Jump to content

HreshtIronBorne

Member
  • Posts

    510
  • Joined

  • Last visited

Posts posted by HreshtIronBorne

  1. 16 minutes ago, Darius West said:

    Also I'm pretty sure that you can coat up your blade venom before going in.  I don't think it is so volatile that it has to be used on the spot.

    This depends on how paranoid you are about fumbling. Also, possibly how evil your GM happens to be.

    I think our GM would laugh at the opportunity to pick up and throw one PC at another PC when they have a whole quiver full of poisoned ammo/weapons, with like a giant or something. Lol. 

    • Haha 1
  2. 1 hour ago, PhilHibbs said:
    21 hours ago, Bren said:

    But after the user casts Sword Trance their ability to cast other magic spells is very limited.

    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. 

    • Like 1
  3. 19 minutes ago, Mechashef said:

    I interpret that as the visual effects being moderately obvious.

    I can see an argument for the same spirit magic spell having different visual effects for different cults (and I can also see an argument for the visual effects being the same for all cults).

    I would expect that even moderately experienced adventurers would become quite good at identifying commonly used spells by frequent foe types.  "Yep there is the typical weird shininess on that Orlanthi warrior's sword.  He's gone for the old bladesharp again!"

     

    Now if I was running a temple, or training new warriors, I would certainly be including the visual descriptions of commonly used spells so the noobs have some idea what they are up against.  It would be a standard part of training.

     

    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. 

    • Like 1
  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

    • Like 1
  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. 6 minutes ago, Dragon said:

    Now, I completely understand why you may use caution for an Illusory Substance Great Sword hitting people for 2d8+DB when they cannot even see the thing. But that is clearly how the RAW state it, given what I just quoted and the minor calculation.

    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!

    • Like 1
  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!

    • Like 1
  10. 28 minutes ago, PhilHibbs said:

    One fun use is to create a regular visual illusion of a plank over a chasm, and hallucinate a physical plank in the same place and run over it whilst being pursued.

    This is exactly the kind of Wile E. Coyote shit I think Tricksters should be doing all the time!

    • Like 3
  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. 29 minutes ago, French Desperate WindChild said:

    the big issue is if in one table, people discover after sessions and investment, that some like it and some dislike it. Seems to me that some "values" must be defined at the beginning (fight adventure or not only or few fight adventure, big numbers or not big numbers, pc mortality or not, etc...) to align everybody

    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. 1 hour ago, Stephen L said:

    We’ve already had a clarification that fire blade can special

    https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/cha4034-the-red-book-of-magic/cha4032-the-red-book-of-magic-qa/cha4032-red-book-of-magic-chapter-03-spirit-magic-spells-qa/#Fireblade

    I think it’s quite clear that the normal damage is now 3D6, so a special is 6D6.   Now if you want to, for balance, say its 3D6 + 1D8 + 1, that’s fine, but that’s seems (to me) to playing word games.

    True Sword: (p100 red book of magic)

    Quote

    Cast on a specified melee weapon, this spell doubles the weapon’s normal damage.

    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. 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. 

    • Like 2
  15. 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. 

    • Like 1
    • Thanks 1
  16. 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. 

    • Like 1
  17. On 11/2/2021 at 4:22 AM, David Scott said:

    We played a troll group using RQ3, and played through Snakepipe Hollow

    We had a

    • Annilla / Jakaleel shaman
    • Zong hunter 
    • Zorak Zoran Death Lord
    • I played a Mistress race Kyger Kitor shaman priestess sorcerer

    most were members of two cults.

    IIRC It was a TPK.

    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. 

    • Like 1
  18. 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. 

    • Like 1
  19. 53 minutes ago, Nick Underwood said:
    1 hour ago, icebrand said:

    I wouldn't be posting if i spammed a dice roller, that's not legit!!!!

    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. 

  20. 4 hours ago, 21stCenturyMoose said:

    I always felt I must have been missing something about this rule. 

    With total HP being the average of CON and SIZ, damage in excess of SIZ has a fair chance of killing you outright, and will definitely disable the location hit. Any appreciable level of knockback must vaporize you. 

    To this day I still don't get it. 

    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. 

×
×
  • Create New...