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Posts posted by Bryon1187
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" She does, however, have an unexplained +10 increase in Broadsword (from 50 to 60)"
This is from Vinga (Orthanth Adventurous) Special Note (p77)
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5 minutes ago, Bill the barbarian said:
The reason I started the Topic, What the heck... Check that out! Which I think was totally underutilized, considering!
Bookmarking. 😁
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38 minutes ago, Bill the barbarian said:
Not so weird, someone was thinking previous incarnations of RQ where these are variable. My guess anyway.
I thought about that, but then thought - nah, Chaosium wouldn't do that.
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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.
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Questions about Vamargic's Eye Necklace spells (pg 95). What exactly do Coordination 5, Vigor 3, and Slow 6 mean?
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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
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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!
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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!
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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?
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I am by no means a game reviewer, nor am I a Gloranthaphile or Runequestian, but I do love RQ. I've played and run RQ2 and RQIII. I have copies of RQ4 and RQ6 though have not used them. Anyway, if your interested, here's my very long review of the RQG Manuscript.
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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.
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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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On 9/15/2017 at 6:49 PM, Gamesmeister said:
I seem to remember the Giant (Bigclub?) in Snakepipe Hollow used that rule, so it definitely has its origins in early RQ
It was in RQ3 as well for giants, and reversed for mounted attacks against foot.
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The Manuscript has a single history path, though there are different modifiers for each of the "participating homelands." They take major events for each year from 1582 to 1625 (the current game year).
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Name: Bryon
Country: USA
Location: Stafford, VA
I'm starting to run demos of Runequest: Roleplaying in Glorantha at my FLGS in Fredericksburg, VA.
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6 hours ago, Steve said:
See, again no human-head-peeping-through-bear-jaws.
Too hard to make it look anything other than silly without seeing him in real life? I like Joerg's input on this:
Try removing the lower jaw so his face is more visible.
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Picked up my copy at Origins between sessions of running Rune Quest: Role-playing in Glorantha. Fun, fun , fun. Anyway spent most of my next week getting about 1/3 of the way through volume one. I was hoping for more new artwork, but I'll have more time later to actually add something here.
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Two Questions about Dragonewts
in Glorantha
Posted
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).