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icebrand

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Everything posted by icebrand

  1. Lol you are correct, can't reflect sunspear. You can stack them though, casting several spells coordinated at the same SR adds them up to bypass magic defenses, as seen in gringles pawnshop & runemasters if I remember correctly Ps: this harrek guy seems very Mary Sue...
  2. The priests stacked the sunpears so they could overpower harreks ridiculously stacked shield AND one-shot him. Harrek askef DI for a reflection, nothing more, all RAW! 😄 Also, as per RQG harrek can't have 1000% because he's just not old enough 😉
  3. Oh, you sure as hell fight it!!! First you have to lure it into the open, so you bring your armies into lunar lands and start taking cities, looting them and torching them. So they send the bat! Then you use all your priests (you need to have a lot of those) to call the greatest storm ever, that you heroquested for, so you can call the aid of the air daemons you allied yourself with. That will maybe ground the bat, or at least hinder its maneuverability and give your guys a fighting chance against its screams since the storm covers them. Then you teleport up the bat, and there you fight all the cultists and the ticks (you need to grab a cultist ASAP and use their latching device in order not to fall, despite everyone flying the winds are too great for normal people to even stand at ground level. While you massacre the whole crimson bat cult, you need to avoid stepping into the eyes (dodging helps depending on success level), and then you need to avoid the tongue that wants to grab you. This ain't THAT hard when you rock 15+ extended shield and stat + damage boosted everything at +30s + your own rune magic and stuff (using SP rules, and the wizard popped like 4 saints) Once you violently murdered everyone, you start damaging the bats wings to ground it. St. Alsbo Black from Loskalm managed a crit to the neck, neatly severing the vocal cords, and by then it was game over, the daemons went away and the Glaurungha, Orlanth's Champion called in his dragon to finish off the beast. Parkar the Humakti (who btw carries death itself) tried to permanently slay the bat via DI; of course that didnt work, so he bound it to himself (rq2 style), and retired to live in a cabin in the middle of nowhere; the empire ain't bringing the bat back till he dies. See? you can totally kill it!!!
  4. Pretty much anyone on rune masters can take him on, and if you have a rune level party... Well, that's a Mook not a boss. Heck, a couple Broo from borderlands are scarier, the Malia priest has more %, and way better magic! And as for Uz... A Death Lord that got his runelordship yesterday wins low diff (actually stomps so hard it ain't even funny). I disagree that 110% is wrong though, sure, it's an eldritch horror, but it's not a runelord that checks his iron every.single.season. The monster may very well go years and years without a real fight! Having said that, this dude shouldn't ever fight alone or fairly (unless the adventurers played well and are slaying it)
  5. I kinda-sorta agree with you, my issue is on harrek having 1000% attack because "he's the main character" when this doesn't make sense in the rules. I don't necessarily need my players to beat harrek; in fact he's not important at all in my current campaign (may as well not exist), but i do need harrek to not be a rules aberration so the PCs can't kill. It rubs me the wrong way, same as elminster being "highest level +3" if the PCs are leveled enough. I mean cmon that's serious bullshit
  6. 4 years is just 20 skill checks. With a 20% xp mod that's just +14% skill average!!!
  7. You needed two weeks of downtime to reflect on your deeds to roll checks on rq3, so triple that time! Also, having an adventure every week (or every 3) seems like... Too much? In RQG those 4 years become 40!!! Much more reasonable!
  8. Can probably clap cacodemon if they have a nice enchanted shield and decent damage boosting (that's probably casted by a 2000% sorcery diamond munchkin dwarf). Definitely clapping Cwim if you use 3 dwarves and fight in the praxian plains
  9. Yeah, but you can't train above 75%. So how did they get all their %? These dwarves are... GOD level? Like, literally, 01-95 to *crit* with 9 -nine- skills? This is insane... Why is the GM even giving them checks? I don't give checks for free, and you sure as hell don't get a check to kill a random bestiary mob if you already have 200+.
  10. If i were to DM them i would assume it's a typo and they have 200%, which already is stupid unbelievable high anyway 🙂
  11. Hmmm just 2000% afaik? (Enough for 100% crit AND completely breaking the game
  12. Game will play FLAWLESS at rune level untill you push past 160%, then it gets... Different? In a bad way. 120-150% with tons of magic is where it's at. If you go much higher there just isn't anything worth fighting anymore.
  13. Crimson bat used to have 3600%. My players (and myself) found that number immersion breaking so i nerfed it to a way more palatable 360%. You wouldn't believe what happened next!!! (My players killed the bat, that's what lol)
  14. What are gundas feats? Because my dungeons and dragons character can also solo a regiment *and* a dragon and i still have a magic horse and lay on hands, but I'm pretty sure he wouldn't be able to do that if i converted to RQ. I mean, this ain't something an RQ character can't do, i agree, so i expect you to NOT put a character that does it without a damn good excuse, and if i hear about it I assume it's just stories and if i find her and I'm at rune+priest level i expect to be able to fight her and if she has 1000% bEcAuSE sHeS a HeRo then i want to play a hero too... Idk how to explain it better And YES she totally dies if someone puts a spear through her head, same as harrek or jar eel or blueface or anything else, even most chaos monsters die in that scenario!
  15. Then I'd argue the Gunda stat block is wrong. Why can't you become just like her? Like, it's pretty easy actually, RQG characters gain around 5 POW / 3 years as adventuring runelords, and around 5 to 10% in the skills they use a lot. If gunda has super duper hero quest powers, id guess the BGB (or super world lol) is near 100% compatible and can simulate pretty much anything outside the normal rules. Now, if your 40-year old gunda has 200 pow gain rolls and 300% skill levels + several spirits that are in minor god range, that's gonna make me raise an earbrow. There's already rules for magic and super powers in brp... I dislike many fan conversions where the NPC is grossly overpowered and all the rules were ignored in creating them. I say not only you can stare down gunda, but you can also run a spear through her head. Her stats (at least in my games) won't be rule-breaking.
  16. Short Answer: you cant defeat these creatures under normal rules because they aren't generated with normal rules. Long answer: creatures seem to come from an RQ3 campaign, where you can defeat them (sorta) after a (quite unrealistic for most groups) amount of experience. My old party could probably tackle all these, but they have 15+ real life years of campaign experience (with hundreds if not thousands of XP and pow rolls) + a hefty amount of house rules (by the end I'm not sure we were still playing RQ, heck, we even converted to a d20 -pendragon like- the last few sessions, but i wasn't the GM by then). I was also exceedingly generous to such party -as in letting their characters live/resurrect- Last but not least, the combat system is different. In RQ3 something like a 100% skill zorak zorani with a great maul and some crush (or a babester gor with great parry+slash) will TRASH a 300%+ normal person with a sword, while in RQG the guy with the sword hits 95% of the time and gets hit less than 5% of the time.
  17. Sever spirit didn't get used much because worthy targets were usually magically protected and had high pow. And no, the zorak zorani didn't get anything except seal wound dismissed, otherwise it would have been really poor resource management. These people ran around with extended shield 10+, zorak zorani were challenging because troll maul + crush 5 + 3d6 damage mod, but they didn't deserve so many resources on them (unless dice rolled wrong)
  18. Not in RQ3 (where that happened) it wouldn't, because back then you had to buy the spells in advance and... Sever spirit isn't that good (i think the guy "only" had 3x (out of 150 pts)
  19. If you just want to kill stuff, bab is just better... Slash > True sword (sure, true sword is better damage/point, but slash gives as much damage as you need, and humakti can't resurrect) Shield > Shield, because humakti can't resurrect Earth shield > parry rq2 battle magic? (lol). Not only earth shield is an S tier spell, but humakt doesn't have a defensive spell AND can't resurrect. Heal Body > Again, S tier vs nothing here, and also they can't resurrect and have geases that may even prevent heals or get you to take more damage yeah yeah humakt has a cool theme and you can have your edgy raven and morale and whatever, but if i had to choose id much rather have a baby gor than a humakti at my side (and this is from a humakti fanboy that plays humakti and dies gloriously punching hags in the face when outside of the forever gm prison). Pro tip: never lose your sword when fighting a hag!!!
  20. I wanted my PCs to be able to "upgrade" the settlement (and get useful NPCs) but couldn't come up with anything 🤣 What do you upgrade? I need material to steal hahaha 🙂
  21. On Challenging players: I run the game as is (changed some NPC cosmetics, they exiled orlanthi from dragon pass instead of lunars for example). i have a 4 people party (a chalana, a humakti, a yelornan and a lhankor mhy). They are close to being runelords (except the chalana that already is and pushing for priesthood). I didn't need to change a single thing on enemies tbh! Most important NPC are pretty strong with around 90%, and have way way way way more battle & rune magic that they should. I like to run a "static" world; the random stuff you fight is straight out the book (making random encounters the variable) and for scenarios i usually give them an NPC to help if needed (which is super easy to do im just giving them extra utility at the cost of having to babysit an NPC that's not as good as them at fighting). For example, in muriahs revenge they got a lanbril thief that helps scouting ahead (but he has only 8 pow so they can chose to send him safely one time with silence and invisibility. My concept as GM is to let my players feel powerful and have fun, but I'm a murder gm once they step into a "dungeon". Random encounters are easier since i have average monsters (vs the BS NPCs with unrealistic stats, every single Broo seems to have rolled better than my PCs despite the players rolling 2d6+6 with a few bonuses. You want to fly ahead? Be my guest, now the condors will pick on the single isolated target! I wouldn't add spirits that dispel flight. If it's too easy because you are an Orlanthi priest... Good for you I guess? Maybe it is a dragon. Heck, if i want to help you out (which i do because I'm not a total psycho gm) then I will tell you there's a dragon instead of greeting you with a venom spray! What, you guys not strong enough to fight it? Then you shouldn't be there... Or you can try and die, that should teach you! I try to use the world as it is, and rely on random encounters to make stuff more exiting. I also stole some encounter tables from a supers game for stuff that could happen in town, you know, just regular problems regular people face. This way the dice + my improv dictate what happens, not even the GM has the full story, and i feel I'm exploring glorantha instead of being it's god. I see a published scenario as a test for the PCs, and i play to WIN. Every roll is out in the open, and what happens happens!
  22. Do keep in mind that borderlands is for 4-8 adventurers with 60% to 80% weapon skills. Also by revenge of muriah the book tells you to bring runelords; the campaign isn't balanced for rq2 starting characters, it would be a meat grinder!!! My PCs are rq2 generated with background, 2d6+6 all stats (NPCs are still 3d6), 150 skill points, 5 battle magic and 3 pow in rune magic (with pool as per rqg rules). The scenarios are plenty challenging to near-runelords, you don't need to buff them! I actually defeated my players with the ducks and the duke had to ranson them + replace their gear... Not a happy moment (for them, it was awesome for me haha)
  23. IMHO: Fly > Climbing (since you are spending resources). Now, (ideally) the scenario requires a single climb roll as per the special mountain climbing rules (only leader rolls, one roll per day). Using fly, to me, is a completely valid way to solve the puzzle. Same as using dark walk to stealth. I'm not gonna come up with a reason so they can't use the spell, it negating the stealth rolls is the intended function!
  24. I dont think so, at least i wouldn't do it. I run the scenarios as they are. As you described fly already has its limitations, sure, i could put a condor with dispel magic and straight up murder any PC that flies... I would also find that super unfair and arbitrary. If the PC has flight and can solve the scenario with it, more power to them. Or at least that's how I gm
  25. Are you really pre-punishing characters for having a good rune spell pick? What does it matter if PCs can fly? Condors fly just as well or better, AERIAL COMBAT TIME!!! To be honest given the climbing difficulties and the average climbing% of PCs... Plus isn't climbing an Orlanthi skill?
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