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Scotty

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Posts posted by Scotty

  1. 13 minutes ago, whitelaughter said:

    Yes. If the rules aren't what they say, then they are pointless. If you are judging them by some other standard, then simply use the other standard and throw the rules book in the bin.

    As it says in the Core rules:

    Quote

    Follow the steps below to create an adventurer. This procedure lets you create human adventurers from the greater Dragon Pass region

    and the bestiary says:

    Quote

    applying human criteria to the cultures of other species can be a pointless exercise.

    While it's fun to run with an idea, many of the rules mechanics for human adventurers fail when applied to huge creatures.

    The idea of a giant who is overcoming his desire to eat humans and yearns to play the harp could be a fun one. There are however some stories around this this subject where it takes a turn for the worst 馃檪.

    Have a look at some of the giants that have been created for adventures: The issaries merchants in Griffin Mountain (and the stories of others), and the giant group in Snakepipe Hollow.

  2. 15 minutes ago, Akh么rahil said:

    Maxing out your stats is pretty danged good already, though.

    This was a lot less doable when the cost was 1d10 instead of 1.

    the cost is still D10 Rune points and with a permanent loss of 1 Rune point

    15 minutes ago, Akh么rahil said:

    Depends on the situation - if you鈥檙e a Wind Lord belonging to a decently-sized temple, you will have very high RP regain due to associated worship.

    I would hope so. Rune Lords are the leaders of the cult.

    15 minutes ago, Akh么rahil said:

    The factor that聽does聽somewhat limit it is your POW gain rate, but it could still be a few points yearly (more if you gain POW from heroquesting).

    I'm interested to hear how this is impacting your game, or has done in the past (even in RQ2). Do you have Rune Lords with 10 Rune points in your game? Remember, as a GM you are always free to limit player actions if you feel they are over emphasising an element of the rules that is unbalancing your game.聽

  3. 10 minutes ago, Akh么rahil said:

    You may want to consider some limits to DI for characteristics, as well. Trading (in effect) POW for other characteristics is already extremely powerful.聽

    The limits are already there, not more than species maximum. The same limits were in RQ2.聽

    Adventurers who are Rune Lords will have plenty to do each season, than just burning Rune points on DI. There's the Hero Wars to fight. There will of course be situations where such a practice is useful.

  4. Note that the wording is under review. It will be along the lines that on a successful DI, there is a minimum permanent cost of 1 RP. while the correction above is correct, there is still additional text to add.

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  5. 2 hours ago, Shiningbrow said:

    yes, but they're the same spirits - aren't they?

    That they are spirits, yes. That they are the same no.聽Allied spirits are spirits sent by the deity, and limited in number. Cult spirits are common within the cult

    2 hours ago, Shiningbrow said:

    What happens to the animal when the spirit discorporates?

    Same as when a human聽discorporates.聽

    2 hours ago, Shiningbrow said:

    This is something that's been discussed, but I don't think there's been an official position taken on it. It's been said that for bound spirits, the new binding enchantment takes over from the locale "binding", but that's just here in the forums.

    It's not a prepared enchantment, there no POW spent, there's no command or control spell, only a persuasion test. So as they are not magically bound, no.

    2 hours ago, Shiningbrow said:

    Would it not be possible for something similar to happen to an AS? There's obviously some sort of mystical thing happening such that an AS has some sort of connection to its new body... While not a 'binding' per se, it doesn't appear too different (other than the spirit has the ability to leave it of its own volition).

    As always, GMs can decide otherwise in their games. Rune levels with allied spirits are already powerful, if you want to make them more so, you can give them more powerful allied spirits and abilities.

  6. 21 minutes ago, Shiningbrow said:

    However, there's nothing to stop a hero-type of getting a more powerful - and different - allied spirit, such as an intelligent elemental, or even a guardian spirit (or even a naiad, given that river cults can summon them as cult spirits).

    Note that applied spirits aren't summoned, they are sent.聽

    21 minutes ago, Shiningbrow said:

    So, if such a spirit is 'bound' as an allied spirit, can it come out of its binding at will, and take on its normal form? (this presumes that it doesn't stay in its normal form generally)

    Note they aren't bound, they are聽persuaded.

    Allied Spirits inhabit animals or sacred cult objects (RQG page 227) and are not bound. An allied spirit is a spirit up until it enters its new home, then they are corporate.

    Rune level adventurers could certainly quest for more exotic animals / creatures for their spirit to occupy. The spirit stats then replace the previous occupants (remember that Rune Lord and Priest AS have different stats). If the creature is an embodied spirit, then it can naturally discorporate. Otherwise would need to use the Rune spell. Currently the only allied spirits that can do this are Waha riding beasts, as they can learn Discorporate.

    While nymphs like naiads would seem useful, they loose 1 mp per 10m away from their river. So unless your Engizi priest is involved in Local river adventures only, they will have to leave them behind.聽

    You may find the Q&A on allied spirits helpful.

    • Like 1
  7. 27 minutes ago, Mordante said:

    I'm currently reading the roleplaying in glorantha and have some questions regarding magic which I hope you can help me with.

    1. Can you take defensive action while casting such dodge or parrying?

    Generally yes, however a GM might reasonably require a concentration roll if you receive a wound before your SR turn.聽

    27 minutes ago, Mordante said:

    2. Can you cast multiple spells in a round if strike ranks allow e.g healing spells or offensive such as disruption.

    Yes, but only one offensive spell per round. but cast as many non-offensive spells as you like, assuming you have struck ranks.

    I note that you are duplicating these questions over on Reddit, I am david-chaosium over on Reddit and scotty here. If you post them here as well, I will answer them only here. If you want open answers with discussion, you can post them in the RQ forum. I'm on UK time so answers are when I'm awake.

    If you want official answers, please post in the Q&A thread where there is no discussion:聽https://basicroleplaying.org/topic/15243-runequest-qa/

  8. 5 hours ago, Barak Shathur said:

    Regarding this, have I got this right that you actually sacrifice POW to cast dwarven sorcery? In which case it's something to only use in exceptional circumstances? In the Bestiary it says "expend" rather than "sacrifice", but I take it this means the same thing?

    Yes. The POW is permanently gone. You could quite reasonably assume that original Mostali can regenerate Lost POW like Rune points, but over time. So a point a season or year (no POW gain rolls of course).聽

    • Like 1
  9. 8 hours ago, davecake said:

    This is absolutely a factor. Some of the rules changes in RQG have quite far reaching consequences that are not obvious as they interact with other parts of the rules.聽

    If there are any issues that need flagging, please add them to the Q&A thread.

    • Helpful 1
  10. 25 minutes ago, Barak Shathur said:

    Well yes, when creating a PC I can do whatever I want. What I'm talking about is the standard NPC dwarf, which seems nerfed for no good reason.

    Apologies, I thought you were creating an adventurer:

    3 hours ago, Barak Shathur said:

    So I鈥檓 about to play an Iron Dwarf.

    I didn't realise you were referring to the sample Iron Dwarf. These are just standard Iron Dwarfs (same as RQ2) that you would find in the surface world, as with all NPCs just tailor them to suit your group needs. For the full experience just give them their proper weapons: Muskets (2D10) and Pistols (2d6+2), both impale.

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  11. 1 hour ago, Barak Shathur said:

    So I鈥檓 about to play an Iron Dwarf. Reading about Mostali in the Bestiary I see their preferred weapon is Warhammer, a weak weapon that, given most dwarves won鈥檛 even have damage bonus due to their small size, doesn鈥檛 benefit them whatsoever. Why would an Elder Race that is so used to war, and has so many enemies, choose to handicap themselves in this way? Can someone explain?

    I'm not sure where you're referencing this from, but:

    Quote

    Dwarf fighters are usually pictured with axes and hammers because they are loath to even show their best weaponry to outsiders who will covet them and even try to imitate them. However, their expertise extends far beyond the simple weapons which humans can craft.

    RQ Bestiary,聽Dwarf Weapons, page 59

    and聽

    Quote

    It doesn't actually specify, what the weapon is:

    Skills: Medium Shield +40%, Melee Weapon +40%, Missile Weapon +40%, Secondary Weapon +25%.

    Equipment: Melee weapon, missile weapon, medium shield,

    RQ Bestiary,聽Creating a Dwarf Adventurer, Iron Dwarf, page 58

    Only Copper Dwarfs have War Hammers.

    The Iron Dwarf illustrated on page 54 has an axe to fool stupid humans, on its back it has a bowling ball autoloader with three balls. But for outdoor work only has a pistol.

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  12. On 10/11/2022 at 2:34 PM, svensson said:

    @Scotty Thanks for some of the clarifications.

    I'm not sure how an AS would/could raise its CHA. Certainly the deeds it does with its human would count. A Humakt sword with a resident AS whose Sword of Humakt owner does great things with it would naturally improve its reputation, especially when you consider the item valuation tables in Weapons and Equipment. That being said, some kind of table-rule would have to be negotiated.

    Divine intervention! Rune Lords can effectively use DI once per season once their Rune pool reaches 10:聽Divine intervention can be used to raise a characteristic by 1 point, but no characteristic can be raised above its normal maximum, as described on page 418.聽The rune points are recovered ar usual. Rune priests would have a harder time as their DI is much riskier.

    On 10/11/2022 at 2:34 PM, svensson said:

    I don't think that Allied Spirits can or should advance in a cult. Initiates they may be, but initiates they ought to remain. Allied Spirits and their mortal ally make a very powerful team, and allowing the AS to become a Rune level in its own right kind of breaks that system. And the LAST thing any referee wants to entertain is the possibility that an Allied Spirit has an Allied Spirit of its own...

    The Allied spirit section is very clear on this:聽

    Allied spirits cannot be Rune Priests, Rune Lords, or God-talkers.

    22 hours ago, Shiningbrow said:

    Simple examples - Orlanth and Barntar? Orlanth and Yinkin? Maybe even Orlanth and Ernalda...

    If you are a Rune lord or priest, you may get one allied spirit, it will always be from your main cult, and not a member of the secondary cult.聽Allied spirits cannot join multiple cults. It is conceivable that the allied spirit can be related to the secondary cult, for example Orlanth, Odayla, Yinkin have shadowcats as allied spirits; Barntar is usually a subcult of Orlanth, and where independant has only God-talkers (no allied spirits); Orlanth and Ernalda have no overlap in allied spirits. Look at the allied spirit table on page 277, the overlaps are easy to spot.

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  13. 2 hours ago, Akh么rahil said:

    Presumably they would start with one Rune Point (and the spell that comes with it), as sacrificing 1 POW to 1 Rune Point is part of initiation?

    As Jason said:

    On 10/4/2022 at 12:36 PM, Jason D said:

    As GM I'd say they begin with the common knowledge Rune spells, and their adventurer "ally" can decide to sacrifice their own or the spirit's POW for more Rune points and spells. If desired, the GM can decide that the allied spirit comes with a reasonable number of other Rune spells.聽

    So just 1 Rune point.

    2 hours ago, svensson said:

    Also be advised that, just like a shaman's fetch, your AS is vulnerable to the Spirit World all the time. Never let its native POW get so low that it becomes bait for a malevolent spirit on the hunt.

    Remember that Allied spirits aren't actually discorporate once they inhabit their animal or sacred cult object.聽They are the animal or聽sacred cult object. Their spirits don't roam around freely unless they have the power to discorporate.

    2 hours ago, PhilHibbs said:

    So whilst yes an AS is an initiate, I don't see that as directly expanding the range of rune magic that the player has. The AS is an assistant sent by the deity, not an independent worshipper of the deity.

    Yes, the allied spirit may approach the cult from a different aspect to that of their Priest or Rune Lord. A Shadowcat allied spirit of a Yinkin priest would treat Yinkin as ancestor worship. It may even have access to different magic (dependent on how much work your GM is willing to do).聽

    • Like 2
  14. 13 hours ago, Jose said:

    I am planning the adventure "Stealing the Eye".

    Remember that the point of the demo game is that there is no Yara Aranis Rune magic!

    @jajagappa's spell list is still correct, with associate cult Gorgorma giving Nightmare, Gerra gives Crack, and as usual the Red Goddess gives Chaos Gift.

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  15. 3 hours ago, jo77yroger said:

    Hi, I need some specifics about allied spirits. It is written in the core book that allied spirits are initiates of their cult.

    I'll add Jason's answers to the Allied spirit's Q&A, which you may also find useful to read 5.5 Allying a Spirit (page 277)

    In adding to answer 3, I'd like to remind readers that allied spirits are embodied into animals or things. They aren't free floating spirits.

    • Like 1
  16. 5 hours ago, Barak Shathur said:

    Is there an archive of Q&A for BGB from around the time it came out?

    There are no hidden BRP threads on this site. So whatever you search for you should find.

    5 hours ago, Barak Shathur said:

    Since the producers don't seem to answer questions about it on this forum,

    Of聽the producers, only Jason is active on this forum (and there's only three of the original seven creators left)

    You can try summoning him if he's not busy on other projects using "at"聽Jason D

    5 hours ago, Barak Shathur said:

    it would be interesting to see what questions were raised back then, and if there were some clarifications made. Thanks.

    You might like to check the 2009 Chaosium site:聽https://web.archive.org/web/20090924084747/http://catalog.chaosium.com/links.php?lPath=3

    You may also be able to locate a copy of the Basic_Roleplaying Yahoo! Group, my web-fu has failed to locate a copy at Tapatalk or Archive.org

    See also:

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