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Unferth

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  1. Unferth

    Speak Languages spell?

    HQ: Glorantha is explicit that it is magical - the breakout box on p. 160 says "Tradetalk is a magical language and is easily understood and quickly learned even by foreigners and non-humans." Not that Runequest needs to use all the same interpretations as Heroquest, but the idea's not coming out of nowhere.
  2. Unferth

    Where the Wild Things Are

    There are a couple of Borges references, some of which I think got called out on the group read thread. One that as far as I can tell on a quick review of the relevant thread did not is that Tetlor in Junora (p. 216) is right out of "Tlön, Uqbar, Orbis Tertius". The Irensavalist holy man's name "Tloenos" is a pretty clear acknowledgement, in case there was any doubt. Herodotus's akephaloi or headless men showed up somewhere in the islands, but I don't know if that really counts as obscure or not.
  3. Unferth

    History 1621-1625

    Since you already have access to it, I'd start with Appendix J: The Hero Wars in the Guide to Glorantha. Both the Sourcebook and King of Sartar add some information, though I haven't done a close reading on what each of them add to what's in that appendix. King of Sartar provides multiple mutually contradictory in-world histories and commentaries, pointing out some areas where the Guide version just gives one version (the Guide generally uses the version that's most positive towards Argrath, and without some of the material that supports the "multiple Argraths" analysis). It also gives documents describing events past 1625. The Glorantha Sourcebook has a history of Dragon Pass that goes up to 1625, but it's not as detailed as King of Sartar. There's other good material in the Guide, but if you're just looking for Dragon Pass material King of Sartar is probably a better source. But be prepared for unreliable narrators!
  4. There's a reference in the wiki, sourced to the Fortunate Succession, saying that Magnificus had "the beard-growing magic". Whatever that might be - apparently it was notable enough or rare enough to be worth recording, though.
  5. 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."
  6. Unferth

    Really high skills (skills over 100%)

    Yeah, that's actually unchanged from RQ2 - including being twice as effective against chaos.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Unferth

    Really high skills (skills over 100%)

    There's also a Sword Trance (rune) spell that works the same way for swords.
  13. 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.
  14. 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.
  15. 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.
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