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jezreel

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About jezreel

  • Rank
    Member

Converted

  • RPG Biography
    runequest GM back in the day
    just getting back in - Mythras
  • Current games
    Mythras
  • Location
    bristol uk
  • Blurb
    always enjoyed a vivid imagination since I was a small child and it has never left me- in fact it has enriched my life considerably.
    I devoured Fantasy books and was in at the beginning of D+D and then Runequest.
    A long hiatus whilst I raiseda family and built a business but now I am free to roam again in the world beyond the veil
    I have always tended to the role of GM- I really enjoy building a fantasy world and enabling adventure and exploration
  1. Thanks Raleel CAn you, or anyone, post a copy of the miniatures movement that you speak of ? It sounds interesting and useful- I find using miniatures very helpful myself
  2. I see that having a Skirmishing combat style allows a character to launch a ranged attack whilst running what about reloading? I would have thought it was OK to reload an arrow or slingshot whilst moving - how do people play this? And how far can a character move in one combat round ? I believe the rules say at the GM's discretion, but it seems a fairly key issue to me, especially if one character might wish to close , and another wishes not to, and keep firing a ranged weapon.
  3. Yeah , so in my campaign Animism is a big part of the picture- are the spirit plane and the materiel plane mutually imcompatible- ie you can be in either one or the other, and not both together- I think the rules suggest that a mystic in "trance" is NOT present to the mundane plane so I infer that a fetch "scouting" then spirit plane is NOT present in the Mundane plane either- unless it has , and is using , the "manifest" trait , in which case it's present in the mundane, but I guess, NOT present in the spirit plane. The thing is, this shaman is making his way through enemy territory wi
  4. thanks Matt - I see your point - I guess it is a matter of experience as to which abilities to give to NPC's that the players will run up against and maybe giving the players plenty of warnings if they seem to be about to commit collective suicide I notice that a fetch can "scout" if it has the "autonomy" ability- does this allow a fetch to "see" the mundane /physical plane of just the spirit plane? In other words, can a scouting fetch float ahead of a party and give warning of both physical and spirit-plane encounters, - could be kinda handy....
  5. sorry for all the questions, but it really helps me set out on the right path at the start So here's a Shaman, with a fetch , engaging with some PC's -the shaman's fetch has intensity 2 action points 3 spirit damage D10 discorporate 81% folk magic 73% spectral combat 84% spirit fetch ability- persistent -conjugated- autonomous-recurring trait - shapechange -possession (usually the shaman or cult animal) Am I correct that this shaman can roll on his binding skill to set the fetch loose- fetch can then act independently of the shaman, but remains in telepathic contact- it can use f
  6. I'm liking the idea that magic items might have an agenda- A "consciousness" and bend the bearer to their (perhaps unknown) own ambition
  7. OK I see your point- I guess magic items have flaws to make them less awesome- but maybe it's better just to limit them to "one use per week" or "needs a temple recharge before re-use" - but I suppose a bunch of PCs with a bunch of wholly useful magic weapons can just beat down on bigger and stronger creatures/nasties that they used to have to run away from- and there must be some fun in that I suppose it's whether there is an "arms-race" feel to the campaign or whether it's kept "down to earth" ( where the goblins can still kill ya!)
  8. yeah I think you both mirror my preference - if you get a juicy magic item, there either has to be a serious drawback, or it's made for a heroic purpose and "loaned" to a specific character- I quite like the juicy drawbacks actually - so you lose in another area what you gain somewhere else- but I guess there's a time to let a single character take down a powerful monster/NPC with an awesome weapon, otherwise it's going to have to be avoidance/ negotiation,/ numbers /magic /luck to take it down. And I did grow up on halfling nobodies having magic swords that could take down a ringwrai
  9. I am interested in game masters' experiences with the use of magically enhanced weapons in Mythras. Do most GM's allow ubiquity with magically enhanced weapons or does this screw the gameplay too much? Is it better to restrict magic use to time-limited casting onto weapons eg bladesharp? or do you allow Rune-weopens or weapons with a sorcerous matrix embedded that convey permanent benefits to the wielder? or weapons that give on one hand and hamper on the other eg +10% to combat skill but -10% to evade As a side-question, does casting bladesharp on a weapon allow it to damage a w
  10. Is there a website that connects wannabe Mythras players and GMs ? If not , how do people scout for local groups ?
  11. that's useful advice too - thanks Out of interest, do you set up encounters where the PC will likely need to AVOID confrontation to prevail? and if so, do you allow them to use their wits/ skill rolls or do you tend to drop heavy hints that taking on that large Ogre when your character is unarmoured and at 50% with a boomerang is likely going to end in tears? I guess it depends on the player group as to whether they want their hands held or whether they want it hard and direct
  12. interesting and useful stuff- thank you If a party are making a roll, say, they meet a creature, and roll badly against Lore(weird creatures we met on the way to the forum) DOes the GM roll this for them in secret (maybe a task-type roll) so they may in fact roll badly, estimate the creature is easy to take down, and then fail horribly; or do they roll themselves against their own skill and then roleplay the mistake they have just made?
  13. As GM, how do you provide balance in a game?- by which I mean giving the players a good level of challenge ? is it just down to experience? or are there rough guidelines? I can see that you could roughly equate the numbers and skill levels of opposition to those of the players, but this would soon get tiresome. What about a larger group of lower level denizens or just one very strong monster? How can players assess the strength of opposition - when to fight and when to run/parley/surrender or do GM's just cheese the challenge level to make every encounter winnable? And ho
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