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Psullie

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Everything posted by Psullie

  1. I think they'd be too busy keeping Harrek off their shores.
  2. I feel that the bonuses are applicable to the time spent, taking 12 secs longer to focus on a spell shouldn't yield much of an advantage. Where it gets problematic is that it requires a dice roll for minor benefit hence the diminished return - for anything up to 5 rounds I'd be inclined to bypass the Meditation roll as long as the caster was free form interruption. a similar issue exists in the Sacrifice section, why would you give up a cow (which could give long term benefit to a community) when all it takes is two extra MP which you get back the following day, for the +20% These are examples where the sums don't add up, but then most of us if given complex math would take extra time to get it right rather then do it twice in the hope that one answer is correct! This is why, as a GM I'd wouldn't allow a PC that type of scatter gun approach with any skill test.
  3. except in combat the situation is constantly changing, therefore you not actually repeating a failed attempt, where as casting the same spell in the same circumstances would constitute a repeat action. Of course how you define a new approach is up to the GM
  4. Multiple rolls also carry a greater chance of a fumble, but as we are getting munchkin you could argue that this constitutes reattempting (p142) and suffer a -25% penalty!
  5. I think both of these types of augment are not intended for combat use. How can one meditate while swords are flying about and most combats are over before you've even gotten started. If you are planning an ambush and have time to focus, then sure. Likewise for augmenting, stopping mid fight to sing a ditty seems out of place, however others in the right situation can augment your skill, so drummers or pipers blasting out battle songs during a fight would work.
  6. That map only (roughly) compares size not location or even weather patterns. Latitude is only one factor in determining seasonal temperature, even on Earth areas with similar latitude have remarkably different climates - palm trees in Cornwall? Like styopa said I think weather should be far more important, especially in an ancient setting. People spent far more time outdoors then than we do now
  7. important or not is up to and your style of play. but the weather is a vital component of daily life for most, it determines planting, harvesting, raiding, magical rituals and trade. In many instances it is actually divine and it's worship or not impacts on your communities survival.
  8. Okay perhaps I'm spending too much time on the lozenge lately but when to see Christoper Robin yesterday and on the way home realised that it was a very good example of a HeroQuest Our hero, Robin (not Pooh) was out of sync with his family and only by re-entering his childhood world of hundred acre wood and re-enacting the myth of his childhood was he able to restore community balance. It had everything a good HeroQuest has: magical entry point, wise (though of little brain) guide, getting lost, finding allies and finally defeating the old self and being reborn. Has anyone else seen it and if so what do you think?
  9. a small toothed device used by ducks to clean their feathers?
  10. a morkanth limps into Gimpy "I'm here about the man who shot my paw!"
  11. The chance for a Critical or Special is based on the final modified target number. Reductions for >100% are considered Modifiers. So the best one can hope for with Opposed or Combat rolls is 5% and 20% respectively. Also the reduction works until the highest value is 100%. So a 15% v 155% would become -40% v 100% (yes the -40% still has a 5% chance of success, a 1% chance of Critical and no chance of a special, Fumble on a 95+). a 250% v 325% = 25% v 100% with all specials etc reduced. I believe that this is levelling factor, regardless of how great you are, there is a slim chance that some dweeb will take you down.
  12. Why not use the Pre-Gens from the rulebook rather than the Quickstart? As for the spells perhaps print a single booklet summarising all the common spells that can be shared. At the end of the day too much choice can paralyse new player.
  13. Palé goes back to 700BCE but even in simplest terms there are times when you just want to restrain someone
  14. 6th ed or RQ6 published by the Design Mechanism (now called Mythra) is a major overhaul from RQ3 and has some very nice mechanics. Chaosium's new edition, RuneQuest Roleplaying in Glorantha or RQG is an evolution from RQ2 that has fully integrated Runes into the engine and firmly sets the game in Glorantha
  15. they are the hipsters of Prax
  16. go wild, if it's strange and dangerous by Gloranthan standards then anything is possible. I recommend looking up actual deep sea creatures - pure nightmare fuel: frilled shark, toothfish, vampire squid, viperfish...
  17. Not wanting to diminish the struggle of kicking additive habits, but the first step is wanting to be cured. So while a shaman might be able to purge the spirit, getting the individual in to the sweat lodge would be a battle in itself.
  18. Etyries teaches Tradetalk - but the idea of her secretly undermining her father seem really appealing! Fair enough on Nysalor, it was a long shot. Who else would seek to undermine Issaries?
  19. First off I don't buy the it's fun/difficult/required so lets not have a spell for that. Everything that is made easier by magic could be said to be at the expense of a roleplaying opportunity. Getting run through by an axe is very different in Pavis than Innsmouth for example. Magic is their to make peoples lives easier. Roleplaying opportunities come when players are not prepared. Now as Jeorg points out this is Glorantha and nothing is by chance. But nothing about Tradetalk in this new edition of RuneQuest suggests it is a magical language: "The cult’s language, Tradetalk, was spread by the God Learners and is spoken as a second language throughout much of Glorantha." doesn't mean it isn't but we can't prove a negative. But I do prefer to place a mythic reason toward things, especially when logic or common sense suggests otherwise. So, for now, here is my take on this: Issaries, as a god of communication, receives passive worship when people learn new languages. It is the willingness to communicate with others imparts the energy. This is also why there are so many languages, if we all spoke the same language then there would be no effort, and effort ensures understanding. This is also why no culture uses trade talk as a mother tongue. And why neither Issaries or Etyries possess magic that simplifies the process, as it would deny worship, even unconsciously. However this does not preclude others from devising such magic. Some cults (Nysalor perhaps) may do so to deny Issaries or simply want to the easy route. Such spells would be heretical to the Lightbringers and used with caution in civilised lands. Thanks for all the suggestions and as always YGWV
  20. I'm leaning towards the leatherette edition, but the question is, will the Bestiary and GM books be likewise jacketed and will they fit in the slipcase? but then who am I kidding I'll eventually end up with multiple copies anyway
  21. I accept that what you say is valid, particularly for long term relationships learning the language is preferred. And from a gaming perspective I'm all for using interpreters and roleplaying the occasional clash of cultures when language becomes an issue. I recently had a scene where the PCs needed to speak with blue elves. None of the PCs had Aldryami, and the blue elves, being somewhat reclusive didn't speak trade talk - in the end they coopted a friendly ludoch (this was additionally complicated by the fact that blue elves can leave the water!) But there are occasions when time or other factors prevent that and given the way magic is used to simplify life in all other respects, enabling communication would be covered. We have the Translate spell for written works, (which by your logic the reader should go off and learn the language 😉) why not a similar spell for spoken words. I looked at Mindspeech but is this is verbal I assumed a common language was required.
  22. But there is the initial phase when two cultures meet. Seem to me a spell that facilitates introductions would be a very useful one.
  23. looking through RQG and older editions for a speak other language spell. It is something I'd expect from Goldentongue cult but can't find one. Simple spell to allow two people to communicate without a common language? Gloranthan babelfish perhaps?
  24. Ah, on my version is says: 'Attacker inflicts max special damage' under Normal Parry.
  25. there is no such thing as Critical Damage, a Critical Hit ignores Armour and does Max Special Damage, which is what the table says.
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