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Prinz Slasar

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Posts posted by Prinz Slasar

  1. I don't know if it's an error, but:

    "Occupational Skills: Read/Write (any) +50%, (Sorcery
    spell) +10%,
    Orate +25%, Lore (any) +30%, (Sorcery spell)
    +20%, Library Use +10%, (Sorcery spell) +10%, Lore (any)
    +10%, Meditate +20%." (p 70)

    So is it correct that a Philosopher gets one Sorcery spell with +20% and two Sorcery Spells with +10%?
    Or would the first Sorcery spell bonus have to be higher? 

  2. I have been playing RPG for 25 years with countless people and in various groups. Mostly as GM.

    When I think about how many times a disarming maneuver was used, I can count it on one hand.

    However, it was often because in many RPGs, disarming is quite difficult and was therefore seen as a poor option.

    Other players may have had a different experience and have different expectations of a rule product.

    But let's be honest: measuring such a fantastic product only if it's include a specific rule or not, is unfair.
    Especially when another book (GM's Pack) will be released soon, with additional rules.
    Furthermore, in times of forums like this one, where house rules can be discussed and developed.

    My impression of the RQ community is, that it consists of many creative people. I am sure that various ideas will be showing up in the coming months and years.
    Let us think positively. Everything is good.

  3. 21 minutes ago, Risto Welling said:

    Is there several differing PDF:s available? My PDF doesn't have year 1617, and the Grandparents are born on 1561 and the parents on 1582.

    The mentioned problem is on the character sheet (p. 431)

  4. Minor typo on page 216:

    "This is either padded leather (described in the notes to the chart), or tougher leather the (2-point) the thickness of shoe leather. "

    ------------------

    Some confusing content on page 57:

    "The lowest value a skill can have is 00%, which represents
    zero chance of success
    . A skill never has a minus value; if a
    bonus would make a skill start below 00%, write in 00%." (p 57)

    Page 57 seems wrong and mingle two separate facts. The lowest possible skill rating of 0% and that abilities with a rating of '00' have zero chance of a success.

    See also Quickstart page 2: " Abilities with a rating of '00' have zero chance of a success"

    So a skill value of 00% is the lowest skill rating but has a chance of 5% (01-05 on d100). Furthermore a rating of '00' has zero chance of a success and the player isn't even allowed to roll the dice.

  5. On 6/6/2018 at 4:15 AM, trystero said:

    Thanks to everyone who replied. I'd completely missed the rule on p. 57. So I have a 0% Act skill, but can still benefit from the 01–05 rule (p. 142), since it's not an untrained base-00% skill. 

    The Quickstart is a bit clearer regarding this topic and complement your reading.

    "Abilities with a rating of '00' have zero chance of a success" (p 2)

    So a skill with a rating of 0% has a 5%-chance of success and a skill with a rating of "00" a zero chance.

    Page 57 seems wrong and mingle two separate facts. The lowest possible skill rating of 0% and that abilities with a rating of '00' have zero chance of a success.
     

  6. So I want to prepare a scenario set in or around the oasis Dwarf Knoll.

    ToRM#14 includes some informations concerning this area. I guess it isn't mentioned elsewhere in extensive detail?

    What strange scenario can I run in Dwarf Knoll and its environment? My ambition is to portray the bizarre and weird peculiarities of Glorantha and to surprise especially Glorantha-newbies.

    May someone help me with brainstorming?

     

  7. Hey folks,

    I want to play in Glorantha with (customized) OpenQuest.

    I've got OpenQuest 2nd Deluxe (print version) and tons of Mythras+ Glorantha+RQ2/RQ3 material.

    My intention is rules-light but I want to capture all the wonderful Glorantha flavors.


    Any tips and suggestions how this is handled?

    Thanks for any advice.

     

     

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