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Dragonsnail

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Everything posted by Dragonsnail

  1. Thanks, just what I was looking for!
  2. 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?
  3. 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.
  4. 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.
  5. I waited until the Glorantha Sourcebook was released today and wanted to order both at the same time. Then I noticed, system only accepts one coupon. I will order them separately and hope they get sent together.
  6. Troll Corner on the map, is that a village with troll population? Looks quite big, considering there are probably underground caves too.
  7. 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.
  8. 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.
  9. 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. 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/
  10. 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.
  11. Thanks for all information and suggestions! I have some ideas for my campaign which involves more chaos. Ogres are great for a subversive opponent, while other chaos creatures are more in your face.
  12. MOB commented on the G+ page that they would put up a tribal edit thread after PDF release and then send it to print late September.
  13. 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?
  14. 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.
  15. Great to hear! We are eager to get our hands on the printed books.
  16. Just plain amazing Durulz lore and illustrations Quackatoa!
  17. After seeing the hunt image below and the stats for a T-Rex in Runequest Glorantha Bestiary, I say good luck sending 4 swords and 3 bows to hunt it. https://sixages.com/
  18. Nice thread. Thanks Dimbyd. Maybe should put spoiler in thread title, if any info from Eleven Lights is to be posted.
  19. 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.
  20. Good points to think about. I mostly threw out some ideas, as I want my low POW players have options to improve casting success. Pull things in one rule and it might tear other rules.
  21. 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.
  22. 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.
  23. 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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