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Bryon1187

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Posts posted by Bryon1187

  1. On 10/22/2020 at 9:44 AM, Sir_Godspeed said:

    Oh my god, I just realized that the Dragonewts are playing a Roguelike. 

    A roguelike where each different run has completely different, procedurally generated mechanics that you have to figure out as you play, until you die and you have to try over again, each time understanding the meta-mechanics a little more.

    It's not a perfect analogy by any stretch, but it's about as banal/profane I can make their mystical, esoteric goals.

    Sounds like Russian Bank - a card game where the value of cards and what makes a suit changes every round based on what is played (IIRC).

    • Thanks 1
  2. 56 minutes ago, lordabdul said:

    Yeah that's weird. Those Spirit Magic spells are not variable-cost spells, so I'm not sure what that means. The only explanation I can think of is that they're pre-boosted. So Slow 6 is a Slow spell that comes boosted with 5 MP, for casting it on enemies that might have magical defenses.

    I can see boosting for the Slow spell - hadn't thought of that, but  that wouldn't really apply to the others.

  3. On 6/12/2019 at 4:16 AM, Crel said:

    That being said, these are skills described on p.73 as "starting skills taught to [the cult's] members" which implies to me that they ought to be skills the cult values in the sense that they're intentionally teaching it rather than amorphously acquiring it (like Christians learning to sing, kinda, as pointed out above).

    I  noticed the same thing with Earthtounge and Ernalda initiates.  Hmmm

  4. 14 hours ago, womble said:

    I'd certainly rule it to be Sorcery only. But there's no limit on the number of spells; you just have to be able to cast them before the Circle runs out, and they can't be stronger than the Circle. So since you don't need to put Intensity into Duration or range for the spells, you can concentrate on your Circle Inscription, but that limits you to doing spells on a Circle if you want best effects, which is... tactically constraining...

    Thanks!

  5. 15 hours ago, Kloster said:

    As it is written "None of the spells cast on the protective circle can have a higher strength" and only sorcery spells have strength, I read it only sorcery spells can be cast on the circle, even if it is not explicitely stated.

    Kloster

    Excellent - thanks!

  6. I'm finally getting an RQG campaign running.  I have one player interested in sorcery (Lhankor Mhy Philosopher) - we are taking this first campaign slowly.  As we have been trying to understand the rules and processes we came across implementing the Protective Circle spell:  is there a limit to the number of spells you can cast onto the circle, and is it only sorcery spells or can you cast spirit/rune magic on it?  It feels like a game breaker if it can hang Spirit/Rune magic.  Thoughts?

  7. On 8/23/2017 at 2:26 PM, g33k said:

    I shouldn't like too much of the line to be "antiqued" like they were 3000-year-old archeological finds.

    Presumably, in the world of Glorantha, most of the coins are newer than that!

    Did this Kick?  I completely forgot about them, but do not see them on KickStarter.

    • Like 1
  8. On 9/6/2017 at 4:55 PM, styopa said:

    Oh I'd entirely disagree.  There was a rather significant difference in results possible.

    We used that hit loc table for missiles, thrusting weapons, and spells (where needed) making the choice of such weapons/attacks a more tactically interesting one...

    /unsurprised it was dropped, however.

    I'll be adding it back in.  I've also been playing with upper and lower limbs based on armor "suit/piece" standard coverage. (ie a hauberk covers chest abdomen upper arms and upper legs, vambraces and greeves cover just the lower part of the limbs.)

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