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Risto Welling

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Everything posted by Risto Welling

  1. You could also ask, if any English is used in Glorantha
  2. very true, but no simulation is needed. But it can bring out some questions, when similar failure brings catastrophic fall (180 meters) to one, and very light (7 meters) fall to other. Thats why a fixed number could be better? Surely thats only me. But ie Gargoule SIZ 36, Fly 35 shall be a falling stone before characters have time to do anything, which doesn’t sound right. Thats why a fixed number when unconscious would serve me better. That would be more helpfull, since then GM could wonder if the failure is causing the flyer to crash, and if not, then how much the flyer descents. Now the rules determine the descent, which shall most often cause a crash.
  3. It would be nice, if the falling would be near the real world physics, to make things easier for players to understand, which would be about 10 meters per second. Now big creatures (like Crimsonbat) falls 16 meters/second and should do more if unconscious. But windchild falls about 1 meter/second, so how fast they should fall if unconscious? Could it be something like 12 meters per strike rank when unconscious and otherways something less determined by GM?
  4. Maps showing distributions has ducks named as darulz, which seems legit since they are the ones da rulz, but...
  5. Page 359. Examplea impression that the payments you make during the fetch awakening wont effect the cost for "much later" taken abilities. I find now rule that states so.
  6. Page 359, Gain First Shamanic Ability makes it very clear that only the first Shamanic Ability is for free. I find no glue that taboos would be tide to Shamanic abilities. Adding Shamanic Abilities gives an impression that you may pay more characteristics to gain more abilities. And taboos tells you to restart the counter. Does this mean that if you get on stage 4 (earlier) two success, one loss and 3 success, you get one ability for free, pay 1 for next, two for third, then the counter is reset, pay 1 for the fourth, two for fifth and 3 for sixth?
  7. SPage 355, Stage 5, makes it sound like you would get all the shamanic powers gained during stage 4 for "free". But later on you are given impression that you have to sacrifice characteristics to get them.
  8. Page 355. Fight against Bad Man states that you get a Shamanic ability with out need to take correspondin Taboo. I find no info, what such "corresbonding" would be.
  9. Please notice, that you may choose any two lore and boost them to 90%. Scribe +30, Cult +15, Custom Skill +25 = 70% + Category +15% = 85% Scribe +10%, Cult Custom +20%, Custom Skill +25% =70%+Category +15% =85%. Therefore you may choose one Lore with base (00), and one lore with Base (05 or more). (you may add +15% to other if needed). And you still get +25% (+ category 15%) = +40% to one (ie Bureucracy, which would be 70% And +10 (+ Category 15%) = +25% to 5 other Lore. (ie Speak Own Language 50+10+10+15=85%, Customs (local) 25+30+10+15=80%, Spirit Combat (20)+15 (sartar), +10+15=60%.Farm (10)+20 (sartar)+10+15=55%. So you would have Read/Write own 90% Chosen Lore 90-100 Chosen Lore 90-100 Bureaucracy 85% Speak Own, 85% Customs (Heort) 80% Spirit Combat 60% Farm 55% Battle about 45% (due background) (and you may still have +15% left) Not bad start, if you ask me.
  10. Do you feel like it's too easy to be Rune Level in Lhankor Mhy? I feel its even realistic. If one would be young "wise man", like a supervisor or specialist in work, it would be very likely that the field of knowledge would be very narrow. But still, superior to most others. Two knowledge of 90% makes you a sort of Lhankor Mhy, but surely most elder treats you as a child since you know nothing in comparison.
  11. Yes, but all others have "Melee weapon, another melee weapon", or "sword, another melee weapon" or similar. Bearwalker has "weapon, another melee weapon", which makes you wonder if the "melee" has dropped in error. The "another" wouldn't otherways be needed. Would it?
  12. Jason earlier said that Charioteers whip ain't a weapon. That makes it little confusing to mention whip as a weapon. Page 48. Give a Whip skill and whip for Charioteer. And that's all info you provide for players. What else character could do whit the whip?
  13. For Rune Priest It’s possible to start with 2 lores at 90%. When personalicing your skills, you get +25% for two of your knowledge. Knowledge skill modifier is +15% if POW and INT are atleast 16 and 15 (due +2 and +1 modifiers from runes). Together +40%.. Devotion Deity starts very likely 70 or 80, and so you don’t need to increase it, or you may use +10% from ”customize” points. Worship deity starts 05, modifier is 10 (15 if high CHA) and +20 from Cult starting skills (so either +10 from customize skills or optional +15% from cult starting skills). Now you have the basic demands for Rune Priest. The Cult based skills you get as follows. Argan Argar, Rune Priest: Demand Read/Write Dark Tongue. (Starting skill +20%, May distribute +25 from cult starting points, totalling 55% with Category modifier (65 if high CHA). Totalling 80 if uses +25 from customize points. (90 if High CHA). As human, the ”own language” starts at 50, so if high CHA its enough to place +10% from customize points, if not, then the other 25%. And vola, you are done. Babester Gor, Rune Lord: Demand. Worship Babester Gor 90. That we already have. 90 in two weapons. Those are Cult Skills, so those gets +15 and +20%. Your Gategory modifier is likely 15%. With Base Skill values, you are 40 and 40. Home Region Old Tarsh or Esrolia give +15% so 55. Profession (ie Warrior + 25% to both), makes 80. Now customizing Skill Points +10% to both makes the magic. (3 times +10% left). battle 90%. Base is 10%. History likely gives +10%. category bonus is +15%. +25% from customize skills, makes 65%. Profession (ie Warrior +30%). =90%. Listen/search or track 90%. Base 25%, Category bonus likely +10%. HomeLand (profession, ie Warrior +10%), As a customize skill points +25% and as Cult starting skill points +20% makes 90%. And now you have all skills needed. Chalana Arroy, High Healer (Rune Priest). Demand: Have 90 in one of following, Treat poison, Treat Disease, First aid. Profession as Healer, First Aid +30%, as cult starting skill +20%, Base skill 10%, Category bonus +15% Now 75%. +15% from Cult Starting skills makes the magic 90%. Other two must be 50%. Both Profession (healer +10%), Cult starting skill (+15%), Base skill (05), Category bonus +15%. Total 45% both. Add +10% as customize skill points, . And you have all you needs, Eiritha, Rune Priest or God-Talker. Demand: 90% Understand Herd Beast. Base (00) Cults skill +20%, Category Modifier +15%, +25% for customize skill points, +20% for Customize cult points. Thats 80%. Oh well, you can’t start as 21 years old Eiritha Rune Priest. But 20 years older gets +5% times 2. Now you are 41 years old. (or some months after startimg the game). Engizi, Rune Priest or God Talker, only standard requirements, so you will pass. Ernalda, Rune Priest or God-Talker. Only Standard requirements, so you will pass. Eurmal, Rune Priest, only standars, so you will pass. Found Child, Master Hunter (Rune Lord), Demands, Peaceful Cut 90%, Base 10%, cult skill +20%, Profession (ie Herder +30%), (Paxian +15%), Cult skill +20% =95%. Humakt, Rune Lord, Demand, 90% Sword Skill, Base (10), Cult Starting skill +20%, Home (ie Sartar +15%), Profession (ie warrior +25%), Customize skill points +25% =95%. battle 90%. Base is 10%. History likely gives +10%. category bonus is +15%. +25% from customize skills, makes 65%. Profession (ie Warrior +30%). =90% Scan 90%, Base 25%, Category bonus likely +10%. HomeLand (profession, ie Warrior +10%), As a customize skill points +25% and as Cult custom skill points +20% makes 90%. Other ”Sword skill”, (Dagger Base 15), Profession (warrior +25%), Home (sartar +15), cult (+10%), Customize skill points +25%, cult custom +15% = 90%. Other Weapon attack (spear, base 15), Profession (warrior +25%), home (sartar +15%), Custostomize cult points +15%, customize skill points +10%, category bonus (likely +15), If needed, +10 combat from backround. Worship Humakt 50%, Base (05), Cult starting skills +20%, (Category +15), Custom Skill points +10% =50%. (mus have CHA 18 and POW 18, makes Category bonus +15). Issaries, Trade Price (Rune Priest), Standard, but 90% bargain. Base 05, profession (Merchant +30%), Home (esrolia +5%), Category +10%, ult starting skills +15%, Customize skills +25% =90%. Issaries Merchant Priest (Rune Priest), Standard, but Evaluate 90%, Base 10%, Profession (Merchant +30%), Category Modifier +15%, Cult custom 20% Custom starting skill +25% =90%. Lhankor Mhy, Sage (Rune Priest) or God-talker, Demands, 90% in two lores, and 90% read/write Homeland Lore base (30%), Category modifier +15%, profession (scribe +10%), Cult Starting Skills +15%, Cult custom skill +20% =90%. Read Write (own), Base 00, Profession (scribe +50%), Profession (scribe +30%), Custom Skill points +10% =90%. Cult Lore( Lhankor Mhy) , base 05, profession (scribe +30%), Cult +15%, Cult custom +15%, Custom starting skill +25% =90%. Maran Gor, God-talker, Rune Priest, Demand, Standard, so you will pass. Odayla, Bearwalke (Rune Lord), Demand, 90% weapon and 4 others. Combosite Bow, Base 05, Home (Impala +20%), profession (Bandit +10%), Customize skill points +25%, Category mod +20%, cult custom skill +15% =95% Peaceful cut, Base (10), Cult +20%, Category mod +10%, baground +10%, home (impala +15%), Customize skills +25%=90%. Short sword (base 10), Home (impala +10%), Profession (bandit +30%), Category +20%, Baground, combat +10%, Customize skills +10% =90% Hide, Base 10, Profession (bandit +30%), (Looks like you may have POW under 18, so assuming POW to 16), category mod +30%, Cult custom +20% (SIZ 6, DEX 22, POW 16, INT 17) =90% (you Could add customize points here, then unoptimized character stats will do). Survival, base (15%) profession (bandit +30%), Category +10%, Home (impala +10%), Customize skill points +25% =90%. Orlanth, God-talker, Storm Voice (rune priest) Standard, so you will pass. Orlanth, Wind Lord (rune priest), Demand, 90% sword, base (10), Home (sartar +10%), Category (+15%), Profession (Warrior +25%), customize skill points +25%, Backround +10% , Vinga +10% =95% Scan, base (25), Profession (Warrior +10), category +10%, customize skill points +25%, cult custom +20% =90% Javelin, Base (10), Home (sartar +10%), profession (warrior +25%), Category +15%, customize skill points +25%, baground combat +10%. =95% Sing, Base (10), Home (sartar +10%), Cult (+10%) Category +20%, customize skill points +25% +custom cult +15% =90% Battle, base (10), Profession +30%, customize skill points +10%, category +15%, baground +25% =95%.
  14. Page 300, Odayla Bear Walker. Character is demanded to have a Weapon Skill and latter is given demand to have "Another Melee Weapon". Could you clarify, if the forced weapon choice is for melee weapon. "Bearwalker (Rune Lord)Requirements: A candidate must have a 90% weapon skill plus 90% proficiency in any four skills chosen from among the following: Climb, Hide, another Melee Weapon, Missile Weapon, Peaceful Cut, Scan, Search, Survival, Track, and Worship (Odayla). A Bearwalker must participate in the annual Great Hunt"
  15. Luoto Sari (Luoto-Tudeer is her family name). (if I know the person, whom this is).
  16. Page 207, Special hits It would be cool to be able to make special maneuvers with hand-to-hand strikes. For example, use Grappling, proning, knock back or similar maneuver. That would be better than just "add +4 to damage", or most likely "nothing".
  17. Page 207 => jump to 210. Feels strange that a sentence is continued after 2 full pages. If Impaling won't fit wholly to page 207, should it be moved to 210? (And is H or CT needed? Would it be simpler to mention one or more of C, I or S?) (To continue, H is including Claws (only slash), but still Claws as Unarmed Attacks chart is Critical Type CT. Conclusion, H and CT are confusing even writer).
  18. Page 206, Crushing Please clarify how Crushing works with negative damage modifier from STR+SIZ. (does it really make your attack worse to hit harder..) And I suggest a change that if damage modifier from STR+SIZ = Zero or less, then it's ignored and instead add 4.
  19. Page 203, Splitting Attacks. Please clarify, what are the "magical benefits or augments that bring the skill over 100%" Or does that mean "any modifier"? ie. the Fumble result that gives the attacker +25% or a modifier from beneficial attacking position etc. Please clarify how this works with skills over 100%. (is the reduction done before or after splitting) And if the "natural" refers to the natural skill or the modified (the one where the reduction is done).
  20. Page 202, Skills over 100% Combat. Please clarify what happens in following situation: True Iron Mostal, with Combat skill 350 % hits Super Hero with Shield Parry 250%. By the rules the latter would have 00% change could not success parrying. But the last punctual states, that the Super Hero has 50% change to special parry and 13% change to critical parry. ".While the actual chance of hitting remains no better than 95% (due to rolls of 96–00 failing), the chance of a special or critical success continues to increase or decrease, based on the final modified chance of success. As with other skills or abilities, the final modified value is always the one used to determine the chance of special or critical successes, as well as fumbles. Thus, a Wind Lord with a 150% sword skill has a 30% of a special success, and an 8% chance of a critical hit."
  21. Page 205, Fumble chart. Both results, 99 and 00, are excluding only themselves, which makes it legal to roll them both and so end up rolling 4 fumbles. Is that planned? Or should the 3 results be the worst case scenario? Also, please clarify if Attack results 87--92 allows parry or dodge. Also please clarify how Fumble charts "wide open" results are dealing with Attack & parry results chart. (ie Critical vs Fumble states Automatic hits (? How does this differ from others that don't say so?), does maximum damage. And the defender is losing armors protection and then rolling the fumble, that states attacker gets automatical critical hit or hit with full possible damage. Does that mean the fumbler gets 2 hits? Or possibly 4 similar results and 5 hits??).
  22. 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.
  23. Page 292, Eiritha Please clarify, what does it mean: "Waha: Provides the Peaceful Cut skill." Do you get the +20% bonus that is listed under Waha to provide for his followers? or is it +10%, which is mentioned under character creation. (any time the same skill is mentioned again if nothing else is mentioned). or is the peaceful Cut a skill that you don't automatically posses, but may gain, and it then starts at 10% (listed under basic skill presents).
  24. There are ways to overcome that foe. 1. Neutralize Magic. This spell negates the spell effect. 2. Neutralize (Rune), this spell can be smithed to any equipment and makes the bearer immune to Earth spells. 3. Absorption, this spell precasted by several people in Lunar army would make it very hard to cast the peace. 4. Command Priests, would make it harder to use any magic. (Lunars has ways to get other gods magic). There may be other ways to deal with the obstacle. But yes, your description sounds alarming 😃
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