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Psullie

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Posts posted by Psullie

  1. Your option two is correct. Characters not in contact with a foe can move first. You track their movement, 1 SR at a time if their action is lively to effect other events. As Simon pointed out, you can readily process what they do if or when it occurs in relation to the action. If a character can close to contact less than half a move then, with suitable SR modifiers, get a chance to act. Other wise the move is considered to take up the whole round (with GM discretion for special cases). 

    In the example with Vasana, she is not engaged so can cast a spell, or fire her bow or any other action. Simply add up the SR (which is why some characters can fire two arrows per round). Typical actions are cast a spell (such as baldesharp, multi missile or protection, then close to combat with enhanced abilities). Note that one cannot attack both magically and physically on the same round. So casting Disruption then following up with a sword swing is prohibited, but casting Bladesharp on your sword then hitting is allowed. 

    Lastly, once your character is engaged in H2H they cannot move with either first defeating their opponent or disengaging 

    • Like 2
  2. 10 hours ago, metcalph said:

    Also it's from Cults of Prax.

    And knowledge is limited to just two people, Most Respected Elder and High Priestess of the 3 Bean Circus

    In RQ2 Rune Magic was severely restricted, some cults could only learn 1 or 2 point spells which helped limited some overpowering magic. I hope the future Gods supplement does something similar and make many of the more powerful magic limited,

  3. 2 hours ago, styopa said:

    Why does the list of sorcery spells seem have a weird bias toward ocean/water use?  

    Just a guess here, but perhaps as Sorcery is traditionally the remit of the Vadeli, Middle Sea Empire, etc. it was given a maritime flavour!?!

    • Like 2
  4. 25 minutes ago, jarulf said:

    I have been wondering the very same thing

    Is it finally the White Moon?

    Jeff's art direction called for a Red Moon: "This takes place as the sun sets. We should be able to see the Red Moon in the sky. It is in half moon or full moon phase, so that the moon is bright enough for its reds to affect the lighting." So it think it's juts artistic licence 

  5. it is the job of the GM to adjudicate the relevance of every augment attempt - including the timing and limits. The term 'session' is simply a handle as jajagappa says to suggest frequency. If I ran a complex scene that required 2-3 sessions to play out then I'd limit re-use until the scene is over. Likewise if I ran a long session which covered multiple scenes I'd reset the clock between each scene - but that's my style. Different GMs could be more generous or frugal - the key is relevance to the plot, keeping with the pace and respecting the results. 

    One limit I would impose is that only one (pass or fail) argument can be active - if you PC blows an augment before a battle you can't try agin with a different Rune/Passion just to cancel a negative result.

  6. 33 minutes ago, styopa said:

    Thanks MOB.

    Can I say that I love the art, while at the same time immediately feeling that anyone going into RQ combat (*ever*) without a helmet is an idiot?  Sorry.

    Just like wearing pteruges, when there's no reason to do so, frankly.

    You haven't heard of MWWG's Looks Good in Armour skill?

    But yes the art style is definitely growing on me

  7. 2 hours ago, Yelm's Light said:

    Very nice.  My only nitpicks would be that the Pass is a much bigger bowl, and that it's lined by cliffs.

    not saying it is Dragon Pass, rather somewhere in Dragon Pass 😁

  8. Well I just watched or rather listened to the recording and though it was fun. I was sceptical about RPG's as a spectator sport but the gang was light heated and good fun so it was entertaining - I suppose the fact that cast were as new to the game as the audience helped. 

    What might be interesting would be a few short clips showcasing combat, augmenting, spirit combat etc, which is what. I imagine, most would be interested to see how the mechanics actually work.

  9. A bit more delving into the pre-gens (apparently all will be revealed on Friday!) Why doesn't Vishi Dunn have a Spirit Rune affiliation? And can you have affinity to Conditional Runes like Magic or Luck? I can only assume for now that the Man/Beast duality of Form Runes as Power Runes is a Human condition, how would the Elder Races work? Aldryami = Plant/Man???

     

  10. 5 hours ago, styopa said:

    "Casual Use of Runes" seems confusingly written and inconsistent?

    1) the example seems like it was written for a single toon, and then expanded to 2 toons?  "Vasana and Vishi are confronted when she tries to enter the Earth Temple in Prax. The priestess Varaneena asks her to demonstrate her loyalty to Earth..."?

    2) more importantly, the example doesn't at all seem to represent the casual use of runes as previously described, ie to help choose what action the character pursues?

    Finally, personally, the entire section could be much more simply and concisely presented in a "Players unsure of what to do in a given situation may certainly roll against their highest rune affinities to help decide their character's course of action." - it really rates no more of a mention or explanation.

    Agree that it is a bit confusing, however in some cases it is not about rolling against their highest Rune but dicing against opposites or other against a specific Rune that is relevant to the scene. In one example (where in the section mentions columns), if your character had Harmony/Disorder 60/40 and you were deciding wether your character as compassionate you'd roll 1d100, on a 1-60 = yes, 61 - 00 = no. (This is very similar to the Conflicting Runes section that follows) Another, and one the example covers, is a test to convey strength of personality to another. This one is most open to abuse, as PC's would often spin outrageous yarns to convene their GM that their 90% Death Rune is relevant in every instance. Both are considered Casual Use as they are not intended to inspire or impassion.

    I'm glad that session limits have been suggested, and I feel that this area does need detailed coverage in the rules as it will lead to players holding up play with implausible stretches just to justify more favourable dice rolls. 

     

  11. 4 hours ago, Jeff said:

    Magic is ONLY POW and CHA, not INT. Much, perhaps most, Gloranthan magic has nothing to do with one's ability to deal with abstractions and memorisation, but has everything to do with the power of one's soul and the strength of your personality. 

    This needs to be highlighted, in bold with flashing lights! As an underlying concept this feeds directly into the feeling of Glorantha. 

    • Like 1
  12. 8 hours ago, Jeff said:

    Christine wanted to have her scribe be able to fight as well (her idea was to create a "Gloranthan Lara Croft"). Having the adventurers start at a solid proficiency with their chosen specialties does is open up options at the start of play. Combat is still deadly and challenging, but now the players can at least execute a well-planned ambush. The adventurers feel competent, not particularly powerful (and they are still a good dozen adventures away from any becoming Rune Masters - we've had over twenty adventures with them and only one has made Rune Master). 

    Not wanting to derail the thread, but it must be wired to have your PC's illustrated by profession artists then thrust in to the limelight... 

  13. Just picking through the Pre-Gens and spotted Harmast's relatively low Communications and Magic modifiers. I'm sure all will be explained with the full release, but are these typos or are their other factors involved?

  14. As an Irishman I can safely say that Cromwell still impacts on the psyche of Ireland  😉 - I think however Jeorg's point is that some events leave such a scar on a culture that it defines them for many generations. The Dragonkill War was so cataclysmic it was bound have left it's mark deep in the DNA of Genertela

    • Like 4
  15. https://www.ebay.co.uk/itm/Plastic-animal-Horses-ponies-Horse-full-colour-details-FREE-POST-UK-SELLER-T02-/382078217881

    might be a bit big for mules, but cheap!

    apart from chaos and occasional night raids by trolls, I'd imagine a common encounter would be praxian times demanding tribute to pass through their bit of of ground. The threat of a encounter would be far better than running skirmishes - this could also direct their journey is a less than shorter route as they find the cheapest route!

  16. I think pace has a lot to do with how useful/necessary storage crystals are in a game. As Joerg pointed out if you only have one major encounter per day then your PC's and rely on their own POW - but old school dungeon bashing will require back up MP's. With RQ2 and diminishing POW, crystals were also useful in that you drained an external source first, leaving your defences at max, this is less of an issue now. and as with any trinket, storage devices get lost, stolen or damaged, so players should learn not to rely on them

    Interesting to see how common they are, and so far RQG is coming across as having far greater exposure to magic than RQ3 in terms of style and atmosphere. 

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