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icebrand

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Everything posted by icebrand

  1. Yeah, the chaos feature is *mucho* better (and i run reflect like that at my tables, if your cast is =< reflect, then it comes back and its YOUR pow vs your pow to see if you eat the spell. [ShovelingBS]Optionally, chatacters with reflect casting on chatacters with reflect will create a feedback loop (example: ) That will last for 2 min / 15 min / until someone goes out of range / dies. After the 1st round every listen check is at -10, then -20, then half skill, then you roll CONx5 or lose your actions! [/ShovelingBS]
  2. Reflection... What's up with that anyway? Like, noone with any SAN left would use that over shield or absorption, right? Like, heck, countermagic beats it so hard lol... I would actually take shield 1/absorption 1/countermagic whatever over reflection-500. Its a "win harder" spell that doesnt even do anything against like half (or less) the spells they could throw at you, and even when it does work its only a chance...
  3. Title! (I live in argentina and cant afford real minis due to hiperinflation 😭). Broos, newtlings, dragonsnails, uz, ducks, anything gloranthan is welcomed!
  4. Replace skill modifier for skill base in your exp roll. If you still want to make skill increase different for each player use 1/2 int (from brp4e) as a bonus (or keep skill modifier but that will probably make everything increase super fast (not that that's a bad thing)
  5. That's EXACTLY how i play it. The skills are: Axe, sword, spear, mace (1h & 2 h versions, so 8 skills) + hand-to-hand (includes punch, kick, grapple and dagger). And of course shields! For a total of 10 melee skills. So, if you have broadsword 90%, you attack with other 1h swords at 70 and with every other non-1Hsword weapon under the sun (yes, including the dimensionally displaced VCR) at 45%. Thrown weapons are each their own skill but again you can throw anything at 1/2 skill Bow, crossbow and firearms are their own skills, again you roll with a different type at -20 and with a different class at 1/2. So a character can actually pick up a mostali flintlock and fire it and have a chance to hit instead of wasting their action. My rationale is that using different weapons almost never happens, and this encourages a bit of variety (+ it's a bit more realistic imho)
  6. 1. Which version of Runequest do you run? Or perhaps even another system? Yes 🤣... Ik, you asked for it: We play RQCE (2nd Ed) with some rules from BRP (chargen stuff, dex ranks) and some from RQG (rune points) + a bunch of house rules (tweaks to stuff mostly) 2. How long have you ran your campaign? This one for 13 months (since March 2021) 3. What time period in Glorantha did you start? 1611, one year after moonbroth. 4. Where in Glorantha did you start? What regions has your campaign covered since? Prax! (Pavis to be specific). 5. Where are your pcs from? Prax & sartar 6. What products from any version of Runequest have you used? Which were particularly useful? Rq2 (ce), cult compendium, borderlands & beyond rq:g, brp4e. Every book is vital!!! 7. Is it a sandbox or more plot led campaign? Borderlands & beyond but as sandboxy as the PCs like 8. How much have you followed the arching events of the time period or has your Glorantha varied? Yes (?). The battle of moonbroth happened, and i have like a year till kallyr gets owned trying to rebell. 9. How would you describe your campaign? Call of Runequest: Chtulhu by Borderlands. Cosmic horror, but the Conan/krull flavor, so basically... Sword and sorcery and sandals! 10. What advice would you give newbie gms to runequest and glorantha? For social stuff i just let them do whatever the hell they want (with the help of the good old "yes but") For combat the awesome thing is to have good locales. Steal from movies, art, etc to have the best scenery you can. A good mood+description completely changes stuff. Fighting some deinonychus is meh, fighting some deinonychus over a small poodle of water in some abandoned ruins eroded by sand over a thousand years (that provide cover, fall off, etc. Is much better! I try (keyword: try) to have EPIC fight locales (good to steal from lesser known fighting games, I think I used every.single.arena from warzard hahaha). Write down good descriptions AND ,(not or) have nice pics if you can!!! My fight scenes usually have at least one environmental mechanic, like use <skill>, attack <thing>, roll <char> x5, etc in order to gain a bonus or not die/take damage or something. This can also be as simple as "knockback character off the cliff" or "it's dark and you can't see crap, -40% ranged attacks & -20% melee". Start with basic rules and go from there. For example, the party attacks the evil sorceror stronghold, and needs to cross a bridge over "the pit" The bridge is guarded by the sorceror's rock lizard familiar (who also happens to be a ninja lol) and according to a d3 roll result every round the high winds will make the clouds cover the moon, so we can have 0, -10 or -20 darkness penalty. Also, you can knockback or grapple and throw the reptile so it falls to the pit, but ofc it can do the same to you! Also, the bridge is quite narrow, so normally only 1 person can fight at a time (or two side by side with spears). This makes fights more interactive, less samey, and more memorable while using a couple of reflavored mechanics; wouldn't you love to fight some volcanic dragonsnail in a burning forest (roll CON as per asphyxiation) AND maybe dodge some falling lava/rocks? Don't worry, there's no darkness penalty, the conflagration lights up the sky completely!
  7. My problem with this is that a guy that has 120% sword would never, ever be at 30% on anything. Timing, measuring distance, footwork cannot be the same for a world class fighter than a random that never actually fought. If you give Francis Ngannou an axe, he sure as hell will be leaps and bounds better than someone who doesn't know how to fight, even though he most likely didn't wield one before.
  8. In my game you can't either. I find that ruling pretty out there, same issue as shield, reads more like a house rule than actual clarification. I haven't met a single person that didn't either let shield stack or made it incompatible, and 0 people defensively boosting. If all the Q&A is like this I'm pretty sure I'm completely ignoring it. Everything i read on it rubs me the wrong way and works unlike any BRP table I've been at
  9. You can overcharge your spell (🤢🤢🤢🤮with MP for a much much much better result. If you cast shield 2 + Countermagic 4, *any* 3 pt spell will knock your Countermagic (according to explanation here, as i read it and always played it, it gave you 8 pts of countermagic) If you cast shield 2 + 4 MP boost now enemies need dispel magic 8 (!!!). The boosting option also doesn't require you to know the other spell, and just requires +4 SR vs another whole round casting.
  10. It makes me chew my (physical) shield. As i type, foam comes out my mouth. Apparently Countermagic can be cast at the same time as shield, but literally does nothing. Im not reading this in the book, and the Q&A is very... Messy (maybe it's cristal clear for natives idk). What puzzles me is... What is the NEED for this? We have a very complicated ruling -way more complex than with pretty much any spell, and not an actual rule- and it does... Nothing? Like, if countermagic is higher than shield you can cast it as normal, just note under shield that it doesn't stack despite the rules stating that it does... Rq2: If Shield and Countermagic are stacked together, and a spell which would normally knock down a Countermagic spell of their total strength is put against this, the Countermagic will go down, but the Shield will stay. Thus, if Ariella put up both points of her Shield spell, and added 2 points of Countermagic (a total Countermagic effect of 6 points), and a foe put 5 points behind a Demoralize spell thrown at her, the Demoralize spell would fail, but the 2 points of Countermagic would also be blown down and she would only have her Shield spell left for magic protection. Meanwhile in RQG we get an abridged copy paste that ends with: If cast on a target already protected by Countermagic, the Countermagic would be Dispelled before the Shield, if possible. I read the spells back to back they seem to work the same (why would shield change and that change not be documented in the book but in a "clarification" that adds rules not seen in any other part of the game??? IMHO it's clear that shield has been changed and not properly documented, then patched online, OR shield was always shield and the CM / writer that posted that gave us their house interpretation
  11. Whoa, lots to unpack! This isn't in the book at all, is it? The book says shield is cumulative with both countermagic and protection. Cumulative (adjective) increasing or increased in quantity, degree, or force by successive additions. "the cumulative effect of two years of drought" But Q&A says they don't stack. My understanding here is that they don't stack such as "shield 2 + protection 4 is not a protection 8 at the time of dispelling it, but still protects 8 points" By the same logic, shield 2 + countermagic 4 is 8 pts of countermagic, and a 7-pt spell would knock out countermagic and leave you with shield alone. Yet after reading you I'm under the impression that a 3-pt spell would knock the countermagic, making the combination of both spells useless? I apologize in advance but all this stuff is irrelevant to the discussion; please don't take it the wrong way English is my 3rd language, i don't want to sound confrontational, i just don't know how to say this with good words... Sigh.
  12. I don't understand that line of reasoning. In this case, the spell would work because countermagic doesn't stop outbound spells right? (The reasoning seems... Weird? But whatever). Where does the resistance part come from???
  13. Ok, so the target of countermagic can cast spells on himself without any issue, since these are "outgoing" not "incoming" spells. And shield and countermagic don't stack but are not incompatible. Did i get it right?
  14. You know how the saying goes... If its brp compatible you can kill it 🤣🤣🤣
  15. As demonstrated time and time again, I'm an idiot that can't read. It's just a call target maneuver fml
  16. Yeah I'm an idiot that can't read, you don't get to resist healing, the example is with strength. In any case, shield works before resistance. I guess I may be wrong and shield doesn't work against your own spells, but i find it kinda unbalanced. Edit: what if "incoming" is there in contrast to "outgoing"?
  17. Absorption: shield without protection but you get the MP of the spell. At least that's how I interpret it!
  18. From RQ2 (CE) Countermagic is a defensive spell which will attempt to stop any other spell incoming against the protected person or object. However, it will not interfere with previously enchanted objects, such as a sword with Bladesharp on it. It may be used to shield the caster or another character or object of his choice. From RQG This defensive spell protects the target it is cast upon against any other incoming spell, including those such as Detection, Protection, and even Healing spells. However, it does not interfere with previously enchanted objects, such as a sword with Bladesharp on it. It does not work against spirits, but may work against spells cast by those spirits. ---- By incoming i interpret "not already cast". Don't you think it's really weird that it explicits the previously cast spells aren't affected, and that healing etc are affected, but says nothing about the caster being able to cast on themselves unhindered? Btw, you can totally resist healing on RQ2, check under "did the spell work?" Pg33 on RQCE
  19. I actually used the same example the other way around. If shield still protects you as you jump off a building, it still "protects" you from whatever you cast. Allowing a shielded character to just carry whatever at no extra cost seems horribly broken. Again, shield *already* is twice as good as most other stuff... Your medium shield doesn't protect your enemy from your sword, but your armor sure as hell protects you from your fumble. I can't accept (i shouldn't) an implicit statement that has huge game-wide implications. Maybe I've been playing wrong since forever and defensive spells are even better than i think. (In RQ3 we did use to play like this, ie being able to cast on you with shield up... But it was a murderhobo/munchkin campaign)
  20. How is it not an incoming spell? Is there even a definition for incoming spell? What page is this stuff in? Why was this changed? This is a monumental buff to shield, which already is twice as good as most other rune spells 😐
  21. It's an official rule that has been used in thousands of games during the last 40 years or so, what makes it artificial? Also my players most definitely coordinated swings to make NPCs unable to parry them all. Some NPCs also do this, with several attacks at the same SR. (This is in RQ3, afaik you can still parry all in 2/G) You are most certainly entitled to discard any and all rules you disagree with, but hear me out... If i combine my melee prowess with my teammate, it's harder for you to defend. Why can't magic do the same? (Also it's RAW 🤣)
  22. "If cast on a target already protected by Countermagic, the Countermagic would be Dispelled before the Shield, if possible." Like, dude, if cast on a target already protected by Countermagic either the shield can't get past it or it knocks Countermagic down (or both). I'm angry and confused at this, what happened here??? Let's see Countermagic so i don't make a fool of myself... "This defensive spell protects the target it is cast upon against any other incoming spell, including those such as Detection, Protection, and even Healing spells." And as we all know, shield's magic defenses are "equivalent to the spirit magic spell" Ideas? I was arguing about this with a friend yesterday. He said some nonsense about spell layers (straight out of Sandy's munchkin rules lol). Is this still a thing?
  23. Yes, several different people could stack spells if they did it in a coordinated manner, as per RQ2 rules (this was never contradicted)
  24. Any difference with regular berserker? Also isn't gunda his sidekick, whos also protected by plot armor and apparently also quite a Mary Sue herself? Hatred for opposing faction and literally the mildest cult restriction ever? Oh, and throws temper tantrun when stuff doesn't go his way? These don't seem much of a weakness if any?
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