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Scotty

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Everything posted by Scotty

  1. Resolving Spirit Combat: opposed Spirit Combat rolls (greater success wins) Yes, Resolving Spirit Combat, page 368. Winner/Loser: winner does spirit combat damage to other Yes, Resolving Spirit Combat, page 368. Tie: no effect, unless both critical success then both roll damage Yes, Resolving Spirit Combat, page 368. Loser/Loser: no effect unless a fumble (p.370) Yes, Resolving Spirit Combat, page 368. Damage Bonus: Special x2, Critical roll damage twice (ignore Spiritual Armour). Yes , Spirit Combat Damage, page 368. Special/Critical causes physical damage: random location = number of D6s rolled Yes, Spirit Combat Damage, page 368 and Hit Point Damage page 369. Resolving Weapon Combat: may only attack spirit engaged with them yes, Attacking with Weapons and Spells, page 369. Enchanted weapons (no STR+SIZ bonus), Rune Magic damage boost (eg Truesword) yes, Attacking with Weapons and Spells, page 369. Spirit Magic damage boost spells do not usually harm spirits, but may affect weak ones yes, Attacking with Weapons and Spells, page 369. Divine damage gifts such as from Humakt only doubles any magical damage yes Weapons attack on regular Strike Rank – Spirit defends with Spirit Combat – opposed roll as above. Skills over 100% reduce opponent skill as usual and can attacks can be split Yes Resolving Spells: Offensive damage spells such as Disruption can harm spirits. Corporeal require INTx5 to cast Yes, needs POW x5 as usual. Multiple Enemies: Resolve each combat separately. Melee weapon use limited to SR restrictions, but unlimited Spirit Combat rolls may be made with no penalty Yes
  2. This is a good example of adapting the rules to your style of play.
  3. Yes, it just increases your ability score.
  4. Page 139: Using sing in Spirit Combat is not a performance, so this is about the second part of the sentence. It's more akin to magical chanting or using magic words in a ritual. You would chant as a background to the activity or use the magic words as emphasis. I would go on what the player describes as the reason for the augment. "I sing a song that my mother taught me to keep bad spirits out of my dreams" or "I sing the words my shaman taught me when killing spirits" For further info have a look at Galdr as an example of magical words and singing. Likewise dance would work in the same way, it's not a performance. It's ritual movements the emphasise the spirit combat, as above I'd go on what the player tells me their adventurer is doing to gain the augment. "I use the sword dancing movements I was taught to keep spirits back". Sword dancing is a pretty common cultural dance in our world.
  5. Well that seems to have covered pretty much everything. If anyone has any real examples to go through that would be great. I'll see if @David Scott can write up an example of this.
  6. This isn't a weapon attack, but if you are already engaged: In the statement of intent Phase. State what you are going to do first. Cast Disruption then Spirit Screen. I would make you roll concentration for the disruption, then the spirit screen, if you fail, you just waste the Strike Ranks, unable to concentrate, 1 DexSR 1 + Disruption (1) (first point free as usual), Disruption roll POW x5. 2 Prepare 3 Prepare 4 Prepare 5 Prepare 6 Prepare 7 DexSR1 + Spirit Screen 1 (first point free as usual) 8 Spirit Screen 2 9 Spirit Screen 3 10 Spirit Screen 4 11 Spirit Screen 5, roll POW x5 12 Spirit Combat You don't keep it free, it's just when the exchange happens. If you do a 6 point spirit screen it doesn't go off as you are in spirit combat when you were going to cast it.
  7. No concentration roll is needed to augment spirit combat, it's part of the spirit combat. I'd want to know what the song was though. Don't forget only one augment, so if you already done it for your weapon ability roll, you can't add another. You only have to make a concentration roll to do something outside of spirit combat: you can't, cast magic, scan, attack a physical target, heal yourself, etc without a concentration roll.
  8. yes, If it fulfils the prerequisites in Attacking with Weapons and Spells, page 369. yes. That is always the case. Yes. Yes, see above.
  9. Some weedy ones are harmed by spirit magic. See Bestary, Spirit Powers, page 165. I often use weedy spirits against adventurers, keeps them sharp.
  10. In the statement of intent Phase. State what you are going to do first. Most of my players would have calculated if they could fit a spell in before making a statement including one.
  11. Please give an example of what you are trying to do here. See page 370, one attempt at anytime during the round, it's effective instant. It's a 0% skill, only available to the assistant shaman occupation. As a 0% skill you can't use it at all until you have at least 1%. See Base Chance page 163.
  12. Yes, if you have all the prerequisites in place.
  13. Yes this is a GM call, depending on how complicated you want to get, you could roll for each one. I often just ask for one roll against all of them. The most important thing is to cast Spirit Screen or Spirit Block immediately this happens.
  14. Please read what I wrote again: Spirit Combat has no specials or criticals in the normal comat sense, those results determine the level of success.
  15. If as a GM you find that running Spirit Combat within normal combat is really complicated for you, then don't include them simultaneously in your game. Just say to your players that when fighting a spirit with weapons, that's all an adventurer can do within a melee round. Most films use the one-at-a-time fighting system, so it's not a new idea.
  16. Are there any edge cases where it might not be clear?
  17. I'm in the process of updating the Q&A at the moment, so I'm going to step in and use this to update any questions: The first and most important is that the Attacking with Weapons and Spells section is part of the Spirit Combat section not the Combat Chapter. Note that under the Combatants section of Spirit Combat on page 366, it specifically says: and that this is the only specific instance that Spirit combat is not resolved on Strike Rank 12, page Spirit Combat, Strike Rank, page 368. Note that: The player rolls the adventurers relevant weapon ability (with augments, magical bonuses, etc) and checks the result using that score for critical, special, success, fail, miss, fumble. If the adventurers weapon ability or the spirit's Spirit Combat score is over 100%, reductions occur as normal. The Humakti player rolls their weapon attack ability and the spirit rolls its spirit combat ability. The usual results apply: critical beats a special beats a success beats a fail. For example if the Humakti criticals and the spirit rolls a success, the Humakti wins. The results are compared using the Resolving Spirit Combat section on page 368 If the Humakti wins, only the magical part of damage is rolled. The example on page 369 says: This damage is magic points, and subtracted from the spirits Magic Points, taking into account of any magical defences that subtract from the Magic Point damage. If the spirit wins, the spirit rolls their Spirit Combat damage and subtracts it from the Humakti's Magic Points. Likewise taking into account of any magical defences that subtract from the Magic Point damage. Nothing happens unless the tie is a critical, then both do the same as a Winner above. next: The Gift is from a god and so is magical. It only doubles the magical damage. So in the above example with a broadsword, roll 1D8+1, subtract any damage reduction the spirit may have then double the magic point damage. So if 5 is rolled, and the spirit has no defences, 5 doubled is 10 so the spirit loses 10 Magic points. If the Humakti was only using Bladesharp 4, the damage would be 4, subtract any damage reduction the spirit may have then double the magic point damage. So with no subtraction that would be 8 Magic Points. No. This is spirit combat. If I've made any errors here I will correct them first, then add this to the Q&A. Added to Chapter 15 Spirits & the Spirit World Q&A
  18. Popular topics, soon start to meander all over the place, if you want to diverge from the OP, into how to teach sorcery, different ideas on how to change it etc., consider starting a new topic. You can always come back to your post here and add a link to the new thread.
  19. If want to report mistakes or ask questions about our RuneQuest Glorantha products, this is the thread. Question and Answers where appropriate will end up here as official corrections. Although centred around RuneQuest, corrections and questions about the Guide to Glorantha (GtG) and the Glorantha Sourcebook (GS) are welcome too. The current product line is: Roleplaying in Glorantha Quickstart (RQQS) Roleplaying in Glorantha (RQG) Glorantha Bestiary (RQB) Gamesmaster Screen Pack (GMSP) The Red Book of Magic (RBM) and Rune Spell Reference (RSR) The Smoking Ruin & Other Stories (TSR) The Pegasus Plateau & Other Stories (TPP) Starter Set (RQSS) Weapons & Equipment (W&E) The Prosopaedia Lightbringers (LB) Earth Goddesses (EG) Mythology (CoR-M) First and foremost, it cannot be stressed enough that the rules are guidelines for the gamemaster and must occasionally need to be interpreted when a question arises. No set of rules can accommodate every permutation and interaction between the various sub-systems, nor should they. When there’s an potential conflict or unclear area, it is the gamemaster’s job to adjudicate, revising later if necessary. When in doubt, make a decision and move on. The play is the thing, not getting it “right”. Please post your entries in the form of a single simple, direct question, with book and page references. Please take any arguments, complaints or discussion to another thread. Before you post, please make sure that you have: the most up-to-date version of the book and/or PDF. checked the book and rules fully. Checked the RuneQuest Glorantha Corrections and Q&A Please be aware that, Sorcery is presented to allow Lhankor Mhy adventurers to be created. Future supplements will detail sorcerers from other cultures and provide more details of the sorcery system. New answers in this thread are moved to the Q&A when a full page is reached. When in doubt, make a decision and move on. See Jason Durall talking about when it's important to lean into or away from TTRPG system rules (YouTube)
  20. Yes: https://www.chaosium.com/runequest-character-sheets/ The fillable is fully editable with Acrobat Pro (it was created with InDesign and Acrobat Pro). https://www.chaosium.com/content/FreePDFs/RuneQuest/Character Sheets/RuneQuest Glorantha - Character Sheet - Fillable.pdf
  21. Fireblade - yes: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha-players-book-print/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-12-spirit-magic/ Fire arrow - No Page 263. "A Firearrow cannot impale". Note that there is no critical damage. There is only special damage, and on a critical, it's maximum special damage. So a Firearrow won't impale, but on a critical will possibly ignore armour as per the result table. Firearrow (page 261) Replace The damage bonus still applies, halved for missile weapons as normal. with The damage bonus still applies, halved for thrown weapons as normal.
  22. Please find attached the two downloads that @AndrewTBP previously posted. These have a copyright notice on them.
  23. Yes, there are a few errors, some were corrected in the GM screen pack (not these). Correct, DEXSR 3 + SIZSR 2 + Lance SR 0 = 5 Correct, DEXSR 2 + SIZSR 1 + Dagger SR 4 = 7 I will send these to Jason and I've added them to the corrections page: https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha-players-book-print/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-03-pregenerated-adventurers-qa/
  24. I've emailed the GM to ask they they fill in the missing info.
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