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Crel last won the day on May 10

Crel had the most liked content!

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About Crel


  • RPG Biography
    First game system was D&D3.5 in my teens, moved to Pathfinder instead of 4e. Been mostly playing Pathfinder and RuneQuest since.
  • Current games
    Currently GM an RQG game centered on New Pavis & the Rubble in 1625 starring a morokanth, troll sorcerers, and a Praxian herder in way over his head.

    Longest character was a mercenary Knight-Sorcerer in a game based on RQ3 but so heavily homebrewed & houseruled I barely recognize it anymore. It's set in Glorantha, mostly in Lunar territory.
  • Location
    Southern Minnesota
  • Blurb
    I'm an aspiring writer, currently in school online for my MFA.

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  1. Also, while Befuddle can be stopped for a round with some Countermagic or a already-present Shield spell, another option might be to toss a spirit at the oncoming Humatki murderbot and then cast Mobility and just flee until the spirit gets him, or until he has to stop and cast Spirit Block (if he's got any RP left...). If we're talking shamans and Rune masters, I'm sure at that point a shaman of Daka Fal probably knows at least one or two beefy, friendly ancestors to sic on warriors (in addition to his fetch and what he's got bound and present).
  2. Yes, but I'm of the belief that we must be as RAW as possible in munchkinnery--that way those nasty no-fun GMs can't naysay us!
  3. Just wondering, what are these reasons? Knowing what you're avoiding might help in futzing with how this Road to Rune Mastery works.
  4. No multispell in RQG. And, there's a decent chance the cast speed will be too slow. 1 Round + 2SR/MP. Further, it only minimizes the weapon damage, not "bonuses for special successes or magical or damage bonuses" (RQG 394). So the Truesword damage, the Boon of Kargan Tor, and the opponent's mundane damage bonus would be unaffected. Fairly sure these are all undeveloped enough in the current rules to not be applicable in a rules minmax discussion (though grognard-sourced games will of course Vary). Notably sorcery's illusions require constant focus to move, and Rune illusions only move at MOV 1 per RP of Illusory Motion. Rhino Fat only appears on the Family Heirlooms table (p.88) and thus has no market cost, but adds 1 AP and I believe does stack with any other AP sources. Also, just checked Bless Woad, and you can't wear physical armor during it (although it appears to stack with other spells. So Woad 21 + Protection 21 + Shield 21 is on the table). However, shields aren't made of metal according to RQG 218; they're only made of Hide, Wicker, and Wood. So, RAW, a Large Shield with half-again AP can't exist. (That being said off the rules-as-written argument I think you do have a point--get enough magical strength going on and you can probably carry a mundane shield which is way more sturdy than what's present in the rules.)
  5. Well, my players haven't reached this point yet, not the normal hit for 30+. And there's no strengthening enchantments in RQG (yet), nor have they gotten to doing enchantments in general. But I doubt such enchantments could keep up with the above-described Humakti. IIRC, the generally best AP you could get should be something like: Large Shield (16) + iron plate armor (9) + Protection (let's say a RL with 21 CHA, so Protection 21 would be possible, albeit unlikely in an actual game) + Shield (CHA 21=RP, x2=42AP) = 67AP. I don't know of any other published modifiers which would stack--and it should be noted that this combination both requires finding a crazy big Protection, and reaching maximum human RP and spending all of that on a 15 minute spell. So entirely infeasible for actual play, whereas Hresht's examples are from actual play. Maybe a solution would be to introduce a Rune spell which adjusts the dodge matrix--successes can dodge specials, etc.--or a "Trueshield" spell to double a shield's AP. I guess Trueshield for 1, or Earth Shield for 3?
  6. Earth Shield if you got it. Pricy at 3RP, but infinite AP for the shield parries. Also dodging, but if they special or crit you're likely in trouble fast. But yeah, don't wanna be taking that damage and I don't think there's an equivalently-strong protection you can set up in advance,
  7. Game-wise, I think this is reasonable. World-wise, I'm a little hesitant because RL Resistance is a god-given gift. I'm not sure it would stack with something internal to the RL. That being said, you could hand-wave it as "Lesser Resistance" and "Greater," or maybe once the RL gets Resistance they can take an extra geas or sac an extra attribute to bundle their previous Magic Defense in with the rest. It's important to remember that RLs only resist with POW 21. And I feel like they probably aren't running around often with full POW 18+ on tap due to enchanting, DI, maxing out RP, etc. Even if they are, a few points of Magic Attack could give the vital advantage in a magical contest between RLs. Hrm. Probably 3 or 4, depending on how it's colored. I feel like the ability isn't inherently crazy--especially since theist characters aren't likely to have good skills in Spirit Travel, Spiritspeech, Spirit Lore, or Spirit Dance when they gain access to the Spirit World. If you phrase the fluff as "we can go visit the gods and pay homage in their world!" or "sort-of their world!", then this is definitely a tier 4 ability, and one which would be really important for a priest to have. Likely part of their magical role during worship services, like a defining feature in shaman-less Glorantha. In terms of raw power, I feel like it's probably around 2, maybe 3, until the adventurer's skills get good enough to use it properly. You get to mindlink the allied spirit in a way which is more powerful. You get to perform multiple actions per round without needing a Control (entity) or Command Cult Spirit spell cast, and without needing to take a full round off acting to give a new command. Your allied spirit can initiate into your cult and give you a second pool of Rune points. It's pretty strong. However, if you'd like allied spirits to be earlier, maybe you could downgrade them for tier 2, and upgrade into the full mindlink and shared RP pool at tier 3? I'm sorry, maybe I wasn't clear on all of my confusions. Initially, I read your text as "Only Rune Lords can take geese" and that each time they master a skill, they get a free ability. Then in the same ceremony, they may sacrifice characteristics for abilities. They can't sacrifice any more characteristics (or gain more abilities) until they've mastered another skill (they aren't allowed to do the special ceremony until then). Once an adventurer is a Rune Lord with five skills mastered and T5 unlocked, they can undergo the ceremony whenever they choose. How accurate is this? That's an interesting idea. Would require a tremendous amount of work though. Yes. Yes it would...
  8. I'd just like to note here that the 5km limit in the Rune spell was, I think, the seed of quite some confusion for my players and I because in setting a measurable distance, we understood the text to say the adventurer wanders as a discorporate spirit within 5km of their body in Glorantha. We did not understand this to mean that they had gone to the Spirit World. My understanding of the Shaman and Spirit World chapters was that such spaces can't really be defined in terms of measurement, and so I (and my players) haven't played that Discorporation pops the adventurer into the Spirit World. Although, if they found a Vortex or other spirit place, the discorporate adventurer could get sucked in. I think this dissonance might be something to address and explain further in a future Rune Fixes or supplement.
  9. Or just learn Heal 1 and cast it 3 times during their usual whatever. But I digress; this isn't the thread to muddle through the economics and see if they feel reasonable.
  10. Deviating a little here, but since @Iskallor's question was answered and I feel this thread's still a relevant place to ask... would you use this rule of thumb for RQG as well? I know monetary values are a lot higher in RQ2, but the general RQ economics still feels sketchy to me. IIRC in the Alchemy entry the materials for a potion cost an adventurer 50L per point of potency, meaning they would be 500L per POT on that rule. I was thinking of eyeballing a value of 100L per POT for a completed potion on the market (plus and minus market conditions at GM discretion) in RQG. Which is still crazy expensive, really, based on the values of other items (a Heal 3 potion would cost 300L, and be worth five times the income of an entire Free household's yearly income!).
  11. And mine was looking for the POW a temple defense spell is cast at (p.288), not really looking at Wyter information. I don't see anything in the text which says that the POW backing those spells is the Wyter's POW; it sounds more like the god's POW itself than anything else based on the description of "ancient or historic temples" which "may well have 30+ points of defense because of its importance to the god." To my mind, the "realist" approach would be that these spells are given by the god. They work automatically. No matter how strong you are, if you grab the sacred sword in the Temple of Humakt's sanctum, you're taking that Sever Spirit and you are dead (to draw from the example of temple defenses given in the text). In contrast, I'm thinking about coming from POW 21 on a game balance perspective, because this gives adventurers (or other sacred-site-raiding folks) a chance, albeit unlikely, to resist the spell. More of a chance than coming from effectively-infinite POW. Another alternative would be to use the wyter's POW as that backing the temple defense, but it sounds to me from the text that the POW comes from the god, not a wyter, because a very holy site with few worshipers still might have a great deal of POW bestowed for temple defenses. Using POW 21 means that Rune Lords basically always have a 50/50 chance to shrug off those divine defenses, which I feel... conflicted about? It feels too easy, but at the same time giving a substantially developed character a 50/50 to either "save or die" or "save or suck" does still generate a substantial risk.
  12. Well, what do you suggest for a temple defense's effective POW then?
  13. Crel

    Dream dragons

    I mean, it's the third adventure in the only published adventures book, soooooo...
  14. Some general thoughts, not necessarily in a particular order... How does Magic Defense stack with the Rune Lord spell resistance? What about some of the "natural" shaman abilities being on the sac-list? Ex. shaman Discorporation. Allied Spirit at second cult skill mastered seems really strong. The notion of getting to "power up" your allied spirit is interesting. I think I'm into it. Emphasis added; portion reads to me like they can only do so one time, presumably when they gain the ability. I feel like the text reads as though you master the skill, worship, gain an ability (or the next level of a prior ability) at no cost, and then may sacrifice attributes to increase the newly-bought ability. It seems gaining geese doesn't occur until full RL? Statistic expansion feels weird due to the "sacrifice attributes" part of these abilities still in play. I suggest instead increasing the adventurer's species max for the characteristic (like Soul Expansion). In particular, it feels underwhelming to gain +1 to a characteristic in comparison to the other abilities on offer at that tier, like RL Resistance and freaking Spell Extension. Could you use Rune points for a theistic self-resurrection? Probably permanent loss, to compare to permanent loss of POW. Generally, without the fetch as a POW bank I think self-resurrection isn't as good as you think it is (though I certainly may be wrong). I don't think easier RP replenishment is a social function of being a RL--I think it's a magical function. That being said, I agree that it belongs as part of a "full" RL's kit. Maybe an option at tier 4? One of the challenges with this set of houserules is that, frankly, it's hard to believe that someone would pick the shaman abilities over the pre-slotted RL ones--like Allied Spirit, RL resistance, and DI. So although you're trying to let each RL be more varied, ultimately they'll end up with similar major features, and a few alternate minor ones. This does change once the RL progresses beyond 5 masteries and begins saccing characteristics for more abilities. I think each cult should probably have its own set of abilities to choose from. I like your tiers generally, but I think it would flavor each cult further if maybe the first ability is mandatory for some cults--like Chalana Arroy initiates must learn Cure Disease. Perhaps this should connect to the cult skill mastered (Ex., must learn Cure Disease after mastering Treat Disease, or may only learn it after doing so). This also gives more space to develop new abilities, by locking them to individual cults. Further, I think you could "Priest v. Lord" track this by assigning specific abilities to general trends. For example, Spell Extension to Rune Priests, to characterize them generally as "magic specialists" as opposed to "martial specialists." A correlation of this is that you could flavor RLs as more "magically oriented" by giving access to normal "priest" abilities. Ex, returning Sword Sages of Lhankor Mhy, or giving Seven Mothers Rune Lords priest-y powers. I might decide to characterize the tiers by title, to handle God-Talkers. They'd be tier 3 or tier 4 access, and have the open position. Initiates are tier 1 and 2. This could further interconnect service done to the cult and social positioning with access to cult powers. For example, a highly skilled warrior newly initiated to Humakt might have the cult masteries to immediately reach tier 3, but wouldn't have the social standing--he's not ready to be a God-talker, he just joined us! etc. (Ignore that Humakt IIRC doesn't actually have G-Ts.) I'd add the priest's unique abilities to this list too. The main one I recall is +20% to POW Gain rolls, but I think there's one or two more IIRC which RLs don't get. I feel like Second Sight or an appropriate Spirit Affinity would make a lot of sense as a mandatory first ability. Ex., members of Orlanth Thunderous must learn Spirit Affinity (Air Spirits) upon beginning their trek on the "higher mysteries" once they've mastered their first cult skill. While Spirit Affinity is generally a weaker shaman power, it's particularly relevant for Orlanth Thunderous because I feel like their major "calling card" is use of Air elementals. I could see buying points of Spiritual Armor with this making sense as an ability. Reviewing the shaman abilities, it'd be way better than Spirit Defense (which I think is just a bland skill increase?).
  15. Yeah I describe myself as having started with RQ3 (around 2012) but really have no clue what RQ3 looks like "vanilla." Everything I've played has been houseruled to high hell based on rules the GM had played by for around a decade prior. So we just learned that as my playgroup's "base" RQ experience.
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