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Everything posted by Godlearner

  1. It was bound to happen. Its hard to maintain the quality and the quantity of the material. I think the Jonstown Compendium, although not a fanzine, is good at carrying on the legacy as it gives a change for authors to contribute at their own space and it taps into a much larger percentage pool of of the Gloranthan pool mind.
  2. Holiday Dorastor: Spider Woods is a Copper Seller! Holiday Dorastor: Spider Woods - Chaosium | Jonstown Compendium | DriveThruRPG.com
  3. Holiday Dorastor: Spider Woods is a Copper Seller! Holiday Dorastor: Spider Woods - Chaosium | Jonstown Compendium | DriveThruRPG.com
  4. I certainly set it up like that. If you look at Denarius the Minter, JC publication. As you advance your association with magic gives one Magic Sense, increased Resistance to spells and so on.
  5. Yes on the source, no on the order of who has been feeding whom.
  6. Not just RQ, its an issue for all RPGs as far as I am aware. Its just the way it it, we simulate not recreate.
  7. We use it all the time. I fear you are right, but hoping you are wrong.
  8. Aeolians and Stygians prove it overwise. So what? We already see that the sorcery is nerfed. And it will continue to be so, as its been the excuse for at least the last 40 years.
  9. Sure, you would see some Arlaten type situations, but there is a need for long term magic in all kinds of areas, does not need to be military.
  10. I mean Professional sorcerer. I know there are options for part time dabblers in the core rules.
  11. If the rules allow to for a starting character to be a Priest, Shaman, or a Rune Lord there should be a way to have a reasonable Sorcerer at the start as well. With the current rules that is not the case. I hope it gets rectified when the "Full Sorcery" rules are published.
  12. In my games I have speed training and checks up to happen weekly instead of seasonally which gets rid of these bottlenecks.
  13. If memory serves, there was a Stormbringer supplement dealing with The East that had sorcery structured something like this.
  14. There are multiple reasons that people prefer a sword over a spear in the games I played since the early days: 1. Swords seemed to have more HPs (or APs) 2. We always played with special damage for slashing weapons as well as impailing ones, so there was not a huge difference in damage 3. We played with shaft of shaft rules where imapiling weapons got knocked aside with a successful parry by a shafted weapon 4. There is a cultural bias of people imagining their heros wielding a sword. Wielding two bastard swords was a mark of a true hero. 5. True Sword is a lot more available than True Spear in RQ 6. Yemalios were viewed as wimpy, Lunar bootlickers.
  15. Such a simple thing to leave alone. Why wasn't included?
  16. I use mostly RQ3 rules. I did not like a lot of the changes made. My players did not want to learn another set of rules as well.
  17. And of course there are Thanatar related scenarios here Holiday Dorastor: The Temple of Heads - Chaosium | Jonstown Compendium | DriveThruRPG.com
  18. Depends. Throwing a Form/Set Stone lance was very effective.
  19. No, a 4pt spell. There is no just because. The only because is an extra round to cast it. I would say the damage would be as per the strength table.
  20. Not like I need permission to. The issue of course when you start down that path is why even bother converting? Anything you come up with is can, and most likely will be invalidated with what the will come up with. Keep what you have from the system you were using and adapt parts from what you like.
  21. Of course. Totally agree, but we are talking Homebrew stuff until they do decide to put it out. Honestly, I am getting too old to keep waiting.
  22. Sure, you are making it up. I can just as easily say Air Stasis and it would just as valid. Or, bind a Storm Demon into it that can shoot lightning and deliver Heatshock on contact.
  23. At the moment the RQG rules do not have a Form/Set spell. It is a left over from RQ3 so any method suggested would have to be Homebrew.
  24. If you are doing the character from scratch you do not pay, but technically he did at some point in the past. A sorcerer must have a minimum INT of 13 to understand one Rune and one technique. For each point of INT above 13, the sorcerer can learn one more Rune or one more technique. Thus, a sorcerer with an INT of 18 could know up to 7 Runes and techniques in total. You need at least one technique, which leaves 6 Runes. Its tight.
  25. Start by choosing which Runes you want your sorcerer to have mastered. Then see what spells that gives him. Then chose the spells you want him to have and see how you would have to change their runes.
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