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Furry Fella

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  1. Conversion Guide Pg 434: "Skills While many skills are equivalent between these two editions, there are significantly more RQ:G skills, and some RQ:G skills appeared in supplemental RQ2/3 material and were not described in the core rulebook. . . If the base chance of the skill is higher in RQ2/3, add the difference in base chances to the new skill value. For example, Evaluate Treasure (RQ2) has a base chance of (10) while in RQ:G the Evaluate skill has a base chance of (05). Add +5 to the Evaluate skill when converting an RQ2 adventurer to RQ:G. These modifiers are provided below." The table with modifiers is above BUT the whole section confuses me if the earlier version base was higher than RQG add to the score you are bringing across? Should that not be deduct? Conversely where the RQG base score is higher and Climb & Jump are examples there is no modification - surely this is where there should be an add? OR is there something missing entirely? An assumption that what is being bought across is not the existing (RQ2 or 3) value BUT the level of change so current minus base minus attribute modifier = result And this is then added to the RQG base plus attribute modifier to get a new total?? If so this is never actually said.
  2. Agree solidly with Jajagappa on the level of success as this is consistent through out. It does though raise a set of issues that should be clarified by tidying up the multiple wordings And an index reference that covers this simply and clearly - an area where I've become an increasing fan appendices that include a section on system mechanics. There are not many conventions in RQG (so far in my reading) that this would be complex or burden some.
  3. Page 54 Vasana's Saga the Characteristics listed as those rolled actually add up to 92 so are not "less than 92" so three points should not be added, or the numbers need to be tweaked down one or 92 needs to be 93?
  4. Page 278 says "A God-talker who is also a Rune Priest of another cult must give 9/10 of their income to their primary cult, and then 1/2 of whatever is left to their secondary cult." Page 281 says "A Rune Lord of one cult cannot become a Rune Priest of another." By implication the Rune Lord could become a God Talker for another cult? Or not?
  5. Page 313 Gaining Rune Magic Spells says: "Cults also possess one or more special Rune magic spells. An adventurer gains access to cult special or associated cult Rune spells at the same time they sacrifice POW for Rune Points" Page 284 ". Gain Access to Rune Spells: When an adventurer sacrifices a point of characteristic POW at the temple, the adventurer may gain access to a special cult Rune spell available to that temple, including associate cults. A subcult must be joined before subcult spells can be gained." Page 283 "Gaining Access to Associated Cult Rune Spells When an adventurer sacrifices a point of POW to increase their Rune point pool, they can select a Rune spell from an associated cult worshiped at that temple instead of selecting a Rune spell from their main cult or subcult. The associated cult must be one worshiped at that temple." And "Casting Associated Cult Rune Magic To cast the Rune spell provided by an associated cult, an initiate must spend the requisite number of Rune points and successfully roll against the Rune affinity of the spell on a D100. This Rune is often different from the Runes of the initiate’s primary god." Now Page 275 says Membership in Multiple Cults It is possible for an adventurer to be an initiate of more than one cult. They must pass the appropriate tests, and this always requires that the cults be compatible. They must also tithe to each temple, and perform properly and completely all duties and responsibilities to each temple. Adventurers must maintain a separate pool of Rune points for each cult they are a member of, and the number of Rune points they may possess with that cult is equal to their CHA. The question is access and use of Associated Cult Spells. My initial reading I assumed that ONLY the single spell listed as provided by a listed associated cult could be gained, but it could be used out of ones Main God's Rune Points? Then I became less certain, particularly as I looked at the incredible close relationship between some cults like Odalya, Yinkin, Orlanth etc Plus the reference to "The associated cult must be one worshiped at that temple." Under the entry for Yinkin on page 310 says "Yinkin initiates can join the Orlanth cult merely by sacrificing 1 point of POW to Orlanth." Clear Subcults require membership of each for their special spells. Where does the need / benefit of a separate pool of Rune Points and membership of another cult activate / become required. Does a character eg an Orlanthi have to join Yinkin to get access to more than Identify Scent? If there is a Yinkin shrine at at temple of Orlanth could it just be aquiring an associated cult spell to get Catseye or Charisma?? Or should this require joining Yinkin - albeit probably a rather simplified and straight forward thing to do??
  6. Page 331 Hide Wealth says "each point of extension stacked with this spell doubles the duration" this would seem to conflict with the table for Extension effects on page 328 which gives an order of magnitude progression by point of extension - 1hr, 1 day, 1 week, 1 season, 1 year.
  7. Working my way through it piece by piece and am generally very impressed. I have however noted a couple of things to query (raise a question mark over). 1. The spirit magic spell Strength (Pg265) at +8 for 2 magic points seems very out of step with Vigour (pg 267) and Co-ordination (pg 258) at on +3 each?? Also on Pg 257 the listing gives Strength & Vigor same cost of 100L and Co-ordination cost of 125L - rather odd for such disparity in effect? Glamour (page 262) is Also +8 for 2 magic points and 100L cost. The issue as I see it is Strength gives a certain 10% ability bonus and a step in damage bonus. Co-ordination can easily give no ability bonus just a single strike rank change. The same magic point cost and roughly similar cost to learn but very different outcomes. Vigor gives 3 general hit points and 1 per location better than Co-ordination but is it "equal" to Strength? 2. Quickstart etc had spirit magic at 25 melee rounds or 5 mins (pg 20) yet RGQ goes with the old 2 minutes ob pg 256 (so far in my reading)?? Could these be things for a typos / errata?? I note that Strength and Glamour have "new wording" but Co-ordination and Vigour have "old" wording - virtually identical to RQ2
  8. Well my biggest problem is to stop salivating long enough to type this - WOW. This is what entranced me oh so many years ago!
  9. Classic RQ has Farsee as 4 hours so a matrix for / of this linked to a twice power yielding crystal of at least 3 points would work permanently (as twice power yielding crystals recover their ability over / after 24 hours. A 2 point one wouldn't work as using the full power "breaks" / exhausts them. For practical purposes the Odalya & Yinkin of Cat's Sight (Tales of the Reaching Moon 18) as a 2 point Spirit spell with duration = "the length of the hunt". It fits well with the mythology given and suits the cult perfectly. I have had some issues / questions about "the length of the hunt", but fingers cross so far, it's all been pretty reasonable. The two points that periodically generate much heat before any light are (1) The Hunt does not end at the kill - fair enough I've always felt. (2) What counts as a Hunt - this has been rather trickier but I have to accept that "hunting" hostiles / enemies is valid. Here my preference is for the hunt to be active (?) though I have been caught on this as it is a perfectly valid and very ancient technique to pick the right spot and wait. Where I've felt uncomfortable is the ease this could slide into guard duty That brings me to my tangential thought - "what's with Yelmalio and Catseye rune spell" why the Cat bit - from the mythologies Cats are in Orlanth's stead so to speak - "Owlsight" for anyone (of course with owls it's as much hearing as sight (but lets stay clear of being like Trolls please shall we)
  10. Well regards page V - Blue Bird. There is an issue with the spells and Int of his Allied Spirit - Blood - spells known are listed as Bludgeon 4 Dispel Magic 6 Mindspeech yet Blood's Int is listed as 9 the spell total 11. I do note the Bound Spirit is given an Int of 11but only Strength Coordination Detect Magic. Should the spell listing be swapped or the Int values swapped or? Also Blue Bird's "weapon stats" look like something is missing - 2H Staff, Self Bow and Large Shield???? Can't use the shield with the first two so? Perhaps as "sword sage" there is a sword (or other 1H combat weapon missing)?? Later we are told Bluebird is a 25 yr old Esrolian from the New Crystal City - BUT he speaks Esrolian at only 35% and can't read or write it?? His right up certainly implies he's been in Balazar for a while seeking information but a sage who hasn't learnt any of the language? Cheers, Brennan
  11. This is good news & the CHR sheet looks wow
  12. If one is going down this rabbit whole then I seriously suggest a good look at FGU's (Fantasy Games Unlimited) systems - Personal Combat Factors including all relevant characteristics, Weapons have required STR and other attributes and produced weapon damage modifiers. The best examples are Chivalry & Sorcery 2 and Aftermath. Aftermath was probably a more complete system as it did try (though it failed) to also factor in skill. The however is in my experience this approach at best shifts the issue and often makes it worse as break points with a multiplier system regularly cause fractional differences to have stark and startling results. I cannot overstate the skill bit as I do have some and friends with quite a lot of physical experience of reenactor actual combat experience. That dramatically shows the importance of experience, feel and favourite weapons etc. For much of my early time I hated sparing with the best instructor he timed blows had balance weight speed and body position so good he left vicious bruising with smooth ordinary effortless strokes - if he was not intensely concentrating on pulling his blows. For me while I liked the concept of a sword a spiked battle axe and a warhammer were just the best things to use, felt so right, comfortable and instinctive. Quickly I was only allowed to use these against the better instructors after accidently (genuinely and remorsefully) fracturing a collar bone with a blow I thought I pulled and a forearm with an ordinary and glancing strike. The missing issue is the speed and relaxed flow with timing and positioning - good luck on this one - I've never even come close trying to factor it in. Underlying is that Kinetic Energy is M * V squared AND the whole point of weapon design striking with the balanced focus point of the weapon - a few inches or even centimeters out can reduce effect by 1/3rd to 2/3rds. Plus the importance of the ability of the blow and weapon to focus the energy to a narrow line, point etc (hence the shift to spiked and flanged maces). What so attracted me to RQ2 was that it reasonably simply factored much of this in without convoluted preparation etc. Yes it was simple enough to be simplistic but it was a damned good trade off with flow, ease and playability.
  13. I think you have pointed at the basic mechanism and the strength / weakness of unified groups versus "pick up" groups. The "Group" needs structure, cohesion and a focal point method. ALL require, practice, trust, faith and co-ordination. Parts of this are easily the realm of traits / passions / loyalties. Parts relate to the elements of organisation and "command" structure. A classic example being the file, group / platoon, company organisation of regular forces with people designated, support and magic personnel, orders and "Battle Drill" response commands with the recognised & organised chain to carry out / enforce these. Non-regular groups rely on the clan, family, stead structure - generally often more erratic and with weak points. "veterans" have far greater experience, more sanguine, have learn't the systems. Elites have belief in difference, us as special, group expectations and commitment to what makes us different / superior - even be it a silly stubbornness over uniform and pride in it - I'm not kidding ask ACW afficionardos about the Iron Brigade (to all external measures totally raw and short on training) - held together in a reactive eliteness because of the mickey they took for their old odd uniform. Wargamers call this the silly hats, bizzare titles and big nosed leaders effect. As for mechanism's for the confrontation - Runes and their relationships, total factor from Magic Points, a value judgement of the intergration and structure, cohesiveness (to me this is a (the?) biggie as it's BELIEF that vital macgic/mental/psychic factor = mind over matter (all too real in bulk military confrontations). So counters are group organised support - demoralise, dismiss / dispel magic. My personal view is mental factors to dominate. The physical effects affecting direct action and only secondarily the groups "magic self" Non regulars and Raw etc suffer as there is less cohesion in spells, so incomplete results / belief (my mates have bladesharp or protection or both I have none or only 1 so Ifeel bad, feel less. Is there the understanding of the groups limits - when do a significant some run out / low on ability. what are the Max, Min, Mode and Median / Quartiles of Power Magic points. AS members drop out - even go Unconscious the Magical Whole becomes weaker and more ragged. Perhaps compounded by reducing / failing belief. Aren't these many of the things implicitly and explicitly covered / discussed under the concept of Magic Factors in WBRM, NG and Warhamster? Sorry for parts of the analyst speak but then that's what I am and those skills are a big part of why I enjoy RPG's. As an off the wall or out of left field thought - look at NLP (neurolinguistic programming) for the power words and beliefs, anthropolgy or religious studies or mythology for the powers of faith, motif and communal belief. I have used the above committee game and krieg spiel larger scale combat for / in RPG's before. I admit I'm bad using these as principles and story gaming the impacts, effects, success and failure the great bulk of the time. Here I've found the Big Issue is to get the pace and response stuff right. Group anything (if they are sizable) Is Slow! Perception & knowledge / experience is critical as almost nothing "goes right 1st time" or as a rapid response. Spotting in time to be organised is really important. Those engaged, distracted, otherwise preoccupied are ripe for surprise! Hope others find these musings and my experience of value Cheers, Brennan
  14. Both Pavis and Sun County make it clear that significant magical defence is incorporated in almost any structure of significance . Indeed the stuff written about the Lunar attack o n Sartar makes it clear even a small fort like Rune Gate had formidable magical defense. But the vast bulk of combat is not major godly representatives with Regiments of Magic support. There has been a good explanation of the clear differences between magic effects in White Bear Red Moon and that directly wielded by PC's - as the conflict escalates so does the influence of the Gods and thus their commitment to the contest - more godly involvement and "ownership" multiplies things plus the real dangers to the fabric of the Compromise. "Historically" Gloranthan forces are rather significantly dispersed operationally and strategicly. Actually all the numbers I've read they are really rather small given the state and population sizes. Historically the Roman's keep over 40,000 combat troops in Britain - 3 full legions plus supporting Auxiliaries, then the significant numbers of point garrisons and 1 or 2 full "wings" of multiple Alae of cavalry (initially the Batavians and latterly the Sarmations ewho numbered 5,000+) - ignoring the Classis Britanica. With Magic for better and more crops, magic for health etc populations and thus troops should be denser but aren't. Think of the effort needed for regular troops to combat a reasonably mature middle sized party of PC's - that certainly takes co-ordinated group tactics and many against one. Those conditions replicate relatively standard historical military tactics. Equally regular forces versus raiders and the general "small war" will again result in quite similar answers as are observed from history.
  15. Thank you very much MOB. Will do as you recommend - though have to wait till the game budget recharges its self post Christmas and January sales etc. Kind regards, Brennan
  16. The issue here is that the sides are clearly hostile to each other - status enemy and would detect as such. Would also add that all the wardings in question are actually static - all movement is relative. The Cradle is moving into / through the zone warded by the Lunars. The PC's wardings are having a spell cross their boundaries. To me the clear point is all the descriptions say an Area with 3 meters above it. Nothing in any of the descriptions about about a zone below it is there? Indeed none of the descriptions say warding has a floor even - though I recall warding being described as a box or cube? Regards Gondo Holsts cart - the wards are mentioned as being inside the cart and are also designed to keep the jacko-Bears in. Am looking for a reference that makes it clear it is the inside of the cart that is the protected space. So applying basic physics the warding has zero motion - the exterior of the cart moves but the interior is static. THe relationship is akin to why jumping in a truck does not lower the gross weight or the mass of the truck. The proposal would seem to define several parts of this. Alternatively define that the "Hula-hoop" has to have a base minimum side and mass such that it's a more than size 6 - preferable more than size 18 so it requires multiple flight rune spells. Then a say 8points of rune magic a bloody humungously awkward contraption let him. The trap is make damned sure 1 or more of the wards breaks, bends, fails so he commonly has to recast the warding 4 as well as 2 to 4 flight spells. To add insult to injury make him treat it like a special item and make it out of something suitable (rare and / or expensive). To finish it off hit the PC with some version of cult spirits like the Orlanthi Impests and then Flint slingers if the message don't get through as Orlanth regards his "invention" as dishonourable. Have cult or related cult members start to react to him as if he might be illuminated as he has departed so far from "right" thinking and form?
  17. Hi Jeff, Actually its New Zealand (must look at settings to display location). I find when I look on the Chaosium site I get quoted US postal rates . Yes even Australian postal / freight charges would be an improvement over US ones. Not sure why I don't get rates from Australia? Cheers, Brennan
  18. Thanks David, I hadn't come across glorantha.info before. Sorry if I'm sounding dumb but you refer to Runequest digest is that the Glorantha Digest that is part of Glorantha Archives? If not please will you point me in the right direction. The problem with Scribd is that they don't bother to police the documents section. Well that and the complete disaster that is searching. I do use Scribd's book reading facility having checked out its legitimacy - mostly to get a good idea of a books relevance and quality. Regards, Brennan
  19. Unfortunately I agree. Mostly I use it to read / find stuff to see if it's worth getting. That said the Book material is a lot better than it was and no longer downloadable. I do have an ambivalence over long out of print material - much prefering to check it out to see if it's worth it and then see if I can get it via Adall or Abe Books. Though with my wide interests there are still plenty of gems where people have posted personal work as I'm also a Cold War gamer I'm hunting through the mammoth work done on the 1980's Nato OB's
  20. As I live on the other side of the world I frequently face paying as much or even more for a product in postage / freight than for the retail cost of the product. Thus electronic copy is a boon to those of us in the boonies. The big issue is finding stuff that is both Legal & Safe to download. The finding can be horrific even after one gets to a good site as sod all is indexed. I have noted a few references to material that people have that was obtained as free download but they generally don't clear say from where / how to access. It struck me that there are two benefits to a thread on this: 1. Finding the not legal so it can be cleaned up if that is the "owner's choice" 2. Using a much wider group to source what is still out there. Actually finding print sources of material that doesn't cost mega bucks get get sent would be very nearly as good. Cheers Brennan
  21. How does one access these warehouses for hard copies - the Chaosium site only seems to relate to its US stauff?
  22. I to am re-igniting my interest in RQ after a number of years. In my case the motivation is the material available from the RQII Classic Kick Starter Project. My understanding is that all that has been "republished" is also. Go to the Chaosium Site look under RuneQuest - for the sub heading RuneQuest Classic. There are 7 pdf's there soon to be joined by an 8th - Griffin Mountain. As indicated above the RuneQuest - Glorantha Classics has pdf's or if in your price range (especial if not in the USA with postage) hard copy. There are some of the magazine and other supporting material present on "DriveThru RPG" to. It is always worth checking Abe Books or AdAll Books for second hand or even residual "new" old material - got a copy of the Dorastor RQ3 pack quite reasonably priced there not that long ago. I do strongly recommend searching out and picking up any copies of "Tales of the Reaching Moon" as having prime material - some is picked up in / for later supplements There is also a rather rag tag collection of downloadable documents for various editions of RQ on Scribd - I've built a List of those I've found - "Rune Quest" there are 27 "documents" in the list - not a few are full books scanned & uploaded of stuff out of print. Hope this is of value and may the Winds Blow Fair, The Journey Be Worth While and Your Challenges Mastered.
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