Jump to content

HreshtIronBorne

Member
  • Posts

    509
  • Joined

  • Last visited

Everything posted by HreshtIronBorne

  1. I have already been corrected, in that you can cast spells on yourself despite Countermagic or Shield on yourself. You are inside the protection so it's not "incoming". I think that takes out some of the finnicky hoop jumping and spell sequencing shenanigans to get your spells up, which is good for the game.
  2. This combined with Soul Sight or whatever the Rune Spell Magic Vision spell is lets you see the MP devoted to spells up, so you can even get a good idea how strong the spells are that the baddies have up so you don't waste MPs.
  3. The optimal option here is an allied spirit casting Countermagic for you once you go into your Sword Trance.
  4. Isn't the material world of Glorantha an Illusion? At least according to some of the inhabitants of Glorantha? If EVERYTHING is an illusion and you cannot disbelieve it and you still eat, sleep, and die, then I don't see why illusion being temporary reality is aby weirder than say, summoning elementals, throwing lightning bolts, calling clouds, or making rain.
  5. If an illusion is cast upon an already-moving object, the illusion moves with the object. A sound illusion cast upon a noisy target masks contradicting noises, and the same is true with contradicting tastes, smells, sights, etc. The follow- ing table suggests some standards for sense-related illusions: From the Red Book of Magic Grey Box on Illusions PG. 59. This means the Eurmali could just drop a coin or small stone out of a pouch and turn it into an anvil on the way down from the top of the building, right? My main point with the reformulation of Illusory Substance is that you need way less points to create a more realistic Illusion than the old writeup in the core rules. If you spent all your RP on one mega illusion to save the party you could actually do something pretty awesome now!
  6. Illusions are suddenly kinda freaking rad and whacky rather than woefully underpowered and nigh unusable. Now we can have all of the whacky Wile E. Coyote/ Tom and Jerry style, slapstick nonsense we can think up. You can now pretty much whip an anvil out of your back pocket and drop it on someone's head from great height. Also, this enables the sort of Deadpool/Batman style Super Hero Power of having pockets containing anything and everything a situation could call for. I absolutely love that for Eurmal and other Illusion Gods. Makes them way more interesting in adventuring. I can now see why Eurmali are in high demand for HeroQuesting! Swiss Army Scapegoat! Lolol
  7. How much damage can you get out of a single point of illusion? Core rules suggest 1d3, Red Book of Magic says equivalent to whatever item you are illusioning. Would an Illusory Greatsword for 1 RP, invisible because it is just the substance, be able to do 2d8 damage and have a single Hit Point?
  8. An illusion with substance can do damage. One point of substance can do 1D3 points of damage; 2 points can do 1D6 points of damage; and 4 can do 2D6. Each additional 2 points does a further 1D6 damage. Pg. 332 Core Rules To do close to greatsword damage of 2d8 you'd need at least a 4 Point Illusory Substance, no matter how big or small your invisible weapon is. Heck, you could make it an invisible pike and poke people with it from 10 feet away for 6 points and it would do 3d6 damage. Almost as good as an actual weapon!
  9. Could a Eurmali Enchant the RuneSpell onto an item and give one to everyone he likes? Here's your Hallucination on demand! Gotta come back and owe me one to get another! We can all Hallucinate slightly different giant flying animals that pluck us away to safety!
  10. This is exactly the kind of Wile E. Coyote shit I think Tricksters should be doing all the time!
  11. The priest is a Sword. In some Myths/ways Humakt IS the sword/Sword. So, I can definitely see it being one of the options for an honorable end of life to become part of the temple guardians or regalia or something. This could be an option for greivous unhealable wound, aged retiree, devoted guardian, or as a last ditch effort, a la the story of Pavis.
  12. This is something I completely agree with. I have been struggling to try and get a feel for this with a group I am hoping to introduce to RQ. Definitely a good conversation for a "Session Zero". My apologies if this is off-topic.
  13. So why, can a Fire Blade double normal damage for a special, but not for True Sword? Fortunately (for him), the Lunar Bob’s up against, has seen this all before, casts a disruption on Bob, whose concentration slips and the fire blade goes out. Bob swears, as he's not got many magic points left for healing (or indeed many spell options, as, even with a Cha of 12, the fire-blade takes a big chunk of his spirit magic quota). I was referring to the possibility of applying True Sword to Fire Blade by applying to "normal" broadsword damage. Our table has always allowed Truesword to act like regular damage for specials and crits. True broadswords swing for 2d8+2, special for 4d8+4 and crit for 36, all plus DB of course. A Fireblade with Truesword in our Glorantha do 6d6 on a swing and 12d6 on a special. We like BEEG NOMBER. Honestly, we probably should not have started our roleplaying career with stormbringer. Lol. Nothing like rolling a fistful of dice!
  14. Even 3d6 +1d8+1 is really good. I'd allow a full impale to do 6d6+2d8+2 because Beeg Nomber. Even a guy with Shield 12 is worried when Firblade is in some skilled hands.
  15. I dunno. In our gaming we have always liked BEEG NUMBER! So, In Our Glorantha they interact fully. Fireblade replaces the normal damage of a broadsword to 3d6 and truesword doubles it to 6d6. There are plenty of ways to get your defenses or damage almost arbitrarily high without even needing things like HeroQuest abilities or whatever that actually breaks the rules. RQ is supposed to be hella deadly, so we have always just let it ride. It is silly satisfying to roll 6-12d6 for damage and absolutely annihilate something. Lolol. It might just be the power gamer in me.
  16. You do apply the full HP of the shield on a successful parry. Depending on the level of success and incoming damage your shield might get chipped a little. So, on a successful attack and a successful parry the lancer rolls damage then you subtract parrying shield HP and worn armor from the damage, excess damage penetrates to the Shield Arm, I think, according to Rules As Written. Normally in our games we just keep the damage to rolled locations, this leads to more chopped off limbs, people cut in half, and missing heads though.
  17. Is there a Shield Properties table forthcoming? I would like to know the differences between the shields if there are any.
  18. We had spmething sorta similar where my Humakti PC got hit with a Soul Waste Curse from a certain shaman/priest of Thed. After rolling what my GM assured was a nearly mathematically impossible series of rolls and having his soul completely dissolved away the other PCs had to HeroQuest to get him back. They eventually recovered him from the Void after an epic journey across the HeroPlane. He returned deeply conflicted and illuminated after his recontruction and had his soul bound into a suit or Iron Armor and was everafter Hresht the Iron-man.
  19. We once rolled up a party where a member or two were Mistress Race Kyger Litor Shaman Priestess Sorceresses. Oh wow were they incredibly powerful. We affectionately referred to the party as the Troll-niboneans because they felt like a party out of Stormbringer swinging demon weapons at mere mortals.
  20. We do this all the time in our campaigns. The specific example of Truesword we use all the time. Quite often we will use stuff like Bear's Strength and go for a Grapple the same round, or even just Shield 4 and dive into the melee. Another favorite tactic is Teleporting behind an enemy caster and then cutting them in half that same round.
  21. I know. I was hinting at my cheatass tactics, not yours. 😉 This is why we have Players roll 4d6, ignore the lowest and reroll 1s. SIZ and INT are 3d6, lowest roll becomes a 6. We wanna play budding heroes most of the time. Not wee babies spending seasons and thousands of lunars on getting solid stats where you need them. A potential Rune-Lord that rolls 8 CHA has a helluva slog to get +10 CHA.
  22. Couldn't the Orlanth Thunderous Initiate also be a member of Odayla? Or vice versa? It is a FANTASTIC spell to "splash for" if you are munchkin-ly inclined.
  23. I am not sure if our campaigns were unusually high powered but, a Shield 3 or 4 and a Protection 6 with as much Iron Armor as a SIZ 10 frame can slap on was enough for my main PC to get slapped around the battlefield pretty often and only lose a limb every few seasons. The allied spirit and lots of healing spells make a big difference, thank the Gods for Heal Body. Lol. Our campaign also used Strengthening Enchantments but, they were given out as blessings from heroquests or you got a single one for becoming a Rune-Level. We didn't use them as enchantments after the first campaign we ever ran quickly scaled too far too fast.
  24. Would that mean a Humakti maxes out at like 9 Rune Points because Humakt just doesn't have any more spells? In our last campaign the GM has allowed PCs to sacrifice further POW for RP even if there weren't any new spells to gain from your God, or the shrine, Sanctified Spot, or whatever. My PC sacced 3 POW at a Shrine to get just RP when there wasn't a Humakti holy day for a loooong time.
×
×
  • Create New...