Jump to content

Psullie

Member
  • Posts

    871
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Psullie

  1. For me I see SR as the earliest that you can act. If you declare during your statement of intent that you wish delay an attack to SR 7, 9 or whatever then fine. However when players wish to hold off an attack pending another SR based action, like if waiting for a spell to trigger then this is applied to their DEX & SIZ SR. They must add their Weapon SR to the triggered event. So if my fighter with a base SR of 5 with +2 for the weapon could declare an attack anywhere from 7 - 12. If he says after X happens and X happens on 7 then the soonest he can act is 9 but this is just my interpretation
  2. I think this will really help firm up the importance of abiding by cult practices - all to often players pay lip service to their gods just to get the 'really cool spells'. It also underlines, in a tangible way, why cults establish temples in key locations or establishing a mission in a remote locale to act as a 'spiritual refuelling point' for deeper exploration
  3. For passive resistance tests. Lifting a SIZ 20 rock for example, with a STR of 15 you'd have a 25% of success, same with POW v POW for spell effects where it is only the caster who rolls the dice.
  4. Yep, however opposed rolls are just for skills, passions and runes (basically anything that is measured as a percentile except combat) while the Resistance Table is just for Characteristics, STR, POW, SIZ etc. So if you had an Arm Wrestle Skill it would be an Opposed Roll, if was just STR v STR based it would be roll on the Resistance Table. Me too, but I always wondered if you should go STRx5 v STRx5 or each rolling on the Resistance Table: e.g.: 10 v 13 = 50% v 65% or 35% v 65% the strait x5 seems fairer though the later seem more win keeping wth the rules.... ???
  5. On the topic of Rune Magic, does anyone else see Lock as user powered? Lock at STR equal to Magic Points spent. As most humans have a STR of 11 - 12 you need a STR 2-3 lock just to get on the Resistance table, with at least 10 MP cost before to reach a 50/50 chance. That seem like a costly spell that on average only works half the time unless you are willing to drop ~12+ MP 2 STR per MP spent or starting off with STR 10 would be fairer considering the Rune Point cost.
  6. Extension was also a Rune Spell, effecting Battle Magic and Rune Magic differently. I read the QS as referring to Spirt Magic (consistent with RQ2's Extension 1, 2 & 3.
  7. While I'm all for streamlining the architecture by removing redundant mechanics I'm inclined to agree with the differing approach. I think comparing hand-to-hand combat with missilery is akin to comparing apples to oranges I feel that in combat, regardless of your fighting style, a significant part of you is planning on how to stay alive. Archery, once you've made the call not to dodge incoming fire, is significantly more attack focused. I would add the caveat though that archery within an enemies melee reach be treated as melee for the purpose of multiple attacks, and likewise any situation where a combatant can act with impunity gain the benefit of missile style multiple attacks.
  8. First off there is a typo in the QS, it should read 'considered to be 3 meters in combat' not 1 meter. Move is the basis for how far one can travel and how many move action they get. Humans have a Move of 8, which is 24 meters per round. the Rock Lizards have a Move of 4, which would limit their movement to 12 meters per round If an adventurer moves more than half their Move it takes up the entire round. So a human could run 12 meters, adding 4SR and still act in the round. Moving any further occupies the whole round. The rock lizard can only move 6 meters, 2SR and still engage, All movement is 3 meters per 1 Move, just that faster creatures get more move allowance per round.
  9. Hi kaydet, I wasn't questioning your questions, just stating the limits of my knowledge on the matter. You are right to ask, which is why I started this thread in the first place. I think we share the same concerns about how the different systems will be handled.
  10. My understanding of Sprit Magic is drawn from RQ2 and what little is revealed in the QS. I think it unfair to judge the new system based on that. As for HQG, everything uses the same mechanic - the flavour comes with the cult descriptions etc which from what we hear from Jeff in this forum are also included in the the new edition. I imagine that the Shaman's +9 benefit from using a charm once per session will have similar flavour element in the new edition considering the other elements already borrowed from HQG - but this is just a guess. All I was suggesting was, like HQG, the simplicity of the system enables adaptation for flavour - much like what Cults of Prax did for RQ2.
  11. One of the appealing facets of Glorantha is that there is no single modality for the way any magic works, therefore they cannot be a all encompassing mechanic unless you are Mostly). Spirit Magic has always been the simplest form so as to encompass many interpretations. Unless you actually want dead chickens on your table, most role-playing games boil down to dice or cards. How you as games master interpret the dice rolling is your call. When your shaman reaches into the under world to summon a lost ancestor so as to study the auras of this around him could be a complicated ritual involving rattles, dancing and sacrifice or just a momentary focus on an inscribed fibula. Either ways he's just cast Second Sight and the player rolls some dice
  12. 1. Spirit Magic (aka Battle Magic) is common place low powered magic that most sentient beings are capable of. They require sacrifice of your personal energies (Magic Points, a daily renewable source) to bring into effect. When opposed they require the caster to overcome the targets presence (POW) with your own. 2. Spirits are commonplace entities that can represent almost anything, there are disease spirits, spell spirits, passion spirits, water spirits etc. Mostly they do not interact with the mortal world (called the Middle World), however a shaman can attempt to engage with them and if they can over come the spirit bind it to an object where they can then use that spirits magic. Some malevolent spirits, such as disease spirits, can initiate an attack. Sometimes knowledge of rare magic can only be learned by locating a suitable spirit and defeating it in spirit combat. Note: there are other forms of magic in Glorantha, Sorcery, Rune Magic (aka Divine Magic) and Animism.
  13. "Fortunately, we've solved it. Now during chargen, your character starts with three special rune spells from your cult (and subcult if relevant): one for each Rune point you have. If you spent points of POW to acquire additional Rune points, you get to pick another spell for each additional point spent." Jeff, this sounds really great, captures the feel of RQ2 while being more playable and reinforces the importance of choosing your cult
  14. this suggests that the only limiting factors are Rune Points and the casters Rune affinity - initiates generally having lower values in each, but have the potential to cast any Rune Spell known to the cult. The QS says that initial Rune Points are sacrificed POW then replenished by worship, so one has to have sacrificed 4 POW at some point in the past to have a pool of four rune points. For me this would be the game balancer, and I hope that the cult write-ups reflect this, i.e. most casual initiates having only 1 Rune Point. Then again the concept of a 'rune arms race' comes to mind as both sides of a conflict max out on power charging their priests before battle could be interesting
  15. IIRC Defence cannot be taught, the only way to improve is by INT% experience checks or adjusting the relevant Characteristic.
  16. Yep I'm happy with the mechanic, and that Rune Points can only be replenished by religious observance etc. It's more about as Sayerson put it: the 'keys to the arsenal' - I liked how RQ2 suggested that Rune Spells would be taught for specific reasons, especially to non-priests. It just seem odd that initiates would have so much knowledge. I can see how as a character progresses through their spiritual journey they learn the prayers and ways of the cult. Initiation ceremonies etc provide opportunity to acquire cult canon by way of spell knowledge - just that the examples in the QS seem overly initiated. If the approach is rare feats codified as 'spells' then I can see how that would work too
  17. Hi Jeff Is this at odds with the Guide, in particular Bones of the Gods p. 16
  18. Absolutely, Gloranthan 'bronze' is mined directly and has little relationship to the copper/tin alloy. However Iron is rare, mined only by the dwarves and is known to be more resistant than 'bronze'. Also even by our middle ages, steel weapons broke quite frequently due to poor smelting and impurities in the metals.
  19. Yep! My mind went to Rune Lords with Iron Weapons, I imagine these having significantly higher AP's
  20. Having run the QS on Saturday and had time now to start digesting what little bit of the new RQ on offer. I realise something about the new approach to Rune Magic. First off all of the adventurers have on average 20 different Rune Magic spells to choose from, and only 3 or 4 Spirit Magic spells. Admittedly each character has 12 or so Magic Points for Spirit Magic and only 3-4 Rune Magic points so it is likely that they will cast only one or two Rune Spells during the game. I'm happy with the overall mechanic. Where I have issue is that for initiates to know that many Cult secrets really diminishes the value of the Rune Spell. Fine if you were a high priest, but for example would you expect an Orlanthi initiate to know the way of Flight. Both RQ2 & RQ3 had gaining a Rune Spell as something special, perhaps too special so I see need to open it up. But this also places Spirt Magic (the mainstay of RuneQuest adventures) somewhat in the backseat. I fear that this approach will turn everyone into Clerics Perhaps it's just that for space reasons they just listed a bunch of common Cult Runes Spells in each character sheet knowing that during the game they'll only cast one or two, and there is another mechanic that places more reverence on the availability of Rune Magic for beginning characters my 2c
  21. 'High rolling wins' benefits higher skill values - assuming that both get equal levels of success, even with the 1/2 success. It's just a way to break a tie while giving the advantage to the character with greater skill, while still giving the underdog a chance to win.
  22. https://bundleofholding.com/presents/KAP2017 this is what you want, and I cannot recommend Pendragon highly enough
  23. Yep #1 seem the way to go, I'm tempted to run the Borderlands campaign but with a veneer of the QS, my only concern is teasing apart Rune Magic - also I think it fair to say that initiates need passions & Runes at 60%+ in relevant areas for membership
×
×
  • Create New...