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About womble

  • Rank
    Senior Member


  • RPG Biography
    Old Timer - Basic and Advanced D&D through to 3.5; RQ2 (mostly 3 though); Ars Magica; L5R; Shadowrun; Traveller; Exalted; Aberrant; Unknown Armies.
    LARPer - Peckforton-children, large scale Fests, one-shot Con games; Large freeforms.
  • Current games
    Pendragon (GPC); Wild Talents; Empire (LARP); CoC (20s UK)
  • Blurb
    I've strong simulationist tendencies, and I like my fun, serious. Just bought RQ:G and inspired to start a new game, if I can drag some old players in.

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  1. womble

    Specific Sorcery Spells

    Yes it can be activated. But the spell won't have any effect until the Neutralise goes away because it's too weak. The Matrix is permanent, and can't be suppressed by non-permanent effects. An Extended Shield 2 would be suppressed, but not the Matrix used to cast it; since Rune Matrices don't have a strength, you could use a Rune Matrix to cast a large enough Rune Spell (if it were stackable) to overcome the Neutralise Magic effect. There are a lot of grey areas there, with the effect of area increase combined with "target" wording.
  2. womble

    Specific Sorcery Spells

    I don't reckon Neutralise, Dismiss or Dispel affect things that have had POW sacrificed to create them. Difference between permanent and Temporal...
  3. womble

    Strike Ranks: initiative order or action allowance?

    Abstraction. It's a beyotch. Most of what goes on in the time leading up to SRs 6 and 7 in your example doesn't result in any damage. That one participant's damage happens in 6 and the other's in 7 just represents that the first gets their 'effective' swing in before the other's. It's a very rough approximation because keeping track of all the things that actually affect who hits whom first is an exercise in bookkeeping and ancillary stats and randomising factors (especially in a few-on-few situation) is way more than most gaming tables can stomach. It's utter crap, for example that a spear user gets to hit 'first' when fighting a sword-and-boarder (notionally of the same physical reach and reflexes), round after round. If the spear user hits and doesn't drop or drive back their target, they're probably not going to get another go without a radical disengagement to regain their range because the spear is totally out of the equation once the sword-and-boarder has closed and trapped/diverted the spear. I know, I've chased down my share of spears with my sword and shield and hammered charging tinnies onto their ass with a 'firm' bill thrust. Sure you could make mechanics that represent the very fine increments of fighting distance and modify the opponents' actions/chances of success accordingly, but while you're at it, you'd probably better add balance/centre and fighting style familiarities, and really look at how the cumbersomeness of weapons affect how easy they are to parry/avoid (and on and on and on). But very few people have the desire to get that nitty into the gritty (how many games of Phoenix Command* do you see played?) so the approximation has to do. And the damage isn't approximated as accumulating from lots of tippy-tappy glancing blows, it's abstracting when the one significant blow achieved in a round is effective, so no 'pro rata Damage Per Strike Rank'. * Phoenix Command was a combat system which took into account the flight time of a bullet, based on muzzle velocity and range (though it didn't, as far as I recall, go as far as getting integral on the reduction in projectile velocity due to atmospheric drag - that'd be silly; maybe it was an optional rule).
  4. Aye. That would, indeed, suck. I don't have the time these days to be playing characters I've no interest in...
  5. Aye. I can't see how the reversion to RQ2's mechanics in this regard isn't a step backward.
  6. Having smoothed curves for the various derived characteristics would also make 'minimaxing' stats less problematic. If every point is worth something, more, anywhere is good. I'm junking the tables for skill category modifiers in favour of "Stat-10" for primary and "(Stat-10)/2" for secondary (and the negatives of same for negative 1ary and 2ary). That gives smaller modifiers, and I'm considering letting Elemental Rune scores add in there too (@1/10th for 1ary and 1/20th for secondary).
  7. womble

    Everyone Having Rune Magic

    p334 "POW points equal to the magic points or Rune points needed to cast the spell must be sacrificed to create the matrix." POW. Not Rune Points. You sacrifice a POW to get a Rune Point, plus access to the rune spell Enchantment "Matrix Creation". Spending Rune Points on non-reusable spells requires access to non-reusable spells. Don't see much of that in any of those stat blocks. And spending RP would reduce the character's RP to fewer than the special spells they have access to, not reduce the number of spells they have access to to less than their number of Rune Points. That would be less than useful in the case of most of the NPCs in the Adventure Book from the GM Screen Pack. Unless you think Leika Ballista, say, never has full Rune Points when the players meet her. Most of those stats are general "whenever you meet them" or "full capability" stat blocks and make no mention of expended points. Apart from the NPC stats which are supposed to be at a notional specific time, (the Tusk Riders) which explicitly state the "y RP remaining out of x total" for those characters. It makes sense that a lot of NPCs with Rune Points won't have their full allocation available every time they bump up against the players, sure; it makes less sense to make a default 'reduced' number of RP the only number available to read. An explanation for why people have fewer RP than they maybe 'ought' to have is that they might have other things to sacrifice their POW to, like the wyters of the various communities they're members of. Priests, of course, have access to Enchantments, and anyone could contribute to such; then there's Divine Intervention. Set against that, though, is that an average gain of 1 POW per year assumes only the 'automatic' POW gain rolls at Sacred Time and the High Holy Day. While it assumes consistent attendance at those ceremonies, it also disregards any other opportunities for raising POW gained through the year. Given that Magic is active in Glorantha, and the Priests have to go deal with it rather than just sitting back and blissing out on Goddness, they should be getting a roll most Seasons for beating cult spirits in combat to get them to teach spells and perform other services, or fighting disease spirits, or just using their magic dealing with "mundane" threats to the community.
  8. womble

    Everyone Having Rune Magic

    No. That level of consistency suggests that not having the same number of Special Rune Spells as you have Rune Points is the exception rather than the rule, possibly even an exception generated by error. The most likely in-world reason those herders only have a single (special) spell rather than more is that they habitually worship at Shrines which only have those one single Rune Spell available for access when they want another Rune Point. Even if they are the best herders available (at their ages? I frankly doubt it), the farmers in the next adventure are arbitrarily selected; if they're "kick-ass" too then there's some serendipity going on. Note also that the "Typical militia" has 3 RP and 3 spells statted. Typical. Not "kick-ass". Sure there will be exceptions to any general practice; any Glorantha will vary within itself, but that doesn't indicate some massive divide between PC and NPC potential. Which doesn't speak to the rules and customs around sacrificing for Rune Points and whether getting a Special Rune Magic thrown into the deal is universal or takes a special purpose or donation. It speaks to the character getting (effectively) 3 POW gain rolls since Initiation at 18 and spending them all on Rune Points (and getting the SRM thrown in without question). It speaks to them having slightly higher levels in probably more conflict-focused skills, and having probably better panoply (because herder isn't going to be a frequently chosen characer Occupation), reputation and Passions. It might speak to heightened Rune Affinities (I haven't gone through and unpicked all the NPCs to see if they were generated with the same number of Rune Points as PCs get).
  9. p51 Tarndisi and the Shanassee Tree have more Rune Points (30) than their Charisma (24 and 20 respectively). Do Allied spirits add their to the Priest's CHA for the Priest and the Priest add their CHA to the Ally's? p61 The two Uleria Initiates are also Initiates of another Cult, but have no Rune Point or Special Rune Spell for those other Cults.
  10. womble

    Everyone Having Rune Magic

    However, every NPC but two (Varnath and Cara) in the only Chaosium RQG adventures so far published has Special Rune Magics >= Rune Points (if their particular Subcult has that many). That includes nonhumans and unremarkable herders and farmers. For me, that means it's not up in the air at all. The fact that some slightly older characters have fewer Rune Points than the (average) '1 per year past Initiation' is somewhat troubling. Generally, I'd expect everything the PCs do in term of mechanics to be based on what everyone does. Their story may be more remarkable than many their age, but they certainly aren't the only freshly Initiated Sartarites to go participate in the events of the last few years. I think the reciprocity principle is strong in RQ: if the PCs can do it, so can the NPCs, and vice-versa.
  11. womble

    Everyone Having Rune Magic

    I read this as additional access, above and beyond that granted for Rune Point sacrifice. p275 also says (under 'Becoming an Initiate' which starts on the page before) "The new initiate gains access to all common Rune spells known to the cult and chooses one cult special Rune spell." on p282 regarding subcult initiation it says "...sacrifice 1 point of POW to establish a link to the subcult (note that this increases the Rune point pool to the main cult), and may choose a special Rune spell provided by the subcult..." On p283 under "Gaining Access to Associated Cult Rune Spells" it says: "When an adventurer sacrifices a point of POW to increase their Rune point pool, they can select a Rune spell from an associated cult worshiped at that temple instead of selecting a Rune spell from their main cult or subcult." And the clincher is the sections on p313-314 (in the Rune Magic chapter) on "Rune Points" and "Gaining Rune Magic Spells". Both explicitly say you get access to a new Special Rune Magic Spell every time you sacrifice a POW to that Cult. The examples all have characters with exactly as many Special Rune Magics of their Cult as they have Rune Points, and the example in the latter section says: "...At the tribal temple to Orlanth (a major temple) she sacrifices 2 permanent points of characteristic POW to increase her Rune points to 7. She also gets to select two more cult special Rune spells that she can cast..." Either the bit about donations or special reasons is to gain extraordinary access to a Special Rune Spell, outside of POW sacrifice, or it's a relict of a previous edit. There's a mechanic in-game for allowing access to Special Rune Spells: Rune Magic Matrices. Since, RAW, per the corrections thread, a Rune Magic Matrix doesn't provide any Rune Points towards casting it, and needs 'recharging' after one use, giving someone else access to a spell your God gives, but theirs doesn't, or that they haven't sacced for yet is the only practicable use for a Matrix, this provides a hook for Rune Matrix creation. If it is via Matrix creation, this sets a market price for points of POW, which is interesting.
  12. I struggle a bit with pure stat point buy systems, especially when there are as many 'beneficial' thresholds as there are in RQ. I also hate seeing characters that don't shape up to at least something like what the player envisages playing. I like the idea that there's some randomness to RQ characteristics. For cultures where there is access to "Bless Pregnancy" there's a mechanism built into the world to help achieve this. I don't think it's too big a stretch to allow a character's grandparent to be (or be good friends with/prepared to owe a favour to) an Initiate or Priestess of Ernalda with a CHA-full of Rune Points, which she would likely be prepared to make available for her daughter/-in-law to make sure the grandchildren are healthy and strong/talented. So I'm going with "Allocate 15 points across the 7 stats and roll the appropriate amount of dice, for each stat (specifically), adding the allocated points." Ponts above species maximum, I'll allow to reroll a 1 on a die on another characteristic, but they could as easily be wasted You could vary the number of Rune Points available for casting, and it's kinda 'representative' rather than a strict application of the spell, so there aren't really any limits but 19 x 3.5 +12 = 82, +15 =97, so on average they'll have more than the 92 point minimum; you could cap at 'rolled' maxima, though Bless Pregnancy permits starting characteristics up to racial max. I like this approach because it has at least some grounding in the game world, and it combines randomness with player choice. Obviously the grandma wanted a grandchild that came out like the player hoped... How fortunate
  13. womble

    Lunar Marines

    Aye. There's a big difference between those skillsets, for sure. I gather the true meaning of marine is the Acronym Marines Always Ride In Navy Equipment. According to the USMC, at least, but I can't see it having been very much different back in the days of Trireme and Pentekonter.
  14. womble

    Forgotten Secrets of Glorantha

    Don't forget Bless Crop, which will be readily available in that area.
  15. womble

    Missing weapons

    The example of bronze rapiers I've seen pics of would make poor cutting weapons because of the pronounced central rib. I'd say they could be used to make swings with, and the sharp edges would slice, but if (for some reason) the character chose to use it that way, they'd not get the benefit of the Special. So if a weird monster, say, took no damage from impaling weapons, they could still swing at it but no Slash or Impale would occur.