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Tim Ellis

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About Tim Ellis

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  • RPG Biography
    Been playing them for years
  • Current games
    HQ - Feng Shui - 7th Sea - Gear Krieg -Star Wars
  • Location
    Birmingham, UK
  • Blurb
  1. Can Warding be abused this way?

    on "protecting those inside the ward" Assuming you can create warding on a mobile frame and then drop this over an enemy, it would certainly suggest that they would take the disruption damage. However, assuming that they survive, it does nothing to prevent them from stepping out of the hoop, and does not have any effect on any magic that they cast from inside the hoop. If anything it may offer them a certain degree of protection from hostile magic you (or your allies) attempt to cast on them while they remain inside the hoop, and even cause anyone moving to engage them to take the disruption magic when they cross the boundary. - I'm not convinced that this is the best use of your magic in terms of creating an offensive weapon
  2. Can Warding be abused this way?

    On Gondo Holst's Wagon. Every version of the spell suggests the protection goes as far down as the wands penetrate - so if it is the "Interior" of the wagon that is protected then you can crawl under the wagon without triggering the warding - but bursting up through the floor would cross the boundary - so for the "Hula-hoop of death" you would need to be able to throw the hoop so it landed on top of your foe (merely passing over their heads is not sufficient) - so you'd need to develop and train a "Throw Hula-hoop" skill, and the target would have the opportunity to dodge/parry (providing they struck the outside of the hoop...). The size of your hoop would be limited by your ability to carry and throw the device, and since moving the wards (we will assume "relative to each other") breaks the warding, the hoop can't really be flexible, since distorting it will cause the pattern to break.
  3. Can Warding be abused this way?

    Gold Wheel Dancer?
  4. Organic Skill Trees

    My preferred implementation of a "Skill Tree" would be to cap each level, and not allow specialisation until you reach that level - so if Firearms has a cap of 50% you can't take Firearms/Pistol or Firearms/Shotgun until you reach a skill of 50% (thus avoiding the problem of starting a specialisation then improving the base skill) . This would extend to all levels - Firearms(0-50)/Pistol(51-70)/Automatic Pistol(71-90)/Walther PPK (91-100+). This would also lead (where necessary) to some skills becoming specialisations - so if you "need" maths at 50% to learn Physics then you have Maths (0-50)/Physics(51-75)/Quantum Physics(76+) (other specialisations of Maths and/or Physics available as required) Which means your only "problem" is where a skill has multiple pre-requisites - which I think you can only handle by requiring the character to have those skills at some defined?) level in order to take the specialisation. But I'm not sure that that's the best way to approach things for a BRP game.... 1) Define the skills that matter for the game. Maths, trigonometry, algebra, calculus, set theory and probability might all be valid skills for a mathematician, but unless you really need that level of granularity for your game, a "maths" skill will be fine. 2) apply a penalty (or adjust the difficulty) for use of a related skill if the main skill is not available. (Solving the problem is an easy Maths roll. If you don't have Maths you could use a related skill (eg Physics) as a Hard roll. If you have no related skills you are defaulting to what you learned at high school - a Very Hard Knowledge roll) 3a) allow a personal, preferred weapon a +10% bonus (maybe limited to 1 weapon, or one per skill type) - using any other weapon will obviously not gain this bonus or 3b) apply a situational penalty when first picking up an unfamiliar weapon, until the character has time to "acclimatise" - so when your Sword breaks and you have to pick up an unfamiliar weapon from a fallen foe, or you steal a weapon from the unconscious guard while escaping from captivity, you will not be as proficient as you are with the weapon you normally use day in and day out. However once you have had chance to find it's balance, or allow for it's recoil, you can mitigate the problems.
  5. How to teach Glorantha?

    The Clan questionnaire from Sartar:KoH is a useful tool for helping newbies grasp what is important to their Orlanthi culture...
  6. Masters of Luck & Death Wargame

    It was Prior to me having a digital camera. so I'm afraid I don't. I do recall I was in the Caladraland faction, that we were, at one stage all Volcanoes, and we ended up singing the "Crazy world of Arthur Brown" song "Fire" - but not who else was in the team, or what anyone else did...
  7. Using R-Maps for adventures

    I've not really used them - but I was definitely thinking while running the Colymar Campaign that I could/should have done more to get the PC's to have more defined relationships with other members of the clan (The players were all HQ (and Glorantha) newbies ) - something a bit like @jajagappa's Nochet campaign he describes above.
  8. Where will your Heroquest game go?

    My thoughts were that a Tarsh/Lunar Provinces book should be different enough from a Sartar/Orlanthi campaign, without being so alien as to turn people off. Close enough that Sartarite characters could conceivably visit for those wanting to maintain continuity, or as an "enemies" sourcebook giving information on Lunar(ised) cults. That said, I'd be happy with any area - exploring areas "in play" make them much more "alive"...
  9. Using magic repeatedly

    It works the same in reverse. The Guard is attempting to stop contraband and criminals passing his checkpoint. If the method he chooses to use is detection magic then you set a difficulty and resolve the contest. HQ is a "Storytelling" system, not a mathematical simulation - so we are only interested in knowing if the criminals can bypass the guard if we are focusing on one or the other. If we decide to climb over the walls then their is no need to worry about whether the guard at the gate could detect us with magic. If we decide to use deception magic at the West Gate, we only need to worry about whether it works there, not how likely it would be to work at the South Gate. (Maybe we Succeeded because the guard with the anti-deception magic was answering a call of nature, leaving his unenhanced companion easy prey to our charms - on another occassion, or at another gate we may not have been so lucky
  10. Using magic repeatedly

    Another thought on the multiple "Detect Enemies" situation. If the problem is that I suspect there is an enemy sneaking through my Clan lands, and want to search for him using just my "Detect Enemy" RQ Spell /HQ ability, - ('I cast "Detect Enemies" ', 'There are none within 40m' - 'OK I walk 80m away and cast it again...') it may seem like the RQ character will rapidly run out of Magic Points/POW, while the HQ character will just keep going until he finds the enemy, but that's not how you would frame the contest - Searching for an individual in the clan lands 40m at a time, especially if they can keep moving, would be very difficult (at least)* so you set a high difficulty and then, as Jeff said The player rolls the dice, compares the result to the Difficulty Level the gamemaster has assigned and based on the results of the dice roll, the gamemaster determines the outcome So a Major success might let you find him before he spots you, A minor success lets you find him, but he sees you too *((If you want to translate via RQ rules then you could say "Your chances of finding him before you exhaust your magic is extremely low", and set the difficulty that way, but it seems an unnecessary step to me))
  11. Traversing the Lunar Heartland

    Not exactly.... In RQ You ask "What are you doing?" - "Casting 'Detect Rebel Scum'" In HQ You ask "What are you hoping to achieve?" - "Locating the Rebels" - "How are you doing that?" - "with my 'Detect Rebel Scum' Feat" If 'Detect Rebel Scum' doesn't find the Rebels, you can't keep trying until the GM says "No," because it failed to solve the problem the first time, so you need to find another method to achieve your aim, or set a different aim (or wait for circumstances to change sufficiently that you can justify trying the original method again - say if the Rebels did something particularly noticable) The approaches are different, but the underlying Gloranthan reality is that while the Lunars might be able to magically detect a couple of powerful Orlanthi trying to sneak through the hinterlands of the Empire, they certainly cant be certain of identifying the whereabouts of every Orlanthi who happens to be travelling through...
  12. Traversing the Lunar Heartland

    Magical detection of enemies is likely focused on traditional foes - the presence of a Pentan in the party may be more problematic than the presence of an Orlanthi in many areas!