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galafrone

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Posts posted by galafrone

  1. Thanks to both

    yes, my question was this one: When the gm calls for a HARD task, it just means the investigator has to roll under the 50% of his skill, it doesnt reduce the skill to half of its original value.

    So the result of a HARD task roll, it will always be a HARD success (or extreme,  or critical). 

    and the result of an EXTREME task roll, will always be an EXTREME success (or critical), nothing less.

    thanks

    tommaso

  2. Hi, last night we were playing a Pulp Chtulhu session (the 2 headed serpents) and i called for a HARD pistol roll to hit a target outside the regular range of a pistol

    let's say the investigator had 100% in pistol

    a hard rolls means he has to roll under half of his skill (he need to get a hard success).

    how do you calculate the hard/extreme success in a hard roll ?

    if the skill has to be halved (100/2) you calculate that a normal hit requires a 50 or less, a hard success a 25 or less and an extreme a 10 or less ?

    or the hard/extreme percentages remain the same of the 100 skill base ? (so basically any result is automatically a hard success and the extreme is 20 anyway) ?

    thanks for the results

    tommy

  3. I am about to begin a campaign with CPulp.

    I have read the whole starting setup and chapter 1.

    i have 2 questions: 

    1) the characters are inserted via paraguay (flying to asuncion) and arrive in the theater of operations, but the front has moved. Hence they come from paraguay side, just to encounter bolivian soldiers. It means that the front is behind them, and so they should have been encountering paraguyan troops retreating informing that they are going into "bolivian country" ?

    or the bolivians are to be presumed behind the front lines and the paraguayans are at their back and all this territory is in paraguayan hands and they are just stragglers ?

    if this is bolivian-controlled territory, shouldnt have more sense an insertion via La Paz and bolivian country ?

    2) the character are travelling with an expedition bringing medics and nurses + supplies to the already established camp in the jungle. But i cant find a single mention of the group they are with.. or what happens when the first scene occurs... are they meant to arrive alone at the camp ? i think i am missing something...

    thanks for the help

     

  4. i have the pdf of an installment of it.

    i liked it, got some ideas that we used in our "mainly rq3 campaign"

    was an evolution of it, with firm roots in rq3

    character generation was vastly improved

  5. ahhhh there is an errata about that ?

    well, this means that the experience was "once-in-a-kind" so, but the session was a lot of fune, 4 tough disease spirits going on 4 different characters, each trying to save herself/himself

    one of them succumbed and was going to die, saved just by a divine intervention leaving him at POW 2..

    i will not go back, but i will check the topic before going into this again with the fully Agreement at my table

    thanks all contributes

    • Thanks 1
  6. well, my lady was obviously fuckin happy (and i was too)

    i am not "against"  my table, au contraire… but yes, i usually play by the rules, so now that ruling should be reversed but no, i will keep it

    and i will keep it even for other times when and if will happen again. but no, i will not have them abuse or exploit the mechanic (so no summoning of weak disease spirits for sake of pow gains).

    that combat was epic in nature and that reward was well deserved

    Ernalda loves her daughters :)

  7. i have done a ruling at my table that wasnt "legal" so..

    i allowed my wife (yes, i was somehow biased), that plays a priestess of Ernalda, to get the 1d3 after defeating a very strong disease spirit having 21 power points

    well, she converted those points as soon as she reached the temple but still..

     

  8. 4 minutes ago, jajagappa said:

    And along with it there are a whole set of skills that really have not been explored/utilized yet to support it.

    Communication skills now include not only Bargain, Fast Talk, and Orate, but Charm, Intimidate, and Intrigue, as well as Act, Dance and Sing.  Knowledge has added Bureaucracy, Customs, and Manage Household, not to mention the varied Lores and Library Use. Perception now includes Insight(species). There's a lot to exploit here within a politics/intrigue setting.

     

    Indeed, my wife is using them all. And if the setting is not only a "kill the broo" all of them make for exciting roleplaying court and social situations, that in balazar (mine balazar at least) are plenty to be found

    • Like 1
  9. We started the group when RQG pdf came out last year (we started in june) and my wife ended up rolling an ernaldan healer, grazelander born.

    I decided to play balazar, because it has a sandbox that is free from the need to inform of 1 million cultural niceties the classic sartar setting has and i had players (read my wife but also other) that never played in glorantha.

    She adapted quickly, taking the role of the healer but carving up a major role in balazar politics.

    Now after 18 months of weekly sessions, she has been able to get the permission to build a temple of Ernalda in Dykene from King Skilfill (after saving him and his son from a nasty lunar assassination plot that saw her on the front line against the mythic gondo holst and even dying because of a succesful divine intervention calling the fiend of cacodaemon). She has won the political battle with the 2 hearthmother priestess in dykene, and asserted herself as invaluable support for that comunity. All doing also adventures that saw the party almost reaching griffin mountain in deep dark season, the bargain with Gonn Orta, being the emissary of Skilfill at the elven court of the Bear Woods and many other fantastic tales.

    And yes, now she has a temple in Dykene that is growing each day

    (also ask what the other fellas think of her Heal Body spell… )

    1 of the other players is a Dykenean Yelmalion, 1 has grown up a nice Babester Gor initiate that is sword defender of most Holy Yorastina, mother of Rukhami the twice blessed, another is Velska, the balazar native girl, disfigured by her clan because of a dispute and rejected, adopted by Yorastina as beloved sister. 

    So yes, the Whole party now is centered on her, and she is very happy of her semi-random initial choice.

    Ernalda in this iteration of RQ has PLENTY of possibilities to be a very nice, viable and useful cult. Also it's very very powerful

    All hail the Earth Mother

    • Like 6
  10. well, i dont see why it should not apply to the parry to be honest.

    The trance can be offensive but why not defensive, in the meaning of "staying alive the most time possible so to give plenty of Death around"

    i see this runic as a super high speed flurry of blows and parries, counterstrikes, ripostes and lunges. Hard to tell what is a parry and what is an attack

    no, definitely i wont nerf the parry at my table (also, as a remind to self, in HARNMASTER one of the options the defender had was "counterstrike", not only parry and dodge, that would be a nice fit to RQG expecially applied to SWORDTRANCE)

  11. 1 hour ago, Kloster said:

    This is part of the reason I don't like having a weapon roll instead of an attack and a parry roll for each weapon. I also don't like the way roll above 100% are managed. But Sword trance (and other like spells) are not broken. They give the intended result of a death god servant cutting through a number of mooks.

    Well, it dipends on the skill and the MP availability of the Death god servant, because the mooks we are talking to can be people with 300% in a combat skill, if the above mentioned servant has 50% skill but a lot of MP available… (like 10 matrices for 5 spirit each, 50 spirit points +500% skill combat...for a total of 550%, 250% more than the "mooks" that have 300... LOL)

  12. i am actually very very glad of the new rune point / rune spells situation.

    It's way better than in the original, exception made for 1-2 single situations (the most defining one is our bright black hero the humakti with truesword, bladesharp (even 2-3 is good) and sword trance. But this will not deter me to discuss with my players (they are actually a very reasonable group) and move on with this.

    The starting point of the Whole thread was actually "how do you deal with pc/npc with more than 100%" in a combat skill than "how do you deal with your 200% humakti in killing mode".

    And if i have to be honest, i am not yet sure on how the "i have 200%" works against, for example, 4 NPC fighting the humakti (and having them all for example, 75% in their 1hsword skill and no shield)

    sorry for this "slight return" but i have yet to understand properly

    • Like 1
  13. Well, balance is a thing that as GM since 1981i have learned a lot.. but with RQG the rune spell have been lowered in usage difficulty, so truesword and sword trance can be used a lot. Yeah, sure i can keep the humakty away from any temple so he cant recover his RP,  but… that's an horrendous way to nerf a player. Or yes, i can disallow a player to play an humakti, or yes, i can use one of the dozens of tactics that have been suggested in this topic, but still…. these are all techniques that i have to implement because the game has now the chance to be way more unbalanced that it was before.

    and more so, the gm need to "KNOW" that those spells can be a fun-ruining thing at his table, because if he is lenient with the humakti, he can have the Others players bored because the humakti is the "i am the destroyer of worlds" in a correctly designed encounter (that is, the one that DONT use the GM knowledge of the humakti abilities, but is coherent with the world) and no, i cant have all my foes with dispel magic 2 or more. I simply cant. And no, i cant have all my foes equipped with 10 ranged bowmen (and the rest of the party meanwhile what is doing ?) and i cant ambush the party all the times, and i cant put another foe of the level of the humakti all the times.. all these techniques are INCOHERENT with my setting (balazar)

    i am not whining, i have already my solution as it is, but meh.. probably playing stormbringer is a good suggestion

     

  14. my problem isnt for the single humakti being "broken" (and he isnt, we have seen many options to neutralize him) 

    my problem is BALANCE in a party. Because if i have a similar bozo as PC i will Always have to think encounters that will be hard to balance. 

    option 1) i dont care about him and just i have the party encounter average joes (as they are) and see those peeps being hacked away by mr humakti (at the third encounter the party will kill the humaktin in his sleep … )

    option 2) i design nasty encounters for the humakti and… super deadly for the rest of the party

    option 3)  i dont allow humakti PC in my party (as Joerg pointed out and so i am going to LIMIT the allowed deities for my players, basically cavorting to a classic "orlanthi-ernaldi and lightbringers party)

     

    • Like 1
  15. so i didnt understood Joerg's answer correctly. 

    If the 85% surplus applies only to 1 opponent (the example dont give us the chance to split on more than 1 opponent toh), that 85 can  be used ONLY to the parry of the defender (as implied in the rules) or on the parry of the incoming attack from the same opponent or on both ? (by rules isnt really clear at all)

  16. lordabdul, what i got from the RAW is that mine 185 humakti imposes a 85 penalty to ALL of them in both attack and defense (that's what Joerg also confirmed in his first post).

    so even if it's true he can attack only 3 of them, all of them have by RAW -85% on their parries and when all 8 of them attack him, he has all of their Attacks reduced by 85% without even considering the parries…  (assuming all of them are under 85, that is the great great majority of RQG encounters)

  17. 10 hours ago, lordabdul said:

    That's an interesting house rule... so if I understand this correctly, it's actually a superset of RAW? That is, the Humakti might choose to apply the whole penalty to one opponent (useful when facing one dangerous boss NPC), just as per RAW, but against multiple opponents he would have to split his penalty (for example: -50%, -20%, -15% against 3 opponents, assuming they have <100% skill), the same way you also split your attack against multiple opponents? I really like this -- apart from the small inconvenience of slowing down play for the player to choose and declare how to split their penalty, it scales elegantly, is backwards compatible with RAW, and calls back to another similar mechanic.

    Yes it was meant to be that, you read it correctly

    In my mind the idea of mine 185 that allows me to subract 85 to all Attacks and parries to potentially up to 8 opponent seems ludicrous, more in the light of a simple 1 point rune spell (even if boosted with 10 mp). It's just a raise to the (1h sword) skill that gives me more options to perform better in a combat situation and gives me more sense to the Whole picture i have in my mind of a man with 185% in a combat skill. He has options, but hasnt entered godmode

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