Jump to content

lordabdul

Regulars
  • Content Count

    1,511
  • Joined

  • Last visited

  • Days Won

    4

lordabdul last won the day on October 15

lordabdul had the most liked content!

Community Reputation

1,367 Excellent

2 Followers

About lordabdul

  • Rank
    Senior Member

Converted

  • RPG Biography
    I started playing The Dark Eye before I knew what an RPG was. Then I moved on to Cyberpunk, Vampire, and eventually found Call of Cthulhu. I'm still playing that.
  • Current games
    Call of Cthulhu/Delta Green, 7th Sea, GURPS, Runequest, Unknown Armies, Numenera, TimeWatch
  • Location
    Vancouver, BC, Canada
  • Blurb
    Video game developer in Vancouver, BC

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It could still be useful if you somehow lost control of the spirit, or someone let it free, or whatever. In that case you could bind a new spirit right away (using a spirit command spell to order it inside the enchanted item), compared to having to re-do the enchantment in addition to the binding. The other useful case is that few PCs would have a Binding Enchantment spell (they are limited to Rune Lords/Priests), so they can't get a bound spirit unless someone can enchant an item for them. This is somewhat supported by the published material: there are a couple of NPCs in Clearwine who
  2. I also don't like very much the MP sacrifices. The only difference between gaining +60% with 3 cows vs. 6 MPs is the warm fuzzy feeling of good roleplay when you paint and slaughter the cows... but the cows don't come back the next day, unlike MPs, so players who are not easily swayed by warm fuzzy feelings need other incentives to pick the cows. Lowering, or even eliminating, the MP bonuses is the obvious "fix", especially since I agree that "punishing" players who spend too many MPs by having an action scene that same night is kind of a dick move from the GM after the second time it hap
  3. Thanks for the clarifications @Scotty ! I had one in my previous group, the obligatory Humakti with True Sword, but the good thing with these rules is that it forces players to spend Rune Points to engage the spirit, and these are not easily replenished (especially for a Humakt!). So the Humakti can only help with spirits a couple times per season at most, at least near the beginning when they have less than a handful RPs. That limits group attacks on a spirit to big evil bad ones near the end of an adventure (but those tend to have corporeal qualities anyway for obvious scenario desig
  4. lordabdul

    Shields

    You have excellent memory
  5. lordabdul

    Shields

    Fun topic necromancy: I was reading back on some of the RQG designer's notes that I had missed, and there's a little interesting tidbit about shields in there. See if you can spot it!
  6. Yes it's a pretty personal and wild (thank you! ) interpretation. And to be honest, I just came up with this interpretation today. Thankfully, I never had a player ask questions about this, but I figured it would be good to have a half-assed in-world interpretation ready in case it happens. I'm open to other interpretations.... that is: once we actually figure out how the rules are supposed to work I was going to say "it replaces the Spirit Combat roll" but now that I'm re-reading the rules closely... it's not obvious One way to read it could indeed be that attacking with a m
  7. I gave my own interpretation of this in my lengthy post above.
  8. My go-to translator tells me that the anglophones say "white elephant" ? I can't say it conveys exactly the same meaning though... it seems to also carry a "it's a useless thing" meaning that "using a gaz" doesn't have... the French term is only focused on something being needlessly complicated, even though the thing is still useful and in active use. As @Trotsky said, I like having Spirit Combat resolved differently than physical combat. I imagine it's more like a magical/psychic stand-off from CoC where you roll POW vs POW (and CoC probably took it from RQ2 to begin with!). Spirits c
  9. Yeah. I suppose you "go to contact" on your own terms in that case. I would have liked to see SR ratings on spirits too, so that some spirits attack faster or slower than others, which can be "fun" when you consider spirit attacks with special effects like madness/disease. I don't know what the explanation is for "normal" Spirit Combat to happen on SR12, but I imagine it could be to simplify running most scenes where melee fighters are mixed up with shamans? So you do all the "people with pointy things" first, and then the "people with drums and trinkets" last? Yep, that's wh
  10. Not more difficult, sorry. I meant that it's a good baseline/rule of thumb for this case, but that spirits being spirits (i.e: weird and diverse), the GM should feel free to come up with other regeneration rules for other spirits elsewhere. So for instance I could imagine a naiad recovering MPs much faster whenever a group of fishermen come around and do their usual little worship rites before pushing the boat into the water. Did you have a reference for spirit MP regen in RQ2 by the way?
  11. I genuinely read it first with the 2nd meaning! I even started writing a reply saying that I didn't see anything of the sort in the rules... and then, as is often the case with me writing on the internet, I paused, took some time to read back what I wrote, and asked myself "is there any way I can look more stupid than usual with this?". That's when I realized I was reading it wrong. It's very probable that this is an ESL problem. Different languages have different sentence structures, so whatever "mental grouping" naturally comes to mind to some people might come differently to other peop
  12. Even if you consider Sword Trance to be a proper trance, you could argue that it's allowed: Sword Trance means your character is only focused on waving their sword to fight enemies. It doesn't necessarily mean that it has to be "fleshy" enemies only. That's a great example of the type of multiple-interpretation wording we can find in the rulebook 😋 It could be read as: If you're going to cast an offensive spell, it can only be targeted at the spirit that's engaged with you (i.e. you can't attack another spirit, but you can cast other types of spells) The only type of s
  13. "WE ARE LEGION! THERE ARE... err... TWO OF US!" (Chaos feature: two heads)
  14. Thanks a lot! Regarding this little bit from p366: They may choose to attack the spirit attacking them using enchanted weapons (see below) without succeeding at a concentration check. ... it occurs to me that multiple people can never gang up on a spirit, either using Spirit Combat or using enchanted/magical weapons (they can only use magical weapons in response to a spirit initiating spirit combat). So only spirits can gang up on people, right? Looks like it's one of the downsides of not having Spirit Combat, yeah: if you have 5 spirits ganging up on you, you may be ab
  15. I assume they indeed regenerate MPs. It's not mentioned at what rate, however. Using the mortal characters' rate makes sense as a baseline, but I wouldn't be surprised if spirits had a bit more variation there, especially those that can receive worship. I went looking for the same information in RQ2, thinking that might give me a lead for something I might have missed in RQG, but I don't see any rules either there? It's harder to find in RQ2 though since instead of looking for "magic points" I have to look for POW and that obviously lights up the entire PDF document. Do you have an actual
×
×
  • Create New...