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Prinz Slasar

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Posts posted by Prinz Slasar

  1. Your query is a bit vague, so I'll try to give a helpful response:

    For your nonhumanoid PCs just take a D100-bestiary or any D100-resource with your required creatures. Because D100 isn't about balancing you don't have to worry regarding possible issues. A centaur is almost always better than a land octopus as PC - at least on land.

    Just use the creature stats for the PC and let the nonhuman character improve like the other characters.

    Regarding the multiverse: Hm, there are some specific multiverse supplements like the LUTHER ARKWRIGHT Supplement and its campaignbook PARALLEL LINES. It's for the MYTHRAS ruleset but easy to adapt. An older supplement is the campaign ROGUE MISTRESS for STORMBRINGER.

    If I understand you correctly, I guess, you don't need specific multiverse supplements. Let your imagination run wild and mix all the stuff from all the books on your shelf. All you have to decide is the way how all these dimensions are interconnected and in which way characters are able to travel between them.


     

     

     

     

     

  2. 5 hours ago, Lloyd Dupont said:

    Some ability seem to last a number of "turns"

    How long is a turn?

    Because this is the BRP subforum I guess your question is BRP-related.

    The term Turn is defined on p 179 in the BGB. A turn is 25 combat rounds long aka 5 minutes. In general a turn is a measure of time for single tasks like lockpicking and so on.

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  3. 35 minutes ago, Gallowglass said:

    The discussion in this thread has touched on what I see as a problem in the current rule system. If I wanted to set a campaign in the West of Glorantha, including Loskalm, Seshnela, or Ralios, I feel like I should be able to make a character who only uses sorcery as their main form of magic.

    The only "problem" in the current rule system is the fact that it doesn't cover the West of Glorantha.
    To say RQG has a problem is not really fair, because RQG Core to date is for Dragon Pass characters.
    Your question will be answered in the supplement for western Glorantha.

  4. 4 hours ago, lordabdul said:

    I thought Lhankor Mhy temples offered Read/Write lessons for a price but I can't find any mention of that in RQG so I must have imagined it.

    Nope, you don't imagined it [see below].

    1.) Learning the skill Read/Write is simple and straightforward in RQG:

    RQG classifies skills in common, professional and rare [RQG p 417] . Read/Write is a professional skill.

    "Professional skills, such as Craft, Orate, Read/Write, Sing, Speak, and most weapon skills, command greater prestige than common skills. As a result, their teachers can demand a greater price." [p 417]

    Read/Write isn't classified as a RARE SKILL [see p 417]

    2. ) "Temples provide training in cult skills to members at a special price." [p 417]
    Read/Write
    is a Lhankor Mhy Cult skill [p 298].

    But you don't have to be a member of the Lhankor Mhy cult to learn reading. The benefit of being a cultist is only the lowering of training costs not the access to training [because this skill isn't RARE].
     

     

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  5. 44 minutes ago, Lloyd Dupont said:

    I just switched from Mythras to BRP but I was wondering whether to go tick mark on skill or XP for improvement rolls... I was edging toward xp and I guess it's one more reason to do it! :)

    The XP in MYTHRAS have a bunch of effects and aren't only for improvement rolls. Therefore they can't be just replaced by tick marks.
    It's very easy to integrate tick marks in MYTHRAS, though. Just let your players mark their used skills with ticks.

    The XP-subsystem of MYTHRAS is more flexible as the ol' tick boxes and delegate decisions to common sense.

  6. Modern D100-games like MYTHRAS abandoned the concept of CHA as APP and uncoupled charisma and beauty.
    This approach is more realistic, because there are so many people who are not very attractive but highly charismatic. And we all know very attractive people which are bland and dull (or just extremely shy).
     

  7. 41 minutes ago, mrjam said:

    Thanks everyone for the answers.

    Has the authors ever commented in the past about this issue? I'm looking for some design/development insight: it is the forth iteration (counting only "official" Runequest) of the system, so there will certainly be a design reason about this rule.

    Nope, they are busy with the interesting stuff (scenarios, Glorantha books, GM's book).

    Regarding "Design inside" take a look at the DESIGNER NOTES. At one point they wrote about combat.

  8. One perspective from a gloranthaphile newbie (compared to you grognards): I was impressed with the Dragon Pass and Prax stuff and dived into the Guide To Glorantha to learn more about the setting.
    I was very disappointed with the depiction of Kralorela, because it seems like fantasy china/fantasy japan, which is something that doesn't impress me much. I had played in mythic asian settings in the past.

    Glorantha is very refreshing and unique when it comes to Dragon Pass, Prax, the oceans, the elder races, the lunar empire etc., but Kralorela leaves me cold. At least its description in the Guide.

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  9. 1 hour ago, styopa said:

    If only we had a new edition of the rules system so someone could really go in there and fix this hodgepodge of antiquated mechanics from umpteen previous editions that don't *quite* work!

    I get your point and don't want to derail this thread, but:

    Is it really necessary?

    I've abandoned RQG in terms of rules and instead enjoy the RQG fluff, the artwork, the Glorantha content in the books.
    Imho there's no need to overhaul the RQG rules in total. Jason Durall can give advices and the tribe is able to come up with plenty of great houserules. Who is really playing with the rules as written?

    RQG has its rules framework, so now we can go foreward.

    It would be a pity if RQG will still be struggling with rules discussions like "what's with SR"? [This is literally a hundred times that the topic Strike Ranks pops up on Facebook, this forum... since RQG is published.]
    Why not go further, leave the rules as they are and push RQG in new territories like: HeroQuesting, the terra incognitas of western and eastern Genertela, great adventures and so on?

    The stuff from Chaosium is so awesome, that I hope for new gaming material instead of endless overhaulings of rules. The chassis is RQ2/RQ3/Elric/Heroquest..., so it is what it is.


     

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  10. 15 hours ago, Brian C said:

    So you can basically do 2 different types of first aid. The first one is more critical first aid so to speak and the second one is setting someone up for healing.

    Yep, you are right. There are two different types of first aid. [see p 139 "Skill and ability Time"]

    15 hours ago, Brian C said:

    It mentions reviving a character but I honestly have no clue how to implement that one.  Would this be a third type of first aid?  First you roll to stop bleeding, then you roll against first aid to revive them, then you can roll a third time to heal?  Of course taking the appropriate amount of time for each type of first aid treatment?

    Yep, you are right. The third type of "First Aid" treatment is discussed on p 148

    "First Aid takes one melee round if the intent is to stop an adventurer from bleeding [Type 1] or dying of their wounds [Type 3]. The success chance for this skill should be rolled immediately. If the roll succeeds, all bleeding stops and the victim is prevented from dying. If unsuccessful, the user may try again to stop the bleeding in the next round." [p 177-176]

    The term "reviving" isn't clearly defined in RQG but refers to BRP [see p 58 in the Big Golden Book: "An unconscious character is revived".], so this is your missing Type 4 [the general version of Type 3]
     

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  11. On 7/12/2019 at 4:33 AM, MOB said:

    Print versions are still in the works for all the RQ Classic PDFs. It's only a matter of how they get printed. Something we are still best figuring out.

    That's great.

    Imho POD is a nice way to handle it.

    Can't wait to get my hands on fresh printed Classics.

  12. What do I most want for RQG?

    -  a "Sartar Book", in which all informations of Sartarite culture, customs, laws, habits, society etc., are collected, updated to 1625 and RQG and official.

    As a GM who wants to play a campaign in the Colymar/Sartar lands it's a bit tough to portrait the unique Sartar setting at the table and to avoid the "barbaric culture cliché". But to do it I have to know how they function.

    The RQG Core Rules are a good teaser and the Adventure Book goes into more detail, but can't answer every question which will arise from the playoutcome.
    So we as Glorantha newbies have to do research: many books, many opinions, we read in the HeroWars material, in the KingdomOfHeroes/SartarCompanion, even in King of Sartar and so on. But the informations are scattered, contradicting, suspected of being outdated/non-canonical.
    So we ask the wise Tribe (aka Forum or Social Media) and asking questions about law&order, funerals etc. Even more information, and because the answers are so great, we have to dive deep in the forum and collect pieces of information from the many threads and topics to make a picture of Sartarite Culture.

    So why not collect all written material from the now canonical books and texts (I guess S:KoH + Sartar Companion) minus informations, which are already in the RQG books.  Even the artwork in these books is IMHO good and has flavour.

    I prefer the simple, straightforward approach of RQG, therefore I'll happy with only a summarized description of culture and customs.

    In sum: If Sartar is the default campaign setting for RQG I need a condense, summarized description of Sartarite culture with its uniqueness and wonders. As an aid to portrait them at the table to my players.
    The informations are buried and scattered, it's time to bring them together for RQG and its GMs.

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  13. Something I would like to have for RQG are rules for Rabble and Extras, but I wonder if they appropiate to the RQG mindset.

    One unique feature of RQG are the "Consequences of Violence" (RQG p. 7), and the  Bestiary comes up with the premise: "In RUNEQUEST, few creatures are mere cannon fodder— mobs of weaker monsters that can be cut down safely in
    large numbers. Instead, every creature is an individual" (RQG:Bestiary p.4).

    So, it seems that rules for Rabble/Extras contradict the guiding principles of RQG.

    What's your opinion (besides MGF) concerning this topic? I'm keen interested to read some arguments based on the RQG mindset.


     

  14. 11 minutes ago, DreadDomain said:

    Just to be clear, I liked RQ3ENC rules but this is not exclusive. I also like RQG approach. Come to think of it, is there any fatigue rules in RQG?

    Besides Constitution Checks (p 141) or the rules for exposure, heat and thirst? (p 161)? Nope, no fatigue rules.

  15. Yes, Augmentation questions again, I know.
    Sorry for that, but  I have a couple of final questions regarding augmentation. The rest of the Augmentation rules are pretty clear.

    1. Experience checks for augmenting skills: So is it right, that with the GM Screen Pack its official that a successfully augmenting skill gets an experience check?
    This detail is omitted in the Core Rules.

    2. "The adventurer can choose to cancel the effects of inspiration at any time, if desired, but must wait until the next day to attempt it again." (RQG p 229)
    Does this mean, the character can choose to cancel the successful inspiration or ALL effects of inspiration?
    So, the rules assume there is a semantic difference between the terms "Inspiration" (effects of crits, specials and success) and "Turmoil"/"Despair" (effects of failures and fumbles)?

    3. English isn't my native language, so maybe something has been overlooked.
    Are the paragraphs for failed Runes and Passion inspirations the same in meaning with different words? Or do both have two different results?

    My first thinking was, with a failed Rune Inspiration the character gets -20% for all specific Rune rolls until they can meditate on that specific Rune.
    And with the failed Passion use, the character gets -10% for all rolls for the duration of the whole scene/combat whatever.

    This is why I thought that the difference in the subtrahends (-20% / -10%) is valid.

    Thanks in advance.

  16. 20 minutes ago, foolcat said:

    @Jeff: Julia the result of a Bene Gesserit selection process?! Bwahaha... 😂 

    But she grew up (and put up) with the bunch of us wreaking havoc (her mother at the forefront) in selected Genertela locations on a weekly basis some 20 years ago. That, and of course the continued exposure to RuneQuestCon/Tentacles/Eternal Con may have left lasting impressions. What an awesome way to grow up!

    With her and her father in charge of the German translation of RQG, I’ve not a single doubt that Uhrwerk Verlag’s edition will be most faithful to the original — and additionally be in line with older RQ publications, given that Magister Ludi had his hand in their translation as well. Welt der Spiele (WDS), anyone?

     

    I own the WDS translations and the complete, translated Mythras/RQ6-oeuvre.

    Let's see how good the german RQG is but I think I'll stick with the original.

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