Jump to content

ChalkLine

Members
  • Content Count

    39
  • Joined

  • Last visited

Everything posted by ChalkLine

  1. ChalkLine

    Layered Linen - Another Look

    Layered linen armour has a very long pedigree. Firstly, I'm not talking about Linothorax (which may or may not be factual, not that this matters) but rather linen armour made by stitching. Linen, the cloth from the Flax plant, was the primary cloth for most of Europe during the ancient and medieaval eras along with wool. There was two ways of making 'padded' armour which was by quilting or layering, and I will only discuss layering here. Tests by Dr. Alan Williams have found that layered linen of 16 layers provides as much protection as 5mm of cuirboilli leather protection, or resistance to about 80 to 90 joules of energy. Now, for comparison the energy produced by the average sword or axe varies from 60 to 130 joules, depending on the strike. The maximum layers that linen armour can have and still be practical as armour is about 30, and this was the general amount used in the 15th Century when such armour was worn alongside 'articulated plate' ('white harness'). At 30 layers of linen the protection level is around 200 joules resistance, but that amount of layers was only worn on the torso. This armour was extremely common. Now, linen armour has positives and negatives associated with it in comparison with metal defences. It could become soaked with fluid and heavy. In this condition it did not shed heat well and rapidly became oppressive. It could become infested with vermin and become a vector for diseases such as typhus, a common military encampment disease. It was however lighter and easier to manouevre in compared to the equivalent metal armours with their significant resistances to piercing.
  2. ChalkLine

    Layered Linen - Another Look

    The big drawback about fabric armours is that they of course wear out rapidly and battle damage is more severe. A big cut to metal armour might do very little while it might make fabric armour unusable. However, much later in history than is analogous to Glorantha it was common for warriors to own fabric armour so they could don it quickly if needed, or to wear it in lower-threat environments.
  3. ChalkLine

    Gargoyles

    Are gargoyles some sort of mixture of Earth and Air? Maybe with a dash of Mobility/Stasis weirdness?
  4. ChalkLine

    Gargoyles

    They're often called 'Rockwoods Mountains Gargoyles' which could point to a Mostali origin, or simply that some mythic event occurred there
  5. ChalkLine

    So does anybody remember Hawkmoon? ElfQuest?

    I'm just about to start in a Mongoose Hawkmoon game on Dischord next week. I'm going to be at a huge disadvantage having not read the works I'm thinking a mercenary as a basic, easy to understand start.
  6. ChalkLine

    Tell me about your Glorantha campaigns?

    Always a good idea. Start with action as it ties the group together, gives them a reason to feel happy with group actions and is thrilling and investing
  7. ChalkLine

    Tithing and Magic items

    In RQ3 1L per day was a poor man's worth
  8. Here's something I knocked up by rearranging the skill point allocation of the Warrior previous career. It's posted here as a tool for those who want to simulate a gladiator, but it uses a heavily Roman-based model which I hope you'll find understandable. This is set in a Romanesque Lunar Empire from our campaign, feel free to use it for ideas. Note that the main thing about the gladiator presented here is that it refers to them as the bottom rung of slaves and as such they are not given spells or equipment. The gladiator is viewed as disposable and likely to die so only physical training is wasted on them. If interested I can become exhaustive on the culture of the gladiator from Rome but it's also widely available on the net. I make no assertion that this model is better or worse than many Hollywood or fantasy gladiator models. In fact way back in the 80s I had a ruined chaos-run gladiator arena in the Big Rubble that really broke the rules! Rune Quest 3 Gladiator Previous Experience Gladiators are slaves who are forced to fight so spectators can watch them display weapons skills and the stoic bearing of wounds up to death. They are trained harshly in the skills of personal close combat and are given extensive physical training to be strong, enduring and fast on their feet. Of all the slaves, gladiators are at once the lowest of the low due to them being forced to give their bodies for other’s amusement, yet they are also considered to be admirable examples of martial and human virtues in the face of death. A gladiator who is a willing fighter and bears their wounds with dignity are often famous and will have a large following of fans. While most gladiatorial matches are not ‘to the death’, the chances of severe injury and death remained high. Weapons were proven to be sharp for the crowd’s approval and the torso of the gladiator was almost never armoured. The death rate was high. Gladiators are never given spells. Statistic boosting spells might be cast on a gladiator before they entered the arena and healing spells might be cast on them when they are wounded, but the gladiator as slaves do not have spells and the spell would be lost when the gladiator died on the sand of the arena. Instead gladiators are trained physically in Strength, Constitution and Dexterity when these statistics are raise-able according to the Rune Quest 3 ‘Increasing Characteristics’ rules (page 38, Player’’s Handbook). One point of training is given for every point of spirit magic they would normally receive. Note that some gladiators who are undesirable assets and were destined to simply die would not be trained at all. Each gladiator is trained in a gladiatorial style and only the weapons inside that style are considered ‘cultural weapons’ with a base 30% skill. The following are some historical gladiatorial styles but the game master is encouraged to make up their own. Note that the gladiator never owns any of this equipment. - Hoplomachus Parma (Target), Spear, Machera (sword), Pugio (dagger), hand to hand. Helmet, greaves, balteus (armoured girdle), right arm manicum (arm guard) - Laquearius Trident, Lasso, Dagger, hand to hand. Right arm Manicum (arm guard), balteus (armoured girdle) - Murmillo Scutum (Hoplite Shield), Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves, balteus (armoured girdle), manicum (arm guard) - Retiarius Trident, Net, Dagger, hand to hand. Right arm manicum (arm guard), balteus (armoured girdle) - Samnite Scutum (Hoplite Shield), Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves, balteus (armoured girdle) - Secutor Scutum (Hoplite Shield), Gladius (short sword), Pugio (dagger), hand to hand. Helmet (special smooth helmet to avoid being snagged or caught), greaves, balteus (armoured girdle), right arm manicum (arm guard) - Thraex Parma (Target), Sica (short sword), Pugio (dagger), hand to hand. Helmet, balteus (armoured girdle), greaves. - Veles Buckler, Javelin, Gladius (short sword). (Note: The Veles’ javelin had a ten metre leather thong that attached it to the Velites’ arm.) - Dimachaerius This sub-group of gladiators dispenses with a shield and uses a Gladius (short sword) in each hand but is otherwise identical to any other sword-wielding gladiator. The off-hand sword has a base chance of 20% SKILLS: Jump x2, First Aid x3, Martial Arts x3, Fast Talk x2, Conceal x1, Sleight x1, Listen x1, Hide x1, Sneak x1, Scan x1, Fist Attack x2 or Grapple Attack x2, Dagger Attack x2, 1H Weapon Attack x4, Shield Parry x4 or Dodge x4 or if Dimachaerius Offhand 1H Weapon Parry x4, 1H Weapon Attack x4 from another gladiatorial style or if Dimachaerius 1H Weapon Attack x4. Equipment: Linen tunic, Sandals, 1D3 Scars, Slave Brand if applicable, Rudiarius (wooden short sword) for freed gladiators. Amour Notes: Helmets, greaves and manica are either 6AP or 8AP plate, manica may also be chain mail 7AP, scale 6AP, padded linen 1AP, leather 2AP or cuirboilli 3AP. All have 1AP sub armalis padding. Balteus is heavy leather 2AP or cuirboilli 3AP. Rune Quest 3 Civilised Gladiator previous experience.odt
  9. ChalkLine

    RuneQuest 3 - Gladiator Previous Career

    Very much so. Also, being slaves, the heroes could be rented out for functions and so on to add lustre to whatever you were doing. However the vast majority weren't heroes. Tyro gladiators probably had a high death rate, and especially in early matches where they had little 'name value'. They could expect good quality health care though and in Glorantha that means quick trauma care for wounded gladiators, and added that infection doesn't work the same way in Glorantha (thankfully) recovery will be very likely. The way Rune Quest combat systems work the majority of deaths will be from specials and criticals, especially to the generally unarmoured torso. In normal combat a gladiator would probably be instructed to never apply their damage bonus and to just wait for a torso strike. Blasting through armour might result in a wound that wasn't seen by the audience and a thus a waste of gladiators, however I could expect a gladiator fighting for their lives to probably ignore that regularly. While the sources are fairly silent about the fighting from the gladiator's perspective apart from a few interesting examples there are a lot of commentaries included in various works by spectators. Mainly they wanted fearlessness, stoicism and the 'manly' (Rome being very patriarchal) facing of death. As gladiators would primarily be in the Lunar Empire and The Holy Country, both with strong matriarchal or gender-equivalent cultures this may be modified, however in the Glorantha works there is still a strong vein of martial expectations and this is what gladiators addressed. It must be noted that women often went to gladiatorial matches, often to the offence of male sensibilities in Rome How these sensibilities varied from class to class is not really known as the vast majority of the voices of the common people are silent. On the whole though the crowds seemed quite happy when a gladiator died, and what they wanted was the name of the game.
  10. ChalkLine

    RuneQuest 3 - Gladiator Previous Career

    It'd be a bit hard to be heard down on the sand, especially with a Myrmillo helmet on. Fast talk was more for trying to get something past the Lanista, your owner. There was a Mythras fan combat trait called 'showmanship' that might work, but only in a soft fantasy setting. What the fans wanted was blood, violence and then the gladiators bearing their wounds stoically. As an aside, gladiators weren't nearly as popular as chariot racers, but they got covered in Monster Coliseum
  11. Version 1.0.0

    1 download

    Rune Quest 3 Gladiator Previous Experience Gladiators are slaves who are forced to fight so spectators can watch them display weapons skills and the stoic bearing of wounds up to death. They are trained harshly in the skills of personal close combat and are given extensive physical training to be strong, enduring and fast on their feet. Of all the slaves, gladiators are at once the lowest of the low due to them being forced to give their bodies for other’s amusement, yet they are also considered to be admirable examples of martial and human virtues in the face of death. A gladiator who is a willing fighter and bears their wounds with dignity are often famous and will have a large following of fans. While most gladiatorial matches are not ‘to the death’, the chances of severe injury and death remained high. Weapons were proven to be sharp for the crowd’s approval and the torso of the gladiator was almost never armoured. The death rate was high. Gladiators are never given spells. Statistic boosting spells might be cast on a gladiator before they entered the arena and healing spells might be cast on them when they are wounded, but the gladiator as slaves do not have spells and the spell would be lost when the gladiator died on the sand of the arena. Instead gladiators are trained physically in Strength, Constitution and Dexterity when these statistics are raise-able according to the Rune Quest 3 ‘Increasing Characteristics’ rules (page 38, Player’’s Handbook). One point of training is given for every point of spirit magic they would normally receive. Note that some gladiators who are undesirable assets and were destined to simply die would not be trained at all. Each gladiator is trained in a gladiatorial style and only the weapons inside that style are considered ‘cultural weapons’ with a base 30% skill. The following are some historical gladiatorial styles but the game master is encouraged to make up their own. Note that the gladiator never owns any of this equipment. - Hoplomachus Parma (Target), Spear, Machera (sword), Pugio (dagger), hand to hand. Helmet, greaves, balteus (armoured girdle), right arm manicum (arm guard) - Laquearius Trident, Lasso, Dagger, hand to hand. Right arm Manicum (arm guard), balteus (armoured girdle) - Murmillo Scutum (Hoplite Shield), Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves, balteus (armoured girdle), manicum (arm guard) - Retiarius Trident, Net, Dagger, hand to hand. Right arm manicum (arm guard), balteus (armoured girdle) - Samnite Scutum (Hoplite Shield), Gladius (short sword), Pugio (dagger), hand to hand. Helmet, greaves, balteus (armoured girdle) - Secutor Scutum (Hoplite Shield), Gladius (short sword), Pugio (dagger), hand to hand. Helmet (special smooth helmet to avoid being snagged or caught), greaves, balteus (armoured girdle), right arm manicum (arm guard) - Thraex Parma (Target), Sica (short sword), Pugio (dagger), hand to hand. Helmet, balteus (armoured girdle), greaves. - Veles Buckler, Javelin, Gladius (short sword). (Note: The Veles’ javelin had a ten metre leather thong that attached it to the Velites’ arm.) - Dimachaerius This sub-group of gladiators dispenses with a shield and uses a Gladius (short sword) in each hand but is otherwise identical to any other sword-wielding gladiator. The off-hand sword has a base chance of 20% SKILLS: Jump x2, First Aid x3, Martial Arts x3, Fast Talk x2, Conceal x1, Sleight x1, Listen x1, Hide x1, Sneak x1, Scan x1, Fist Attack x2 or Grapple Attack x2, Dagger Attack x2, 1H Weapon Attack x4, Shield Parry x4 or Dodge x4 or if Dimachaerius Offhand 1H Weapon Parry x4, 1H Weapon Attack x4 from another gladiatorial style or if Dimachaerius 1H Weapon Attack x4. Equipment: Linen tunic, Sandals, 1D3 Scars, Slave Brand if applicable, Rudiarius (wooden short sword) for freed gladiators. Amour Notes: Helmets, greaves and manica are either 6AP or 8AP plate, manica may also be chain mail 7AP, scale 6AP, padded linen 1AP, leather 2AP or cuirboilli 3AP. All have 1AP sub armalis padding. Balteus is heavy leather 2AP or cuirboilli 3AP.
  12. ChalkLine

    Looking for practical combat tactics for GMs

    The old RQ2 supplement 'Rune Masters' had some great unit tactics for GMs to use, but you have to be careful not to make the enemy too tactically aware. Even with a good commander troops sometimes get distracted and can't process orders. In fact, you could even subtract from attack and parry skills if the troops are spending too much time in battle hanging off the words of their leaders. The sheer noise of fighting is indescribable and I've never even had the screams of the wounded to contend with. Not only is this more realistic and therefore giving something your players can react to logically, but if you make your enemy a terrifying cohesive unit your players are going to get slaughtered. Ancient skirmish warfare is more individualistic than that.
  13. This was something I wrote up for a Pavis campaign where the characters were members of the Royal Pavis Constabulary. I took pains to avoid the 'Guards Guards Guards' tropes. Pavic Law and Customs Pavis is a polis; a city-state with surrounding lands that answer to the central town. Oddly enough, it is also a colony of a battered old polis; The Real City in the heart of Old Pavis and this complicates things. It is also even more than this as the Empire has appointed a Count to oversee, tax and govern this state it is what is known as a colonna. This means a series of unusual relationships has arisen and these have had strange effects on law and customs. As an Imperial colonna Pavis is subordinate to the Empire and its hierarchy. However, even after years of occupation the Imperials still know little of what they have come to own and on a mystical level they are almost completely ignorant of the mythic mechanisms of how and especially when Pavis operates. The total indifference of the higher members of the Pavis temple to the dangers of marrying in the Lunar Pantheon have caused some imperial mystics to wonder if they know exactly what they are dealing with and has caused some misgivings. The worst dangers are buried deeply. Regardless of this Laws and Customs reflect these three factors; The Real City and its history of unceasing war with Prax and the Uz. New Pavis and its legacy of Sartarite disenfranchisement and its strong Sartar clan structures and overlaying this the blanket of Imperial Provincial Law. Pavis Citizens Citizenship is a vital requirement for living in Pavis for any time and those deliberately remaining outsiders are known as a Metic or 'resident foreigner'. A metic has severely curtailed rights, and may not vote, has less credibility in court than a citizen has, may not be given food rations in times of hardship or siege, has no ties to the local community and is considered inherently suspicious. A metic has all the burdens of citizenship but none of the benefits, To be a citizen one must become an initiate of Pavis and then must be adopted by the citizenry as a fellow. In practice it is easier to become an initiate than to become a citizen and only by tying one's fortunes, and those of your descendants, to those of large Pavis clan (and in a subordinate or 'client' role) can a metic hope to become a Pavis citizen. A citizen has many benefits and not just the dole and a lesser gate tax. Citizens have more rights in a legal dispute than metics and as they have familial, ritual, mystical and political ties to the city they are considered more trustworthy. Citizens do not pay more than a token payment for places in the markets, the craft guilds must accept them if they are qualified to join and then the guilds actively persecute their metic competition. Citizens may vote, and by showing their support for a candidate they place themselves, by affiliation with a faction, in the debt of the candidate and faction they support. Citizens also have equal rights as Imperial citizens within the bounds of the County of Pavis. As a citizen it was unlikely that they would be enslaved by the state unless the citizen was found guilty of an extremely serious crime. Slaves Pavis is a culture that allows the ownership of slaves. Slaves form the very bottom rung of Pavic life and only 'enjoy' the rights they receive as the belonging of a citizen or metic. Slaves are not killed they are destroyed. This simple definition shows the total lack of rights they have; their death is only noted as the reduction of another person's wealth. Slaves may not give witness in court. Slaves may not belong to the cult of Pavis and by enslavement the terrible ritual of disenfranchisement rips the person from life as an equal citizen and hurls them into the purse of another citizen. Most relatives, friends or patrons of a citizen condemned to slavery undergo great hardships to prevent this terrible event and many of those condemned to perpetual slavery will suicide instead. However, there is more than one form of slavery of which perpetual slavery is only the worst. Temporary slavery such as Seasonal Slavery (usually for chronic debt) or Year And A Day Slavery (for serious crimes) 'merely' reduce the ex-slave afterwards to the status of metic but it is usually easy for the to be readmitted as a citizen unless they are disowned by all those who know them. While it is possible for a slave to own money it is actually illegal for a slave - a possession - to own their own possessions so the owner of the slave keeps the money 'owned' by the slave in trust. Obviously some owners refuse to do this making the slave unable to save up to buy their freedom. Slaves have no right to their own bodies and a male owner can legally force a slave to have sexual relations with himself or with another male of his choosing at any time. The reverse of this shows that Pavis is still something of a patriarchal society as a female owner having sexual relationships with a slave is considered to have committed bestiality and the slave is destroyed and the woman brought up on charges. Imperial citizens have decried this practice. All the children of slaves are considered slaves in their own right. Slaves who cause damage, lie, steal or are otherwise disruptive may or may not be destroyed according to the 'crime'. The owner of the slave is held accountable for any outrages a slave causes. A similar situation is if the owner of a dog allowed it to bite someone and is the example used in the Pavic court. Any owner freeing a slave, a common practice among some groups, agrees by the act of manumission to become the patron of the slave (who is now a low-class metic). The former slave, now a 'freedman', becomes a client of the former owner but can leave that owner's patronage after a year and a day. Imperial Law The Lunar Empire sees Pavis as a typical borderlands set of contradictions and has set its Provincial Army and Provincial Administration to the task of making the colonna friendly to the Empire and its goals. The aim of the Empire is simple; Assimilation. In time and with constant, impartial and pervasive administration the Empire aims to make Pavis an Imperial Outpost at the edge of the Empire, within the Glowline and with the regional variations expected within every satrapy. Should Sor-Eel prosper in this position his family will add the satrapy of Prax to their honours and Sor-Eel has the attitude that he and his dynasty are here to stay. It shows. Sor-Eel is slowly 'going native' and building a power base here on the borderlands. Unfortunately Sor-Eeel is saddled with Jotoran Longsword, who has the 'crush them under your heel, tax them 'till they squeal' mindset almost guaranteed to create unrest in a border town. Jotoran is almost undoubtedly sabotaging Sor-Eel's efforts but it is unknown who he is working for among the Imperial factions. Everyone is keenly hoping that Pavis gets to witness a Dart War to 'thin the Lunars out'. The Imperial Administration has decreed that an Imperial citizen is on equal standing in the eyes of the law as a Pavic citizen, and Imperial merchant interests have immediately appeared to try and suffocate the native merchant houses and craft guilds. This led to a fair bit of street fighting and assassination. This, and the ongoing Sartarite unrest, has meant that martial law has been extended indefinitely. The basic Imperial Directives of Occupation are as follows; Anyone convicted of committing violence upon the person or possessions of a Lunar Citizen or Ally (including Pavic Citizens) will be crucified. All taverns, eating houses and places of entertainment must be closed by midnight and no citizens, metics or slaves may be on the street after then without a pass issued by the Imperial Administration or Pavic Constabulary. All weapon masters, weapon schools and their students must be registered with the Imperial authorities. All foreigners entering the city must register with the Imperial Authorities at the gate. All expeditions into The Rubble must; Register with the Imperial Authorities before entering The Rubble stating both their objective and the expected time of their return. Pay a set tax of One Per Centum of any monies in excess of 100L per individual to the Gate Clerk on exiting The Rubble. Declare and display for inspection any artefacts found on the expedition at the Imperial head quarters. Deposit maps of explored areas with the authorities at the Imperial head quarters on return from any expedition to the The Rubble. If the expedition members are incapable of submitting a suitable map as per the Mapping Requirements (Rubble Expeditions), a scribe will be made available to the expedition for a suitable fee. The Temple of Orlanth, being a hotbed of seditious activity, will remain closed and sealed indefinitely. Ransoms In Pavis, like anywhere else in Glorantha bar a few strange spots, the family and clan is everything. Family and clan guarantee to pay weregild - a 'life value' in coin rather than suffer the loss of a family member's life. Paying a weregild means that the the prisoner must be kept well and fed adequately. After a weregild is agreed on a prisoner must not attempt to escape nor may they be rescued by armed intervention of the family or clan. Weregild is paid usually to a third party who is considered trustworthy. In Pavis at this time this is almost solely the function of the Lhankor Mhy cult. The clan pays the cult who then notifies holders of the prisoner. The prisoner is delivered to the cult, who pays over the sum, and the cult notifies the family or clan that the prisoner may be collected. Note, the Lhankor Mhy cult, in total contrast to every other of their activities, does not charge anything for this function. This is due to the mystical criteria that the Lhankor Mhy cult may not engage in taking sides and payment could allow the cult to manipulate the outcome of the exchange. Anyone attempting to subvert the process once the Lhankor Mhy cult is involved lays themselves open to attacks by the Lhankor Mhy spirit of reprisal who will attack when the offender is asleep within a month of the transgression. It is not against any law or custom to refuse to accept a ransom, and some bitter conflicts preclude 'quarter'. However if a group consistently refuses offers of ransom and executes prisoners then they may well be investigated by the authorities to see if such killings are murder. Normally if a murderer is shielded by a clan or family then the whole group is considered responsible. Vendetta Vendetta or Feud is the technical term for 'Private Warfare'. Only clans; groupings of extended families, may legally engage in vendetta. Usually only large and powerful clans are granted the right to do so. To claim Vendetta the following procedures must followed; - The civic and imperial authorities must be unable to reach a verdict or arbitrate a solution on the basis of contention. - The Count of Prax must approve a request for clan warfare. If approved, and a surprising amount are, the following stipulations are usually mandated: Vendetta must be declared in the city central square, naming the clans involved and the restrictions mandated by the authorities. The combatants have one season from that day to reach an agreement before hostilities may begin and earnest efforts are expected. No non-combatants may be harmed. Arson is strictly forbidden. Ransom must be accepted if offered. Combat or theft within the city is strictly forbidden. Interruption of trade, tax gathering and official business may never be hindered. The vendetta can but cut short at any time by County Decree. Ignoring the Count's Decree brands the clan as 'rebels', and leaves the clan open to punishment by the Pavis Constabulary and the Imperial Legions who do not have to abide by any restriction on Vendetta. Vendetta may not continue beyond a year and a day. At this time the parties must reapply to the Count of Prax. Burial Customs This really depends on religion. Pavis people from The Real City have graveyards inside Greater Pavis (The Big Rubble) Most people are buried (or at least dealt with) on the other side of the river beyond the sable camp. Here the sun worshippers burn their people in hot fires, wind worshippers burn them with smoky fires, New Pavis people and knowledge worshippers bury their dead with a stone pillow and usually a marker of some sort. River people sink the body in a special sealed basket like a lobster pot and after a season retrieve the bones. Especially important people are sent on unmanned funeral barges that seek out the Homeward Ocean and thus the underworld. Humakti tend to deal with bodies however is convenient but never what is traditional for the member's family (as they are sundered from the kin). Nomad peoples deal with bodies, often by cremation, on the steppe. Cremated bodies usually have the ashes retrieved and placed in urns then put in household shrines or placed in temple under-vaults. Criminals are crucified on the road to the city and left to rot, the stench is appalling and is yet another thing that the people of Pavis resent about the empire. Prior to this they were usually throttled (a wind custom, in Old Pavis they were stoned) and thrown in a mass burial pit over the river (this pit has a bad name for hauntings and only Daka Fal godi dare tend the pit.)
  14. ChalkLine

    RuneQuest 3 - House Rules

    Hi, new here. If you still play RuneQuest 3 you might like to look at my Rules Modifications I have uploaded. They include: - Combat Rules - A new look at slings - A new look at shields - A variation on encumbrance Some minor changes to some weapons RQ3 Rules Modifications.doc
  15. ChalkLine

    RuneQuest 3 - House Rules

    I"m afraid I have to disagree. Unless it is a particularly broad-bladed spear, in which case it should have unusual statistics, they should be about the same from all the spears and swords I have looked at. RuneQuest doesn't really have the granularity to distinguish between them.
  16. ChalkLine

    RuneQuest 3 - House Rules

    As for doing less damage on the thrust, that is covered in the OP
  17. ChalkLine

    RuneQuest 3 - House Rules

    I'm a historical European martial artist (HEMA) and it's a common tactic to 'give point'. You only have to shove the point in a few inches to kill someone. It's also one of the only ways you can stop an enemy closing and grappling you and no one wants that
  18. ChalkLine

    Tell me about your Glorantha campaigns?

    I've been running them since '81, but in pre-internet Australia so many times I had to make do with limited knowledge. The Prax/Pavis game started with Borderlands and went from there as we scratched up information*. Over time the game focused on daily life as a mercenary treasure seeker in an ancient city and slowly morphed into a city living game. Characters came and went. The initial theme of resisting the imperials became more an investigation of what we thought the dynamics of the multi-layered city were. The concept of chaos subverting social structures and the various cultural methods of resisting that took off. The sea-faring game was based on my long standing interest in ancient navigation. Nuances of The Closing really didn't feature in the game bit instead it was what life was like as as a merchant sailor in a world full of dangers and adventure. We never really dealt with the underseas peoples but rather the various exotic shores. A really under-utilised game I think that had so much possibility. The sorcerers campaign was set in Western Ralios and was a quirky, Jack Vance style game that often focused on individual characters and their personalities more than anything else. This was where most 3rd part basic medieval fantasy was blended into the game and give Gloranthan flavour. Still a game that players reminisce over. (*this constant struggle to get information is why retcons annoy me so much I think)
  19. ChalkLine

    RuneQuest 3 - House Rules

    If they can't they should
  20. ChalkLine

    RuneQuest 3 - House Rules

    I thought about classing weapons either as a 1d8+1 (one hand) damage or 1d10+1 damage (two hand) and then sticking with the incremental dice damage bonus, but to be honest I just wanted tweaks and not a rewrite of the weapon rules. The other big difference is really in strike ranks, especially when using the 'closing range' rule. RQ2/RQ-G does this better with their wider strike rank range. Perhaps if I was to do my own setting but not for general play
  21. ChalkLine

    RuneQuest 3 - House Rules

    Even armoured sabatons don't cover the sole of the foot and ancient shoes/sandles might only count as soft leather/hard leather
  22. ChalkLine

    RuneQuest 3 - House Rules

    The big problem I have with the mods now is that they don't scale well as you get bigger. Even if you replace a 'crush' special with a 'slash' special the strength bonus is too large at +2d6 level. I once had a different damage bonus table that just went up in dice; 1d4, 1d6, 1d8, 1d10, 1d12 and then around again; 1d12+1d4 etc etc but I feel it's too finicky
  23. ChalkLine

    Do Clan chiefs go adventuring?

    I don't think it's practical to track every moment. As you say, part of the trick of GMing is managing that slide of time scales without breaking immersion
  24. ChalkLine

    Do Clan chiefs go adventuring?

    This is not my experience. Since '81 I've had players 'living in the world' using calendars* and I have had nothing but vital, gripping games. The Riskland Campaign was one of these where players lived in the world, doing farming tasks as well as adventuring tasks. (*RuneQuest3 sorcery for a start needed a strict calendar to work as designed)
  25. ChalkLine

    Orlanthi Weaponthanes vs Housecarls

    An old word for 'God Man' was 'Godi'. I also use this for Orlanthi shamans. I think that in most barbarian societies the distinction between priest and shaman is unknown to everyone else but those who actually are one
×