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Hteph

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Everything posted by Hteph

  1. Yep I have had PHDs in social science that thinks anything jsut looking at numbers (manipulating numbers in ANY way yeeeach). So I have a system (much borrowed from Harnmaster and WFRP) med 10s and doubles and switching the numbers around. I was thinking of using the 5s also ... but that was on the limit and could to easy be overlooked in the heat of combat.
  2. Oh, 'muricas and their fear for the dreaded nipple! ROTFL!
  3. Hush, Murphy may hear you! 😉
  4. I have also stared at those rules for a while and rigth now I'm toying with just two combat skills Hack&Slash and Stabbing. Then some kind of specialisation at later stages., much like Styopa outlines. Probably draw in the RQ6 special weapons qualities and effects shenanigans for those who like to fiddle with their combat. Then I need to squint at the missile combat and see if i can make some sense of that too...
  5. I think that my take away from this headeache inducing (not in a negative way, just my age showing) is that my house ruling (if it rear its ugly head) will be that two weapon wielders can choose dual parry as an option and the effect will be that the first attack recived can be parried twice (ie rerolled, if the first ty fails) and subsequent parries have a -10% penalty instead of -20%. (I think the FAQ is a bit to limiting, I want to give the dual wielder something without making it too overpwwered) The Gorakiki multiple condindrum would I rule as -5% in consecutive penalty.... In the group I used to GM it would never risen as they weren't combat focused, but in a future group I don't know I guess I should be prepared.
  6. Hteph

    RQG eTools?

    I wasn't the GM so I could put in the time to keep all clients updated and organised, it certainly helped that I was the only one who was interested in testing the limits of the system and doing any actual hacking of it. If there was more than one of that ilk it could have been a mess that is true.
  7. Hteph

    RQG eTools?

    Hero Labs is very configurable (haven't used it for a while so I'm not in the loop of future development), we used it for Pathfinder with a lot of houserules, additions and stuff. I was suprisingly easy to hack when you got the basics.
  8. I didn't remember that Heroquest was so difficult to succeed in ... but then I have run all the KODPs so many times I could mumble them in my sleep and completely forgotten the first five-six failures.... (except Elmal, never succeeded Elmal I think)...
  9. I was also staring at that wondering how they ended up withthat mess....
  10. To me the HQ line evokes the mythic of Glorantha in a much higher degree than RQ and I prefers (so far) the HQ products as a basis for my RQ campaigns (I always rewrite and ad lib so much RQ stats are pretty irrelevant in the published material anyway). Unless the heroquest system in the upcoming RQG is frakking brilliant, I probably will use my old HW based system for HQs anyway, but I sideeyeing Torchbearer/Burning Wheel for ideas rigth now. (One of these days I should actually take a serious look at HQ2 too). What I want to say with this rambling is that the continuing support is good news to me!
  11. That was the reason i would choose to substitute the Beast rune, sorcery becomes trancendence from Beast to something beyond Man, a higher organisation, a other kind of being. Just as I imagine Plat opposing the Man Rune for Aldryami and DragonNewt Rune opposing Man Rune for ... well Dragonnewts. The Chaos part is perhaps logical, but here we have an unatural substitution, hence the problems sorcery user faces now and then. And in my mind the RQ Chaos rune opposes everything.
  12. And my ad hoc houserule is: In order to use sorcery you have to substitute the Beast rune with the Law rune, this is done by Study, Conditioning and mojo-shenanigan-magic. To me it explains why Wizards (and some Lankhor Mhy) feels so alien. Of course Mostali ilks has the Law rune by birth from the vat.
  13. As Furry Fella says, the locals won't go extinct for missing out on two harvests, one of the main reason for this is the agricultural order (western european IRL) that the Sartarites have. They will eat their animals and the woods are full of stuff that are no fun at all but can (and will) be eaten. Two years will cost lives and have long lasting effects; the animals that where eaten, especially the cows, are very important for a healthy crop in the long view. A lot of seed will be gone and that will be even worse to replace. But most people in the age range of about 5 to 40 will survive, outside that barcket .... well that depends on how good health care that is around. The Lunars are a totally different cake as Ian_W says, when there is no grain to steal ... it will be though....
  14. To me, and frankly all RQ players I know, there have always been a unholy mish-mash of editions in actual play, and I'm pretty sure that will continue even if this RQG is a mash-up of RQ2,3 and 6 with some foreign stuff thrown in (Pendragon and HQ) and a bit new spicing. So I belive a split would be hardly functional.
  15. When I started playing RQ for the first time I also had a problem with ducks, so my solution was: I play one! This become one of my most beloved (by me) characters ever. Tompkin "Two-clacks" Pebbelfeather, Issaries peddler and constant source of astonishing stupid plots and ideas. I think I still can make the special "I have an idea/opinion"-duckish sound and my fellow gamers will roll their eyes thirty years or so later.... Soo, there is hope...
  16. It concerns mostly how much thinking I should do about adding additional runes retroactively to storyelements already present in the database and what system I should choose for displaying them. For the latter I guess I go for the simple rune font for now, if the addition of new rune will be few ... I have to think a bit less about automatisation and leave that for adding them by hand.
  17. I was searching for the topic (difficult to filter out content with that keyword) so if the topic has been touched on a pointer is enough for me. My question is; what is the design thoughts about which runes will be used in RQG? I see that Communication is gone from Issaries and that tells me that the minimalistic view of the number of existing runes (even more limited than I remembers from RQ2. I think HW went a bit over the top, but I'm partial to both the Hunger/Undead and the Communication Rune as concepts. (The reason I'm asking is that I working a bit on an app that connects story elements and Runes, as a inspiration source for scenarios/myths/HQs etc).
  18. In my bygone In my bygone RQ6 campaign I had a similar system that also incorporated MP (as we all didn't like the count hours to figure out how many MP you get back). Instead MP got refreshed by perfforming mundane actions in the spirit of gods you belonged to, Y/elmalites by greeting the sun, Erumals by being annoying and pranking etc etc , A bit more by doing stuff a bit more sacred related, cleaing a shrine or creating a tiki or repaint a tiki already in place. The Runepoints you got back a bit by observe holy days and everything in sacred time. A bit more that the oneshots of RQ2, but still to precious use up at a whim.
  19. Last time I GMed RQ (a couple of years ago) I had a intricate damage/health system - have always loathed hitpoints, but now I think I just go with : if anyone go below zero hp as a result of a Crit or Special it is instant death, otherwise it is unconcious and (IRLish bleeding out perhaps, needs treatment after combat to not die). I gives a bit of edge to those rolls and still keeps people around for Ransoms and such stuff.
  20. That was one of the most shallow analysis of LOTR I ever seen. It isn't grimdark, no, but the price everyone pays for winning is hardly shiny ... And no I wont argue the matter further, but it is quite a bad example. Even Narnia isn't that positive if you read a bit between the lines (and are able to dodge the disgusting christanity propaganda).
  21. It is perhaps mostly me being sad to see the concept of HeroQuests reduced to a combat game. Because, honestly, 90% of gamers only really care for stuff which you put numbers on, the rest is just "fluff". I think HeroWars did a good job on that par ( then there was other parts that fell through) and this was a step in a direction that was not in my interest. i'll plunder it for good ideas to augument RQ but I have really no interest in running it. There are some feats and options and a bit about HQs that are useful loot. Well, it is hardly the first Kickstarter that turned out to be not what I wanted/expected/imagined/whatever
  22. After a first skim and some more focused skipping around i got a realisation. There is no system support for anything outside combat, it is a pure (high level/heroquest) combat system ... and nothing else. Three fourth (something) of talents/features/spells/whatever is just a list of damage dice and the rest is about combat round tactics (as far as I have seen). I haven't had the opportunity to play 13th age, but i have had the books for a while, so I could be wrong, but the Icons relations/roll seemed to create a systemic connection to stuff happening outside the combat round. The Runic attunement that replace it is more or less (I see some excellent use for it outside combat) focused on in-combat use. This is not a criticism of the 13th age Glorantha per se, as it is probably the best Heroquest Combat system I seen so far (never got the Hero War system to really work), and seems to be thematic/inspirational/system-sound etc ... But to me it is lacking system support like social interactions, religious factions and stuff like ancestry/clan/backgrounds. The skill/background thing is nifty, but it is so abstracted it have a strong feel of "get that unnecessary RPGing out of my combat game". As I like to have the system integrate with my gaming world (and I think the later versions of RQ has become much better at that) I can't see this really hitting my table soon. I see a use perhaps when the time comes to (combat oriented) Heroquesting doing a couple of "character creation" pre-quests where my players do the characters choices (they are simple enough) by rituals and mundane dry-run quest emulations. Then use these as their hero plane "avatars" with results and effects feedback into my ordinary RQ game. I'm not sure what I expected, and this book is very well done and beautiful, but I guess I wasn't the target audience. To me this could only work as a bolt on, plug-in extra stuff. I can hardly bother my players with a new system that will only be used in combat and the rest of the time improvise, handwave and house rule. I have already a Hero Wars/RQ2/RQ3/RQ6 mishmash, adding a modified 13th Age special case that solves the Hero Wars combat is just fitting. (And again I think what it does it does well, some of the classes are awesome, it is just a bit too limited for me to truly enjoy).
  23. Ha! I remember you, because I still have like a small book of printouts from stuff you wrote in a list/usenet group/whatever. It was very early in my net existence so it left a lasting impression! Welcome back!
  24. If something is depressing it is your attitude. Used in a intelligent way the use of coin (an other props) can greatly enhance the gaming experience for a lot of players. it isn't like it will be an integral part of the game as specialy designed (and difficult to reproduce at home) dice or tokens would be (jfr WFRP 3).
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