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Dragonsnail

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Posts posted by Dragonsnail


  1. On 10/31/2018 at 10:14 AM, Jeff said:

    Argrath spends 1625 and 1626 in Prax gathering an army of Praxians and adventurers, and building his White Bull cult. Late 1626/early 1627 he brings that army into Dragon Pass and routes the Lunars at Alda-Chur, and becomes Prince of that area. He then marches around Sartar gathering allies before entering Boldhome and lights the Flame of Sartar

    I got the Heroquest book Pavis: Gateway to Adventure book, it details events up to 1621.

    From the RQG book I know that in 1624 Argrath travels to the border between Sartar and Prax and summons Jaldon Goldentooth. I assume that during late 1624 Argrath gathers forces with Jaldon Goldentooth and The White Bull society - considering what happens in 1625.

    Is there anything else specific to Pavis between 1622-1624?


  2. 10 hours ago, Byll said:

    The Rough Guide said:

    "Troll Corner

    As far from humans as possible, tucked into a place no one else wants where the trolls of Boldhome congregate. They are officially allowed to be there, but naturally distrust it. Their area looks more like a squatter camp than a place where intelligent beings live. It is guarded, patrolled and booby trapped by the residents for their own safety."

    Thank you for the info.

    For all times I've played in Glorantha, Boldhome has not really been a focus, so I know very little about it. Perhaps time to change that.
     


  3. And the system still want to bill me for shipping from the USA, despite UK being closest. I've typed the ZIP code in every possible different format but it doesn't change. Used pre-defined address or typed a completely new address. Doesn't work.

    Edit: Ok, I finally got it working by changing all Swedish letters to English ones. I.e. å=a, ä=a and ö=o. Not ideal but it worked.


  4. On 9/21/2018 at 5:49 PM, MOB said:

    Shipping to Finland is €19.10, from our UK warehouse. Please ensure you input a correct Finnish postcode and you should get this amount when your order. The system defaults to US-International if an incorrect postcode is entered. 

    238463638_ScreenShot2018-09-22at1_48_12am.png.be57297a7377184fc8546e11e3f01447.png

     

    I'm from Sweden and I get the same error as hkokko. I've tried adding a new address and typing my postcode without the country prefix as it where before, but neither works - I still get shipping costs $55 from USA. Example: SE-xxxxx or xxxxx.


  5. So lets compare on a guy that have 14 POW, and therefore 70% casting success. Also lets say that the Meditate rolls is a guaranteed success. Normally it is not and therefore makes the usage even worse than this example.

    Meditate 1 melee round
    1 meditate, no parry or dodge
    2 get +5% bonus and roll with 75% chance of success

    Not meditate
    1 cast with 70% chance of success, can parry or dodge (wont lose magic points if spell fails)
    2 cast with 70% chance of success, can parry or dodge - statistical chance of success after two rolls is 91%


    Meditate 2 melee rounds
    1 meditate, no parry or dodge
    2 meditate, no parry or dodge
    2 get +10% bonus and roll with 80% chance of success

    Not meditate
    1 cast with 70% chance of success, can parry or dodge (wont lose magic points if spell fails)
    2 cast with 70% chance of success, can parry or dodge (wont lose magic points if spell fails)
    2 cast with 70% chance of success, can parry or dodge - statistical chance of success after three rolls is 97%

     

    Lets try a guy with 10 POW and 50% chance of casting success

    Meditate 1 melee round
    1 meditate, no parry or dodge
    2 get +5% bonus and roll with 55% chance of success

    Not meditate
    1 cast with 50% chance of success, can parry or dodge (wont lose magic points if spell fails)
    2 cast with 50% chance of success, can parry or dodge - statistical chance of success after two rolls is 75%


    Meditate 5 melee rounds
    1 meditate, no parry or dodge
    2 meditate, no parry or dodge
    3 meditate, no parry or dodge
    4 meditate, no parry or dodge
    5 get +15% bonus and roll with 65% chance of success - hooray!

    Not meditate
    1 cast with 50% chance of success, can parry or dodge (wont lose magic points if spell fails)
    1 cast with 50% chance of success, can parry or dodge (wont lose magic points if spell fails)
    1 cast with 50% chance of success, can parry or dodge (wont lose magic points if spell fails)
    1 cast with 50% chance of success, can parry or dodge (wont lose magic points if spell fails)
    1 cast with 50% chance of success, can parry or dodge  - statistical chance of success after five rolls is 95%

     

    As far as I'm concerned using Meditate to increase chance of success casting a spell is a broken rule.

    • Like 1

  6. I really like how the guys at Posthuman Studios have done their PDF-books with the layer function. For example when reading the Eclipse Phase rulebook, I can select to remove layers I don't want. Reading on a phone or tablet, I could turn off almost all art assets myself - just reading text and tables.

    The downside with this is that the PDF requires more work, and I think the editor at Posthuman Studios is a pro editor.

    Example image with "Art" and "Background" layer turned off.

    eclispe_phase_layersy7er9.png

     

    Notice Eclipse Phase is posted under Creative Commons so they should be ok with me posting an image of the rulebook which I of course have bought in both printed and PDF form.

    http://eclipsephase.com/

    • Thanks 1


  7. Bought the GM Pack just earlier. Just some initial reflections. The illustrations are once again super. The b/w character portraits are great with lots of variation, and they feel right out of Glorantha to me. The Colymar map is great, and the Colymar background and adventures in the book also seems great (I've not had much time reading yet). Thanks to Chaosium for producing more great Glorantha material.

     


  8. Hi! I was checking for info about Ogre Island in Old Pavis. Planning an excursion to it for my group.

    It seems the island was active with Cacodemon worship around 1500 (HQ Pavis page 40). The troll occupation is between 1237–1539 (HQ Pavis p45). How come the ogres were active during the troll occupation? I read somewhere that ogres appeared magically on the island, which could be the explanation. But ogres are not active on the island during in recent Glorantha times, even though there are rumours of it. It seems the island is a target for troll and human raids (HQ Pavis p276), but without finding any Cacodemon activity (HQ Pavis p128).

    Seems there are plenty of troll raids there. And it is also likely to meet human adventure parties. Then again, how can you be sure they are human? Even with a Storm Bull in the party there are rumors that ogres have been able to hide their chaos taint with sorcery magic (HQ Pavis p128). It is probably also a high risk encountering other chaos creatures like Broos, due to the nature of the ruins and surroundings. Probably a highly dangerous place.

    Any input on Ogre Island in modern Glorantha times?


  9. 8 hours ago, g33k said:

    My understanding is that Android is a tough market to make a good profit.

    The topic has been done elsethread... 

      

    It is true, even if the market share is much bigger. Games that aren't "freemium" are much harder to sell on Android, people are reluctant to pay for games. And the market is also extremely fragmented so it is hard to make a game that works on the huge amount of models and operative system versions that exist.


  10. 41 minutes ago, MOB said:

    Having sailed close by R'lyeh and the cyclopean ruins of Nan Madol, the XIN QING DAO is now steaming towards Botany Bay, bringing its cargo of RuneQuest: Roleplaying in Glorantha. It is due to arrive tomorrow evening. This means we are on target to have RQG available from all three fulfilment locations (USA, UK, Australia) sooner rather than later this month.

    Great to hear! We are eager to get our hands on the printed books.


  11. 19 hours ago, jajagappa said:

    My players have used and liked it - but they also expect that it will take time to ensure they get a beneficial value.

    For sure players can like it for flair or role playing perspective. But from the technical point of view it is basically always worse to use meditate than not using it for increasing spell casting chance. And as RQG is a more technical system than for example Heroquest, I think rules should be either useful or removed to lessen rule bloat.

    • Like 1

  12. We could probably do without the extra meditate mechanic. I guess they wanted to make the skill more versatile.

    Regarding augmenting, it is better. But still not normally viable in combat as for most players it takes two extra melee rounds without defense to use. And out of combat you can just recast the Spirit Magic until you succeed as there are no penalties for failing.

    I'm thinking of creating some house rules for this.

    Augmenting
    I think augmenting should be quicker and with less risk to make it viable in combat. Shorten it to one combat round for augmenting with normal skill roll. Extra rounds add bonus to succeed. If you sing or dance for roughly 12 seconds you will be able to get in some verses or moves. Is it realistic? I don't know.

    Then I think you can parry or dodge, but lose the augment if you do. I mean if you are singing and a Broo attacks you, I think you should be able to abort and parry. It's not a trance, it's using the dancing or singing skill.

    Then add meditate as a skill possible to use for augmenting casting instead of having a separate rule for it. Only snag is that I'm not sure it would fit being able to parry and dodge.

    A character with very high percent in the skill used would then be getting a fairly sure +20% to cast a spell or increase resist with one melee round extra used for it. But it requires heavy investment in the skill, and there is always the risk of rolling bad and getting -20% or worse. So augment for one round to get +20% or try twice with your normal roll. I think it would be fairly balanced.

    Boosting
    Lastly, I'm thinking of letting extra magic points be used to boost spell or resist chance like they can be used for getting past defensive spells. Let's say +5% per extra magic point used. So casting a Demoralize and boost it with 4 magic points for a total of 6 MP used would give you +20% to cast or resist. This allows for an instant bonus, but it  does also costs a lot of magic points.

     

     


  13. 1 hour ago, Psullie said:

    I think both of these types of augment are not intended for combat use. How can one meditate while swords are flying about and most combats are over before you've even gotten started. If you are planning an ambush and have time to focus, then sure. Likewise for augmenting, stopping mid fight to sing a ditty seems out of place, however others in the right situation can augment your skill, so drummers or pipers blasting out battle songs during a fight would work. 

    Yes, but let's think about it with a lot of munchkinism.

    Situation
    You want to cast a Spirit Magic spell, let's say Detect Magic. You have 12 in POW and therefore 60% casting success chance.

    Meditating
    Let's take 25 melee rounds or five minutes to get a +20% bonus. You can then cast the spell with +20% success and therefore have 80% chance to succeed.

    Not meditating
    You can roll to cast Detect Magic at 60% every round 25 times, or possibly twice per round for a lot of rolls if you have DEX 13 or more (SR3 for first cast, SR11 for second etc). Failing the roll will not lose any magic points, you can just try again.

    I'm not good at math, but I think choosing to not meditate will give you better odds of succeeding with the roll, and also faster success. As the rules are, meditating is just worse in almost every case.


  14. 1 hour ago, PhilHibbs said:

    Ah, I see. Yes that does make sense, I wasn't looking at it from a time-efficiency point of view.

    No problems, I could have been a bit clearer.

    But it seems to me that meditate is almost always a bad choice unless you want to use it for ritual-like spells that aren't rituals. Detect spells maybe? Augment can be good if you have high augment skill and can afford to spend two turns augmenting before casting.

    Not being able to dodge or parry in one or two rounds is really dangerous in a fight.

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