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HreshtIronBorne

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Posts posted by HreshtIronBorne

  1. 49 minutes ago, jajagappa said:

    This is one reason why the Cults book is so important to have available.  All the pantheons, the monomyth, and the key stories for ~100 deities before time.  That then becomes a solid reference to work with in shaping heroquests and turning into something gameable. 

    I had no idea the Gods and Godesses books would be quite that extensive. Even more excited for them now!

  2. 5 hours ago, lordabdul said:

    Personally, I don't care too much about the rules because I can make some up myself, and I expect the official rules to not have the crunch where I want it (based on the White Bull campaign on YouTube). What I'm genuinely looking forward to however is the approach for running heroquests. That is, avoiding a boring myth lore dump before the adventure starts. Supposedly Jeff and Chris Klug have figured a way to involve the players (who are potentially newbies who don't know much about Glorantha) in creating the myth "as you go", during the heroquest. I can vaguely picture how that could work but I'm interested to see how far the final text will go. Plus all the cool details about identification/ranging/etc., summon of evils, and magical roads that have been teased by Jeff. Some of these texts actually contain a few tidbits that completely cleared up some of the questions I've had about heroquests, and will be great improvements over everything I've read so far from the older books.

    These are the vital crunchy details that would make running a Hero Quest much less of an ordeal for new players and GMs. I have just started trying to GM my own games for friends after being a player for over a decade. I thought it would be super easy and I knew a ton about Glorantha amd RQ. This is false. 

    Trying to just find stories about gods is hard, much less trying to turn them into something of a gameable adventure. Even just taking one of the already published Quests out of owned material and showing how they would play it would go a helluva long way. 

     

    I don't really have the attention span to parse the White Bull campaign videos for information. The format for VoD Roleplaying overwhelms me. 

  3. The well of daliath link states that you HAVE to buy all the levels of spells, or is that just for the pricing? I find this incredibly confusing. Why do I have to go to a website tonfigure out rules that were literally never printed. Is there any indication in the actual rulebook that you have to pay for each level of spell separately?

  4. 16 minutes ago, Kloster said:
    24 minutes ago, HreshtIronBorne said:

    Where is this elaborated? All i could find in the core rulebook was a chart saying 50L per point or somesuch. 

    1 point is 1*50=50

    2 points is (1+2)*50=150 (you purchase 1 point and 2 points spells)

    3 points is (1+2+3)*50=300 (you purchase 1 point, 2 points and 3 points spells)

    n points is 0.5*n*(n+1)*basic cost (50 for bladesharp) because you purchase 1 point, 2 points, ..., and n points spell.

    Are PCs obligated to learn the points of a spell in increments like that? Bladesharp 6 takes 6 weeks of doing nothing but dancing in your underpants with your priest, and ALSO costs the ransom of petty nobles?

     

    Can someone walk up and just pay for a Bladsharp 6 and learn it in a week for 300L? That is definitely how I interpreted the RAW.

  5. 5 hours ago, jajagappa said:

    That, and the expense to learn.  Remember that each point has a cumulative cost to learn (i.e. effort of shamans or priests to teach/obtain).  A Bladesharp 6 is: 50+100+150+200+250+300 = 1050L.  Bladesharp 7 = 1400L.  Bladesharp 8 = 1800L.  Bladesharp 9 = 2250L.  Bladesharp 10 = 2750L.  Just becomes prohibitive for most folk.

    Where is this elaborated? All i could find in the core rulebook was a chart saying 50L per point or somesuch. 

  6. We got a bunch of the basic cults and bare bones sorcery. We could have AT LEAST gotten some bare bones Hero Soul rules or something. I dunno. Even just some basic rules and where to look for stories to turn into quests would go a heck of a long way for new players. 

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  7. 2 hours ago, lordabdul said:
    18 hours ago, Shiningbrow said:

    We keep hearing this "we must be patient", but I totally disagree. It should be that Chaosium re-evaluates (or should have re-evaluated) its priorities.

    I don't know because I keep also reading other people on these forums say that Chaosium "should" prioritize the cult book more because "obviously" you can't run games with only the rulebook's cult, and how Chaosium "should" prioritize the Sartar Homeland book more because "obviously" you can't force people to go and use the older HeroQuest Sartar book, and how Chaosium "should" prioritize the books on Nochet or the West or Kralorela or whatever because "obviously" you can't ask fans to play "yet again" in the same Sartar+Prax sandbox that they've had for 40 years and "obviously" they should change things. Only not change things like advance the timeline to 1625, for some reason...  so yeah I think there will be people complaining either way 🙂 

    My take on this is that there is a lot of existing information extant about Glorantha and different settings therein. There really has never been a suitable official approach to HeroQuesting with the RuneQuest rules. Even though HeroQuests are central to every culture on Glorantha, and especially the Ultra-Heroic Orlanthi Glory Seekers. Heck, we have Kallyr, Argrath, Minaryth, and several other famous active Experimental HeroQuestors right alongside the PCs. The PCs have NO OFFICIAL WAY to engage with HeroQuests, and they have never, in RQ rules.

    This becomes even more of a problem if you want to have a clan focus in your campaign. There has been much discussion about what exactly a Holy Day is and what PCs do during them. The general consensus I have seen is that Worship Ceremonies are generally HeroQuests on some level of a myth about that God and how they fit into whatever thing we are celevrating. I haven't read them completely myself but, I hear there are some great decriptions of Holy Day events in some of the new adventures. Which is galling, as the PCs just get to sit and watch people on what I can only assume is a HeroQuest because they look like the Gods. If Worship Ceremonies are HeroQuests and we are supposed to be gearing up for the Hero Wars, then I would think HeroQuests should be a huge focus for playable rules. 

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  8. I have only been playing since the early 2000's but, I am in agreement. There is an OBVIOUS desire/need for HeroQuesting rules for RuneQuest. The Hero Wars and High Power Levels are upon us. We shouldn't be having to 'wing it' with a MAJOR factor that makes up the wonder of Glorantha. It has been incredibly frustrating for HeroQuesting to be central to Gloranthan existence, mythology and canon but, has never even been touched by official rules. Okay, maybe a few mentions of heroquest powers or heroquestors in some scenarios. 

  9. Keep your Death Rune up. Also, how difficult should it be for PCs to know the weaknesses of a vampire? Do we go full Walking Dead and make PCs have no idea what zombies are, or give them a homeland lore or something to see if they know to keep up their sword or use it to channel a disruption?

  10. 1 hour ago, ZedAlpha said:

    Has anyone ever used creatures like this in their own games?

    We definitely used Totally-Not-Godzilla, as well as Ape King of Monster Island in a couple of our campaigns as they got to crazy power levels. Regular old vestiary dinosaurs like the allosaurs and the T rex are 50 -75 SIZ or so. 

    One time our PC Agimori, who was the leader of his whole tribe near the end of our campaign used Call Founder to fight Godzilla or some other giant monster. It was freaking epic. Way before RQ:G, though I can totally see shenanigans like that working just fine. Especially as we get rules for HeroQuesting, Hero Souls, Hero Abilities and all that jazz. 

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  11. I saw another message thread on some old site while I was googling around. The original message was aking about Durulz cavalry. Greg was laughing along and suggested ostriches. Others from the thread included pygmy hippos, warthogs, antelope (some kind of swampy one someone mentioned), and maybe even capybara? 

    I think the sillier the better. I honestly just don't know much about what creatures live near Duck Point/Sartar/Beast Valley that make sense for ducks to use as mounts. 

     

    I have not been able to find Traskar stats anywhere, though I remember encountering them in the Zola Fel when I was playing adventures long ago in the before times. 

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  12. My players have a strong distaste for herd-men. I don't see the Durulz as having that elevel of animosity or disregard for their human neighbors. Even if they tend to get picked on. 

     

    One of the players LOVES the idea of ducks riding snails or with snail chariots! Are rhere non-chaotic snails anymore?

  13. I have some players that wanted to roll up some Noble Durulz. The equipment list has two riding animals but, the Bestiary has Ducks with 00 as their Ride skill. Are Ducks incapable of riding animals, or is it just uncommon for them? Can they ride giant frogs like the newtlings in Prax? (I seem to remember newtlings in traskers somewhere.)

     

    The other skill that shows up is Drive chariot, which i think would also be rad for ducks. Maybe some sorta lizard drawn chariot or something?

  14. 57 minutes ago, Akhôrahil said:

    Just realized (in the spirit of the thread, too!) that Berserker is a perfect (well, it has some practical downsides...) Chaos detector. It objectively triggers on Chaos, without any concerns about detection or anything like that. Attack someone, and see if you get your attack skilled increased by 50%, or doubled. If doubled, you know it's Chaos, no matter how hidden or in an Illuminant. Otherwise, not.

    Reminds me of old witch trials. If my axe doesn't go ALL THE WAY THROUGH the victim then clearly it wasn't chaos. If it did then burn the body for good measure, because it was clearly chaotic. 

  15. Could also be applied to Javelin, slings ,or other ranged combat, yeah? I like the idea of a Storm Bull who HAS to slay the Gorp so he ends up tossing every piece of ammunition the party owns, party members wildly trying to cast speedarts or firearrows before he melts all their gear AND doesn't even hurt the thing. 

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  16. I was getting that feeling. I think we are going to try the Skills Over 100 Rule for some adventures and see how it feels. I can do all the bookkeeping behind the scenes and just tell her what to roll under. 

     

    100% + 50 from frenzy/berserk would split to 2 attacks @75 each, then modified for suprise, height, blindness or other advantages/disadvantages?

    Makes it a more interesting tactical decision to pop berserk. It would also incentivise tactical thinking against opponents of different skill levels and equipment kits. 

     

    Thanks for your feedback!

  17. My fiance rolled up a duck with a minotaur friend. The minotaur can go into a non-magical fanaticism like state. He is also a Storm Bull berserk because that works for us. 

    How does the berserk or fanaticism effects interact with splitting attacks. We have run just a few adventures and her minotaur wrecks all the things super hard. 

     

    Both Great Axe and Headbutt are over 100%. Great axe swings on SR 3, headbutt on 5, split axe swing on 6, split headbutt on 10. I have been adding the total skill with berserk/frenzy up then dividing it by 2, then adding any situational bonuses to the individual attacks. Is this generally considered an acceptable calculation for skills? She hates math so we don't bother with skills over 100 rule and subtracting opposing values and stuff. Absolutely stomps, especially versus chaos. 

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  18. I don't know if it is munchkin behavior or juat regular Trickster BS but, Illusions look either crazy awesome or terrible. Depending on creativity of the Illusionist and what the GM lets fly.

    Does an illusion need to have a complete set of "realistic" components to affect reality?

     

    If a Eurmali wants to, could he start an invisible fire? Would it set adjacent objects on fire? Could they summon invisible acid, even a cloud of acid, or a barrel full of oil right next to the bad guys so she can cast Ignite?

     

    Did we just invent Gloranthan Fireball? Eurmali Illusions up a room full of SIZ 1 flasks of oil, or the equivalent in a cloud of explosive vapor of choice, casts ignite, room explodes along with Eurmali and most of the loot and the dungeon!

  19. 11 hours ago, davecake said:

    Eh, I think it is a significant upgrade in power compared to their RQ2 spirit magic, but what matters is are they too tough for your players, and you are best placed to judge that.

    This is the aspect I am having a bit of difficulty judging. Ironhand 4, protection 4, Detection Blank, Bladesharp 4 are all, in my opinion, much better and more consistent than their sorcery options. Except for maybe Boon of Kargan Tor, which could add a d6 or two to every attack the vampires can imagine. 

  20. According to the new RQ:G bestiary vampires cannot cast Spirit Magic or Rube Magic except for a few Special Vivamort spells. Though Vivamort is not detailed in the bestiary, I am pretty sure he is coming out in the Big Old Gods Books. New vampires are described as possibly being exceptional sorcerers. 

    Spoiler

     

    I am working on running Balastor's Barracks and would like to use it to get to know how RQ:G interprets some of the new creatures/cults/general foes. Jordak and Blodanga are both pretty fearsome in RQ 2/3 rules. Especially with their clever Warding, trap, pet, and Allied Spirit.

    Without their Ironhand 4 and Protection 4 I have given them Enhance INT, CON, SIZ, STR, Boon of Kargan Tor, Neutralize Armor, Ward Against Weapons, Disappear. I am debating Protective Circle and some Neutralize Runes or Spirit Magic.

    I am assuming they have a ton of spells for managing and building a managerie of magical beasts. The above were just the buffs/ combat relevant spells. All the MP/POW coming from sacrifical subjects during dark rituals.

    I removed the old limitation on DEX x 5% for priest weapon skills. Bot Jordak and Blodanga have 120% in their best combat skills.

    I gave them enough inscriptions for a +6 INT, +6 CON, +3 STR, +3 SIZ. Figuring all the Enhance spells with the same +1 then +1/4 Spell Strength as the core rules Enhance Int. They maintain 8 Strength Boon of Kargan Tor, 8 Strength Neutralize Armor, 8 Strength Ward Against Weapons, and Disappear Strength 8. I figure all of the spells are cast during Holy Day Rituals and last for a season. Giving them plenty of time to find victims.

    Let me know if I messed up any of the sorcery too severely. Without giving them too much more stuff I dunno if they are at the right power level or not. The Barracks should be fearsome.

     

     

  21. In a totally non-munchkin way I can see sorcerers or logical LM types using Legalese and jargon to convince a spirit to do a thing or help in some magical endeavor as totally reasonable. Even if they were brought rhere through a summons or made to listen through a domination. Some spirits are smart enough to understand Logic. The equivalent of trying to bargain things out of spirits as a shaman, sorta. 

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