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Unferth

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  1. Unferth

    Are 2H weapons the only way to go?

    Dodge skill description, p. 165. It's only required vs. missiles, you can dodge in melee without taking the whole round. Or at least that's one way to interpret "[Dodge] takes one entire melee round when used against missile attacks, and cannot be used in strike ranks while the adventurer is occupied with shooting a missile weapon."
  2. Unferth

    Really high skills (skills over 100%)

    Yeah, that's actually unchanged from RQ2 - including being twice as effective against chaos.
  3. Unferth

    Really high skills (skills over 100%)

    That appears technically legal. I think if there's a real problem there it's with Extension rather than Sword Trance. Year-long Bear's Strength is pretty ridiculous too, just for one further example. I liked the idea I saw suggested here disallowing recovering the rune points (and maybe MP?) until the extended spell ends. Sword Trance is still only a one point rune spell - at least, I don't see any suggestion that Extension or the multiple MPs invested would also make the spell harder to dispel - so a 1-point Dismiss Magic or 2-point Dispel Magic deals with this. But it does seem a bit over the top until that's dealt with. Or, of course, the GM tells the player not to do that. But I don't like rules that require too much of that.
  4. Unferth

    Really high skills (skills over 100%)

    Oh, sure, they're available at creation if you want. But you probably won't have a group all using such spells. And the Trance spells affect only the caster, so spreading them around is not an option even if you have the rune points and MP to spare. They're certainly high end offensive magic, no argument there.
  5. Unferth

    Really high skills (skills over 100%)

    It's a somewhat similar design to the RQ2 Chalana Alloy "Heal Area" spell - which also survives into RQ:G as the universally available rune spell "Heal Wound", though without the option to spend multiple Rune points to reduce the MP cost. (The Chalana Alloy cult has even stronger healing rune spells, as does Ernalda. I don't think they'll feel let down that other people can access Heal Wound.) None of Axe Trance, Berserker, or Sword Trance are widely available, for what it's worth - unless I've overlooked something skimming through, they're only available through the Babeester Gor, Storm Bull, or Humakt cults respectively in the core book.
  6. Unferth

    RQG: how much RQ3 still in it?

    I mentioned this earlier, so - dealing only with sorcery: 9 spells can use any rune. Sometimes in conjunction with a required additional rune, such as Stasis for Castback or Truth for Identify Spell. 2 spells (bind and dominate elemental) require any elemental rune. Air has 3 spells, Darkness 2, Fire/Sky 8, Earth 2, Water 7. Illusion is required for one spell from each element, Movement shows up for some, and Water has both Harmony and Disharmony spells. Harmony has 2 spells, Disharmony 1. All require either Water or Fertility. Fertility has 3 spells, Death has 4. Movement has 4 spells, Stasis has 4. All the Movement spells also require a specific element. Truth has 10 spells, Illusion has 7. 5 of those Illusion spells are the basic illusion for each of the five senses, each of which requires the appropriate element. Of the Form runes, Spirit is well represented with 8 spells. Two are bind and dominate elemental, which as noted above require any elemental rune. Man has 3 spells, Beast 1. Moon has only one spell, Moonfire. It also requires Fire/Sky. So it's not a great choice at present, but is at least ahead of Plant. From the techniques: Command has 24 spells. Combine, 19. Dispel has 8, Summon has 10, and Tap has 2. Separate as has been previously mentioned has none. So the Lhankor Mhy favored rune of Truth and technique of Command are the most represented, probably reflecting the Dragon Pass/Sartarite emphasis of this book. Of the elemental runes, water unlocks the most total spells through its minors of Air and Fire, but in practice I think Fire is more useful in typical adventures. Though really the need to work each spell's skill up independently looks like a major constraint as well. Unless you can always count on having the spare MP and time to do ritual behavior at sympathetic times and places.
  7. Unferth

    Really high skills (skills over 100%)

    I think it depends on how many MP you have to dump into them. They're both +10% skill per MP spent on top of the rune point, so it can take a lot of MP to match Berserker on a high skill character. They don't come with the negative side effects of Berserker, though - or the stacked con boosts and countermagic, or the extra power versus Chaos.
  8. Unferth

    Really high skills (skills over 100%)

    There's also a Sword Trance (rune) spell that works the same way for swords.
  9. Unferth

    RQG: how much RQ3 still in it?

    Are you talking about rune magic or sorcery? For sorcery, Water and Fire have many spells. Stasis has Castback, Neutralize Armor, Preserve Item, and Stop Vessel. Of which Neutralize Armor is notable strong, though I imagine most sorcerers who know it will know it through insight from Movement expertise instead. I did the per-rune/technique sorcery breakdown, mostly just to make sure that I wasn't overlooking hidden gems for Moon or something. Water came out less dominant among the elements than it seemed given all the nautical spells, I think Darkness may be a bit underrepresented but the rest all have a good spread. The Form runes are spotty especially given that they don't provide any secondary insights, although Spirit has obvious uses. Of the power pairs, I think harmony/disharmony is least covered but that's from memory.
  10. Unferth

    Variable has no limit?

    There's a chart on p. 257. The part I'm not sure about is Seven Mothers cult spirit magic. It says "Befuddle and Glamour are provided at normal cult prices. All other spirit magic is available at twice the normal cult cost." So...cult members can learn most anything from their temple, but at listed price? (cult price=half cost, so twice cult price=normal price) Beats trying to find a friendly shaman, I guess - I'm not sure I have a sense for whether the listed cult spirit magic is discounted specializations and anything not forbidden is typically available but at full price (which is how I think RQ2 worked, right?) or whether cults only teach their speciality spirit magic and leave people to find other teachers for other spells.
  11. Unferth

    Buy stats with points option.

    It's a bit lower than that, I think. At least if I'm following the original proposal. You'll only end up allocating 19 dice out of your 23 - 3 each to the 5 3d6 characteristics, plus 2 more each to SIZ and INT. You'd have to work out the average of 25 dice, keep the top 19. I think it comes out a bit better than just rerolling 1s - EG if it were 24 keep the best 18 on average you''d expect to see 4 1s and 2 2s discarded, for a total of 76 or an average of about 4.2 per die. 25 keep 19 is marginally worse than that, since you're adding more dice without increasing the number you get to discard, but it won't be worse than just adding another d6 onto that 76 total - 79.5 is a lower bound for the average. Add in the 12 guaranteed points for INT and SIZ and you're at about 92. Combined with arranging to taste and you're probably fine. I ran a quick simulation of 10,000 sets of such rolls to back up my figures - 80 comes in as the most common value before the SIZ/INT points, with 560 such sets. 5303 of them - so more than half - fell in the 75-85 central range. 2134 were above 85, maxing out at 2 lucky rolls of 103 total. So 115 after adding in the SIZ/INT dice - that would leave even the pregens looking a bit anemic! And the remaining 2563 were below 75, with a minimum of a single sad 47. 8180 came out with at least a 72, which would be the "discard if the average is 12 or below" optional reroll rule threshold once INT+SIZ are added in. I worked that out just for comparison.
  12. Unferth

    Buy stats with points option.

    IMO it depends on whether you're trying to approximate the listed die rolls with none of the optional "It's ok to reroll/discard" rules, to approximate die rolling with some or all of the reroll rules, or to match the pregens. Rerolling 1s, one of the reroll rules, shifts the average value of a d6 from 3.5 to 4, meaning the average of a 3d6 stat shifts from 10.5 to 12. A 2d6+6 stat shifts from an average of 13 to 14. So across the board average stats for such rolls would be 5*12+2*14 = 60 + 28 = 88 points. Slightly less if you read it as "reroll 1s once" rather than "reroll until you get a non-1 result". The optional "you may discard the stats if the average is 12 or below" rule would give a cutoff of 84 stat points. All of which would be before the 3 discretionary points granted for characters with a total of 92 of fewer points. So you could easily make a case for 87, 91, or 95 points - the first from the minimum average cutoff after the floating +3, the second from average rolls, and the third from the cap to qualify for the floating +3. Again, all before rune bonuses. All of which ignores the issue of picking exactly the breakpoints for skill bonuses - already a slight risk given the floating +3 most rolled characters will have and rune bonuses. But I trust anyone considering using bought rather than rolled stats can work around that either through group consensus or perhaps adding some random jitter to the bought stats - EG reserve some of the points to be distributed randomly or perhaps by the GM. The pregens are all around 100 stat points give or take 2-3 points each after rune bonuses, so either they suggest a very generous ability score generation method or are not useful as examples. If I wanted to take them as indicative of the kinds of characters the game was designed for, I'd give at least 95 stat points before rune bonuses. They certainly make it look like 3d6/2d6+6 unmodified is not even close to the "default".
  13. Unferth

    HQ: G: Jakaleel subcult magic

    Would Dying Moon substitute for the Spirit Rune here? EG a Jakaleel initiate with the Dying Moon phase but no Spirit rune wants a charm from a Full Moon Lune. Is that a standalone ability, or a breakout from their Dying Moon phase? For now I'm just trying to understand the rules as presented, not varying things yet! I had been under the impression that even without initiating into a New God cult, someone with a Moon Phase can create Glamours from it if they accept the Stretch penalty - p. 182 is where I'm getting this idea: "A Lunar magician can use her Lunar Phase to create glamours mimicking the runes that Phase can replace. The direct use of the Lunar Phase incurs a Stretch penalty of -6 (see page 103) - unless: (1) the Lunar is an initiate of a Lunar New God cult and is creating glamours in accordance with the teachings of that New God; or (2) is using a Lunar Grimoire. The use of the Lunar Phase as an augment does not incur a Stretch penalty." So my interpretation of that text had been that anyone with a Lunar Phase can use those rules to create Stretch supernatural effects, and then that initiating to a New God makes appropriate glamours not a stretch. (So evocations within the defined parameters for most, and charms for Jakaleel? I guess glamour charms remain stretches for those not initiated into the Jakeleel cult? Kind of a tangent though.) People who have their phase kindled via the Seven Mothers cult as a whole and don't initiate into a subcult or into an independent New God cult like Yara Aranis would have all their glamours as stretches unless they're using a grimoire, as would a subcult initiate creating a glamour that matches their rune phase but not their cult teachings or a grimoire. If these rules are even intended to cover non-subcult Seven Mothers members, anyway - on the one hand the Lunar Cults section on p. 184 talks about kindling that way, on the other the Seven Mothers Initiates section only covers gaining the Lunar Phase via direct initiation to a subcult. The Seven Mothers subcult writeups are pretty clear, it's mostly just that one paragraph about glamours mimicking the replaced runes apparently being open to all Lunar magicians that leaves things unclear for me at this point. Anyway, thanks again for your help! I worry that this sounds argumentative or demanding and I don't mean to be that.
  14. Unferth

    HQ: G: Jakaleel subcult magic

    Interesting, thanks! Especially for the details from P:GTA. That is definitely more detailed than the HQ: G version. Is that Praxian Tradition diagram from a published or forthcoming book? That looks like the kind of information I'd find useful understanding better how spirit magic works. So initiates might work with lunes of all phases, hanging them off the embodied Spirit rune just as a more conventional spirit worshipper might? That's a nice degree of flexibility. Hmm. That I didn't quite get from the HQ:G writeup, maybe it's just a consequence of trying to fit a quirky Lunar magic system into a book that's not really about playing Lunars. It seems - based just on what's written in HQ: G - that a character with the rune should be able to EG use a Glamour based on the embodied Harmony rune, maybe soothing suffering or anger. Without a relevant New God cult teaching it's a Stretch, and it's directly using a Rune keyword for magic so it's broad unless the character pays to specialize the ability, but allowed to describe supernatural effects. Right? Maybe I should just get P:GTA and read the version there. He's spending extra hero points because he's buying new breakout abilities rather than concentrating on his grimoires or rune rating, right? Is there something I'm overlooking that would make adding a Full Moon Lune's Charm or a cult-appropriate Glamour more expensive to add than a new grimoire, or adding a spell to an existing grimoire? It seems like it's all dependent on his Full Moon phase unless he goes for standalone abilities, so it's just a question of what best fits the described effect. Well, I guess if he buys up the Grimoire ability above the +1 it starts at new spells start higher. But from a points perspective that only helps if you never want magic outside that grimoire, otherwise you might as well just spend the 2 for the rune increase instead.
  15. Unferth

    HQ: G: Jakaleel subcult magic

    Hi, I'm mostly new to Glorantha and Heroquest. I've been reading extensively for background material from the Runequest Classics line and the Guide to Glorantha, but only have the HQ: Glorantha book for Heroquest rules. Looking at the Heroquest: Glorantha rules for Lunar magic, I thought I understood them but now I'm confused by the "Magics" line in the Seven Mothers subcults listings. In particular, I'm not sure what the Jakaleel subcult does and doesn't allow. So the Lunar Magic section tells me that characters with a Moon Phase rune can use it to create Glamours that mimic Rune magic, spells, or spirit charms. Doing so directly rather than as an augment is a Stretch unless the character is an initiate of a New God and using the glamour appropriately to that New God or is using a Lunar Grimoire. So far so good. The Seven Mothers subcults on page 190 are where I get confused. There's a "Magic" line that for most of them says "Evocations, Glamours, Grimoires". OK - it gives examples of appropriate types of magic for each Rune, so we learn that an Initiate of Teelo Norri will use Fire glamours differently than an Initiate of Irrippi Ontor. I'm not sure why Glamours are listed separately, since as I understood it all Lunar magic is glamour. I'm also not sure why Grimoires are explicitly called out, since Lunar Grimoires aren't otherwise tied to a subcult - it seems you can use a Lunar Grimoire just fine without initiating, right? But at least it communicates what sort of non-Stretch glamours the New God provides. But then there's Jakaleel. Her cult lists "Spirit Magic, Lunes" as its type of magic. What is that supposed to mean? Do her initiates not use glamours at all? Do they not use Lunar Grimoires? Both of those sound odd to me for the "Mistress of Black Magic", but then again she doesn't have cult strictures or a Little Sister version. Does her (exclusive) listing of Spirit Magic and Lunes mean that the other subcults don't in fact provide Charms, or ally with Lunes? The Dying Moon rune can replace Spirit, and the subcult notes that it will be the keyword for the Lunar Tradition. Are Jakaleel initiates exclusively Spirit magicians, then? And if so, is there much difference between their practices and what you'd see from a non-Lunar Spirit Magician? We know they're tied to the Lunar cycle - do they retain any of the cross-school flexibility of the other subcults, or even non-Initiated Lunar magicians?
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