Psullie
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Posts posted by Psullie
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King Hippogriff is the father of all horses, so all make perfect sense,
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13 hours ago, Gaz said:
Will A Darkness ar Rumegate be released for sale?
It will be published once other commitments are met.
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I imagined an early keelboat, similar to the early American river boats, with decking for polemen, they could raise a sail and had benches for oarsmen. Sort of an early version of what's listed here: http://steamboattimes.com/keelboats.html
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thanks Gryph, the tutorial was good too!
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11 hours ago, Rick Meints said:
We updated the PDF just today on chaosium.com
With a new dedication too,
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1 hour ago, Skovari said:
I also don't see how removing the roll to cast changes the spell or strike rule?
Rune Magic is about channeling the energies of your cult/god, the more in-tune you are (higher rating in the relevant Element/Rune) the more likely it will work. Those who act against the ways of their deity, represented by a diminished Rune Affinity likewise reduce their ability to cast appropriate Rune Magic. I see this as an integral mechanism for encouraging players to act in accordance with their Runes. Automatic success will only play lip service to the Runes in a way that DnD Paladins were supposed to be Lawful Good.
The same goes to Spirit Magic, characters with poor connection to the Spirt World are at a loss. As it is possible to raise POW and thereby your Spirt Magic ability, this encourages appropriate play.
In a game yesterday, my Humakti with 90% Death had no problems with Find Enemy but with a POW 9 was better to avoid Spirit Magic. I don't see this as a flaw in the game, rather a flaw in the character. As a player character I can either accept this, leaving Spirit Magic to the shamans, or actively pursue this - so my POW 9 is not a disability but an option for character development.
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I think the simplest solution is to treat it like fast-acting Poison. For targeted attacks it could be based on Hit Locations and defended by armour and magical protection.
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Hi Gryphaea, It's the Sunday slot I'm looking for: 9 am EST = 14.00 GMT - but on Roll 20 you have to listed a 7pm GMT Start?
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On 11/4/2018 at 1:22 PM, Gryphaea said:
The slots are early evening UK time so that would make them afternoon in the US.
Hi Gryphaea, your Sunday game is listed as 9AM EST start, which is 14.00 UK time, is this correct. I'd like to play if it is 14.00 - 19.00 UK time?
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The destruction of Slontos sent a tsunami over the Rightarm Islands, so my guess is that would have devastated the breeding pools (assuming that Newtlings have low tolerance for salt) . Once the New Fens settled Newtling refugees would find is an ideal place to settle.
however in my own game Serid Yarassa was abandoned before this, after the collapse of the Unity Council which demoted the Newtlings from a proud Elder Race to what they are now - and they've been on the periphery ever since.
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1 hour ago, creativehum said:
Is there any way to know when the second printing is the printing available for purchase?
it was mentioned that they will announce the availability of the new editions, but that will likely be early new year.
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1 hour ago, David Scott said:
Can I just check that you are all members of the Cult of Chaos?
While not needed, there are benefits.
Yep, though a RQG sub forum would be nice
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12 hours ago, jajagappa said:
Passage requires Lock. Either swap out Passage and give him Lock, or add Lock to his list of known spells.
thanks, in the end I just gave him Lock. Although it got me thinking, would it be possible to collaborate on Rituals - so for example if one priest was casting Lock, other participants casting Passage at the same time would gain access; assuming they succeeded. This would promote initiates learning Passage before Lock as they participate in the necessary rites to gain access to certain areas of the temple - and a handy way to test initiates, if they fail their roll they would be barred from entry to the inner temple.
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Harmast knows the Rune Spell 'Passage' which requires Lock, which he does not know. Is their another use for Passage, or should I just give Harmast knowledge of the Lock Spell?
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Hello all
Just to let people know that I'll be running A Darkness at Runegate for RQG at Dragonmeet this December in London.
A Darkness of Runegate carries on after the event of the Broken Tower and uses the 7 character examples in the rule book. This will be the AM slot, 9am - 1pm so if you fancy a game let the guys at the desk know.
cheers
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8 hours ago, Pentallion said:
If the 6 hit points healed are an effect of the spell, then the 6 mps converted into hit points won't count against casting time. The mps used to boost the spell are a separate issue, but the spell converts the healers magic points into the recipients hit points and that has nothing to do with casting time, that's the spell effect.
page 194 suggest that they both add up:
"If more than 1 magic point is used to boost a Rune magic spell, or otherwise increase its effects, 1 strike rank is added for each additional magical point after the first."
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I'm inclined to agree that MP's needed to punch through Countermagic are in addition to any desired effect. So to cast Heal Wound to cure 6HP against CM 4 would need 4MP's to Boost (Rune Magic for 2 plus 4) plus 6MP to heal for a total of 10MP's and would go off on SR 11.
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I think an almanac of fairs and markets for Dragon Pass, Esrolia and the Lunar Empire would be an excellent supplement.
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2 minutes ago, Joerg said:
Death from a crit needn't be final - look at Rurik Runespear.
Antagonists get DI, too. Failing that, their vengeful ghosts could find a suitable vessel to further their schemes.
Heroquesters may have found their backdoor exit from the Descent to Hell. Belintar was killed multiple times before he returned the favor on Ezkankekko.
Then there are hoary old chestnuts like the body double, as in Kurosawa's inversion of this theme in Kagemusha.
"Bypassing all armor" - does this include all magical armor?
I actually meat to say protagonist, but valid points nonetheless
"A critical hit ignores the effects of armor or any other protection" says the book so I'd say yes on bypassing magic
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13 hours ago, Atgxtg said:
I'm not sure if you get my drift. Let's assume that the typical NPC opponent is at 50% skill. That's a 3% chance for a critical. Now if you assume a group of 5 PCs, and that they each get attacked once per session, then on average, a PC will be on the wrong end of a critical every other session. If we assume that a typical PC is at 75% in his parry/dodge, that still leave you with one maiming or fatality every 8 sessions. Now if you game once a week that works out to a PC's death or dismemberment every other month. If they get attacked more often than once a session the mortality rates go up. That might be a bit too much to be able to sustain a campaign.
Thankfully, RQ has all sort of Healing magic including bring the dead back to life, and that helps a great deal with that.
Hi Atgxtg, I agree with your assessment, all I was saying was that I prefer combat lite campaigns and the RQG encourages that with a high risk factor in every fight. But that can pose a continuity problem if your primary antagonist gets killed due to bad luck, often requiring some very artful plot wrangling for the GM
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5 hours ago, Atgxtg said:
Now there is nothing "wrong" with that, but it can lead to PCs getting killed off just from the laws of probability.
Which for me is a good thing as it makes combat truly an action of last resort.
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41 minutes ago, Russ Massey said:
Bullet 1) If the opponent is trying to block, parry, Dodge or otherwise oppose the adventurers ability, then 100%+ ability gives a greater chance of preventing that opposition. If the higher rated participent in an opposed roll has an ability rating above 100% the difference between 100 and their ability rating is subtracted from the ability of eveyone in the contest (including themselves)
😕 thanks Russ I knew I had read that someplace too.
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1 hour ago, Skovari said:
The first bullet clearly doesn't say ANYTHING about lowering the attacking skill (perhaps an over site, but you're saying it does). Just mentions reducing the the opposing skill by the amount the attacking skill is over 100%. So again the section here clearly doesn't answer it to your way or mind as I said above. Why I asked for the clarification in the other thread here. The example and verbage here is not clear either way.
The 2nd bullet enforces that the attack is not lowered also as it DOES say both combat skills are reduced, not just one.
What I think happened here is that they didn't work in an example of when skills are way far apart. We just need an official example and clarification on this.
I must of read that section a dozen times and my brain went to reducing the higher skill, but you are right. This does make a significant change.
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The first bullet on page 201 clearly states that >100% skills are reduced by the the amount over 100%. So unless the opponent also has a 100+ skill, their skill is reduced by the excess, with the same value reducing the opponent. In eta examples above, Alice drops to 100 (with Special @20 and critical @5), Bob's dodge is lowered by 400 taking well beyond Zero which defaults to 5% (taking into account the rule on p144)
When multiple opponents engage with 100+ skills - all skills drop until the highest is 100, so Alice @ 500 and Chris with 450 and Dave with 300 would be Alice 100 (-400), Chris 50 (-400) and Dave defaulting to 05 (-400) with all their specials and crits accordingly.
I believe that this is a deliberate flattening of combat skills to lessen the impact of overpowered characters and make combat dangerous even for the masters.
I think using the Wind Lord example is a poor choice because it is only true if the attack is not parried or dodged, which is rare, a Bow skill is more likely to be a straight roll.
What's the effect of obsidian in Glorantha?
in Glorantha
Posted
there is an obsidian sword in the new GM pack, useful for fighting dragons.