every place carrying a weapon, does he have to go home and pick it first up, or what he does if for some reason he is carrying a weapon in that instant? Question about organised schools about unarmed combat, is same as is there teachers, who teach swordfighting amongs Orlanthi? Kenjutsu or fencing schools, why would those exist, if there would not be schools of unarmed combat? In any culture there usually exist at least some, who knows something about unarmed fighting, weaponmasters who teach not so often. Name a culture on earth where is no tradition of fistfight or wrestling. Weapontraining is quite often build up on basis of tradition of unarmed combat. Surely unarmed combat may not be a key element in play, but it could be - for a fun. It needs much houseruling, to become satisfactory, but it can be done. Or find other rulesystem, to simulate that. Rule about 'closing in' needs to placed, and I think Mythras is presenting that quite fine by opposed roll (for example jump/DEX vs. DEX/dodge or DEX vs weapon skill, if counterstriked. There is no such rule in RGQ, so it would need to be used in all melee. And yes, satisfactory level for grappling get an increase again
  16. I think this is a good way to handle rules for unarmed combat. Rules can never simulate too well all possibilities, tactics of any combat sitiation. But from loose set of rules it actually becomes easier to bring life imagination and story of situation and outcome, if gm/player knows something what could be done. Unarmed combat is not so different from any melee. Historical swordfighting includes wrestling. It is more frustrating, that rules are very timid and actually prevents players from trying things. Loose rules let player try and gm just figures how dice should be rolled to find outcome. For a grappler it should be possible to automaticly choose hit location with succesful grapple, or at least it should be a lot easier. It is not like swinging a weapon and hoping it hits something. At close range you can almost always reach into any bodypart and have a grasp. When you are a bit more far, you do not reach and any opponents sudden movement may change location hit. So, my houserule at close range grappling is, that you can always try catch opponents weapon arm by normal grapple chance to head againts STR vs.STR contest. Struggle of possessing/controlling weapon comes quite naturally from anyone. And martial artist in me smiles.
  17. There have not been to much interest in unarmed combat amongs RQ game developers. While Special damage describtion would have benefit telling how extra damage is justified in weapon section (by hitting and damaging vulnerable areas for example), same thing would be benefial in martial arts and unarmed combat in general. But this only brings the effort of gamemasters to develop their own game in spirit of ygmv. When giant grapples, big enoug giant could try crush inside handhold, he could rise humansized opponent high over his head and throw agains ground, or other opponent,so falling damage and damage mod. can be calculated. What about aspyhyction/suffocation during grapple? As every grappler knows, most efficient way for a grappler to finish single opponent out is not throwing but choking. A grappler doing only damage by throwing is not much of a grappler. Joint manipulation was developed to break joint of armored opponent, when hitting him with something did not disable him. I would rather develop own ruleset for unarmed combat, than use what is written in rulebook. Expesially, when it is a matter of grappling/wrestling.
  18. I think, it is from RQ3 material, where it is put, that iron is immune to magic. I do remember reading that somewhere. For example, when equipped full body iron armor, it prevent all magic come through, beneficial and harmful. I think spirits and magical energy are not same. Spirits are entities, which are bound into object. But, it should not be possible to cast binding spell into iron, hilt or handle with different material, yes.
  19. Scan is quite essential for herder, but it may be that herding skill maybe include perceptions done in work. Herder must be aware of behavior of herding animals, surroundings, any sick or wounded animals, so they can take care of. Without scanning herd, they cannot spot any problems animals may have. It is not unheard, that somebody have lost cows, horses, sheeps, because those run off. It is not so, that herder uses tracking, but certain knowledge, where to find them. Some run off just over the fence to eat better grass, and others may run off because male smelled good mate. So, they should use more herding skill to find missing animals than tracking. Hunters, who hunt by ambushing use scan, while trappers not so much.
  20. I fancy d4 dices made of steel, which could be used caltrops as well. Those served as such quite well already, but you can always do better...
  21. Well, with RQ3 shields had 05 % base, when attacking and 15 % parrying. Staff experience could be handled by same thinking. Like for 10 % attack and 20 % parry. I think defensive postures, guards, stances are basic knowledge to all, who study fighting arts. So, I see those included in skill%. Because RGQ does not handle attack & parry separately, why not handle it by base%? It is not easy to deliver killing blows with staff, if compared edged weapons, but that is already seen in damage dice. To have some kind of hit landing through because of weapon is versatile could be seen higher attack chance. But also, because it is versatile use of weapon can be seen harder... There is never easy ways to mastery anyways... Here is clip fighting with shorter Jo-stick, which is brought into sword fight.
  22. That's interesting. I have heard similar thing for axe, that it is actually quite good for defense too. As Bo was a part of aikido training, we did not do proper sparring, just kata or kumite and set up pair work. But it is easy to acknowledge, that thrusts to lower feet, knee cap do some harm. I think, that for a swordsman it is a bit easier to close against spear than staff. Spearman usually focuses more rapid thrusts, because he has edged point. But man with staff may change faster stance, guard and use of weapon. More readily push or pin opponent, thrust, swing, sweep, or even choke in close range. What you cannot anticipate strike more often through. While holding staff on guard your body is well covered from legs to head. While it is not so easy to have killing strike, staff's defensive capabilities are actually quite good. Extra % for parrying for staves would do justice to weapon. It can be used equally well at short and long range, therefore closing in melee combat could be a tactic to consider more often, than with other two handed and long reach weapons.
  23. I studied japanese version of quarterstaff (Bo 150 cm), which is primarily held like a two handed spear. So, thursting motion has good reach and speed. But, fighting against sword japanese actually developed shorter stick. That is called Jo 120 cm. It is much faster, more versatile than bo. It can deliver also long thrust. At the end of thrust holding only by one hand. It works ok with short and longer reach and can be changed constantly from two handed strikes to one handed, and parrying always two handed. But mastering versatile weapon, use of different grips, reaches is far from easy.
  24. Oh, indeed. I just read from Guide, that lunars have hired dark trolls as assisins and spies, but not understanding why would they do so. Dark Walk explains that much as create shadow. Never played runepriest, so use of runemagic was quite rare. But, as now things are different, and Shadow Walk for whole party can do wonders for mission... Could you throw me stats for dark troll? I already did with my own method, but it may be more fair to have standard method for campaign. Here is my email: taipalenator@gmail.com. I will then throw back suggestion for skills and such, trying to keep line with RQG.
  25. Will a dark troll merchant from Blue Mon Plateu do? Just figuring out character concept, and trying to do first character. Of course there is no ready material from this place and this race, but improvising from older material is not a big deal, I think. Dark Troll merchant named Bog, could be hired by lunar officers to investigate especially economic potential and trading opportunities. By doing so, Bog also gathers information not only to lunar officers, but himself. And maybe getting good opportunity to sell troll goods later on. His main cult is Argan Argath. Darkness, earth and harmony rune affinities. However are trolls open for this campaign, I have no idea how hostile or friendly area city of Karse is for trolls? Is Bog too suspicious character for a job? I can easily grasp another character concepts too, if this will not be a good idea.
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