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Thaz

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Everything posted by Thaz

  1. That was then. 😉 it might form the core of a list for HQG but I think Jason and Jeff have covered this for RQG. It's The Guide, The Sourcebook set and whats been published for RQG.
  2. It's absolutely Canon for HQG. However RQG is not HQC and the two are not in sync. It's been explicitly stated that the sources for RQG are published RQG works plus the Sourcebook and Guide Slipcase. The events and runes and cults described for HQG/HW/HQ are not for RQG. RQG does not pickup from where HQG left off not least because HQG aint done yet and will progress. Kallyr dies at the Battle of the Queens, in RQG unless you wanna change that in your game. A whole bunch of runes dont exist in RQG unless you wanna change that in your game. A whole bunch of towns and cities mapped in HQ/HW/HQG will have be different in RQG unless you wanna change that in your game. Gunda the Guilty is different in RQG unless you wanna change that in your game. I mean your free to use those sources and YGMV. But dont expect The Coming Storm or Thunder Rebels et al to be used as canon in RQG. At least that's how I understand it. I speak now as a fellow fan. I have written for but am not of Chaosium. However Jason and Jeff have been pretty clear on this "RQG is its own line, a new interpretation of the setting based on prior versions but also incorporating previous unpublished materials from Greg and based on lengthy discussions with Greg and Jeff. Anyone expecting RQG and HQG to be completely synchronous will be sorely disappointed. " on t'other thread from Jason
  3. I disagree. I belive entirely that setting a spear or using a great sword is a Parry vs charge. Your certainly not attacking with a, set spear are you? Your fending off a trample. I've had the dubious pleasure of having to set spear vs charge for real once.... Luckily the horses turned
  4. Parrying oncoming dinosaurs or large creatures. You mean like with a great sword (good Parry backed by blade sharp or true sword or both) or a set spear will kill the beast quite often and has a better Sr so will hit first. Your problem? Also historically how to deal with charging horses, boar etc
  5. Except of course The Coming Storm is no longer Canon and the authors knowledge predates that reference. /gronard off
  6. Thaz

    Spirit Combat

    Not so much I'm thinking. The Shaman burns a lot of Pow to get a decent Fetch but even with a Spirit Dance Crit the Fetch is limited to Pow+2d6. Say your wannabe Shammy is on 18 Pow. They burn 6 points on summoning of their Fetch so get 6+2d6 thats 14 Pow or so on average for the Fetch and your newly minted Shaman is on 12. The next few POW Gain rolls are going to the Shaman not the Fetch. Plus of course Shaman have a constant demand on pow for enchanting and spirit dealings. I dont see the Fetch heading to really high POW values anytime soon with the current rules. Otherwise you risk being rather weak personally. Especially on trips to the spirit realms sans fetch.
  7. Thaz

    Spirit Combat

    This is rather risky mind as if your Fetch dies, so do you.
  8. For a newbie Gm running through the Freebie downloads and the GM screen pack adventure book really helps. Then maybe Smoking ruins and the upcoming pegasus plateau book and frankly you've got a LOT of material right there. By the time you've run all that you'll have a bunch of plot hooks and threads to expand on and maybe some bad guys who got away to be recurring pains. Or recurring good guys who are recurring pains. Our party healer was having a major bitchy spat with another CA healer which has been deeply amusing for the rest of us.
  9. "Learning Spirit Magic A shaman may learn any spirit magic spell desired (unless a specific spell is forbidden to the shaman for other reasons, such as a cult restriction or taboo) and without cost. " I dont read that as barring sleep although I guess you could do so if you wanted. However the sleep spell makes no mention of it being restricted. In fact there is no mention of any restrictions to spirit magic spells. In the Ca description both befuddle and sleep spells get a mention in that those under their influence are under the cult members protection. I think that entire thing has gone away. YGMV.
  10. have you asked on the RQ or Glorantha FB groups? Much higher foot fall than here
  11. I'm currently playing in 3 RQ games, all of which are online. 🙂 Skype, Discord, Zoom or if you must Roll20 etc. There are plenty of online options. In these modern times it's easier to run sessions online so travel and childcare isn't a thing. This was true for me even before the current events.
  12. Certainly the Smoking ruins is a bunch of content. I've had weeks worth of play out of it so far and I havent touched half of it yet. I cant possibly comment on the next book as it's not out yet and I wrote some bits in it anyway so I'm biased.
  13. Multispell. Sleep, a few disrupts and a buff spell each turn.... Yeah Humakti are mean. But shaman....
  14. Go read the Munkin thread elements on Shaman. Then read the Multi Spell description. Shamen (and Humakti) are rather powerful.
  15. Thats not the only way to get a pow gain roll. If you're work at it (befuddle, disrupt, Fear) you can wangle one per season (includes Sacred Time) so 6 times per year/once per season. Plus assitant shammys get one freebie Point ontop per year.
  16. Oh totally. As a Pendragon veteran having stuff like that happen is great grist for the mill. The previously mentioned Storm Bull had a bit of lapse of faith really after suggesting that maybe the mission might take priority over that nest of chaos over there. He got over it and was neck deep (lit) in Scorpoid Chaos Death shortly thereafter. (Playtest of https://www.drivethrurpg.com/product/304768/Stone-and-Bone?affiliate_id=205935)
  17. Also depends if your character is at all interested in honour. My Storm Bull isnt. You will fight me tomorrow at the ....<smack crunch>
  18. Check out the Rune Magic Spells for DF. Summon Ancestor. This gives you the tables you need. And then if it aint friendly or neutral command comes in handy. Also with various combo's of spirit matrix etc. DF has a LOT of powerful interactions between Rune and Spirit Magic and by using both you get maximised results
  19. I think that if you 'Give up' on being your community's Shaman and wander off then it's going to be role-played consequences. If you're off to murder hobo then there will be negative consequences. If you're off serving the greater good as guardian of some mystic area or guarding against some greater threat...well then. The Shaman in the Conan movies would have got away with it.
  20. I think a knife or hatchet would be considered a tool rather than a weapon by most people. There are some examples in Norse saga's (who get really into their legal cases as a result and therefore quite handy as they have discussions of this sort of thing for all they are not Glornathan or representative of Sartar). Carrying only a small axe (aka hatchet) and set upon by armed folk :- Unarmed. (and if you win you is a hero)
  21. Yeah. I don't ask players to roll their dice in front of me at the table why would I do so online? I find that some players probably bend their dice rolls now and then for MGF or whatever mice they have loose in their brain pans. If I think it's becoming excessive I will take note and stack odds more against them. Why would that differ online to face-to-face. I have also had amazing runs of luck with dice both good and bad as a player. (I've only ever once had to call out a player and that was in college and more over his very literal interpretation of the ground rules I'd set for character gen. Deliberately set a DnD game to be low powered and so it was play what you roll. My Accountant friend had rolled a LOT of characters (hundreds) and cherry picked what he wanted to play.... )
  22. I've certainly used one. I've recently started playing a Daka Fal assistant shammy (partly cos of this thread) in a new game. He's working up the Rune Points to be able to use the extended summon ancestor trick listed earlier on this thread. Meantime his role in the party is as buffer/caster. He's using Multispell to be able to cast lots of Strength, Disrupt, Dispel magic, Befuddles and that burns through MP. He didnt get a MP crystal in pre-gen (although our CA Healer did, played by my lovely wife so that's handy for her and a real bacon saver for the party). His second highest stat is Cha at 16. As such he's running into issues with spirit spell capacity. Also he is limited by the amount of spells gained. You start with 5 points + the assistant shammy bonus. He hasnt been able to learn Spirit Matrix and Command Spirit AND have a useful list of spells. One of his Ancestor Spirits DID have Magic Point Enchant :- Lucky roll. So he's used that. Those 6 MP extra are darn useful! Likewise I have a LM character on stanby who with that 6MP matrix would be able to do sooooo much more. They're dead handy at least in early game and possibly so in mid game if your GM isnt handing out crystals.
  23. Thaz

    Rune Fixes #2

    Massively useful and probably my Shaman Characters most used spell. Spirit Combat, to buff his Sing skill which is used then used to generally buff the party and himself, before various communications rolls as he has become the party's 'Face Man' and to cast on the Vingan before she talks to various VIP's. Also used in the Inn while singing of everyones exploits to scum for Rep 😄
  24. Huzzah for everyone. Love the cover art by the way 🙂
  25. Oh totally. You want to nerf or buff stuff go right on and fill your boots. Its your table. 🙂
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