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Godlearner

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Posts posted by Godlearner

  1. 3 minutes ago, Richard S. said:

    Common spell access is a per-cult thing, there's no absolute general rule. Generally it's only minor cults that suffer from it, but CA does miss out on Warding and Eurmal only provides Divination, Extension, and Multispell. Oakfed and Black Fang both have severely truncated lists, being spirit cults.

    Any idea as to what a City God would get? Pavis?

  2. Page 269 of RQG says there are three types of cults major, medium and minor. These are determined mostly by the number of worshipers, but does not really go into the detail as to what the difference is for the worshipper. I am assuming that one of the differences is which Common rune spells are granted by the deity. Assuming that major Deity grants All Common spells, what spells are granted by medium and minor cults,?

  3. 13 minutes ago, Atlantean said:

    I have been using the most appropriate detection skill (makes Farsee a powerful spell!). Do you factor in a Luck roll?

    Farsee does not add to the skill, so it should not make a difference. The Luck factor is already built into the rolling the dice.

    • Haha 1
  4. 1 hour ago, PhilHibbs said:

    Yes, there are a lot of differences, but they don't change the feel of the game.

    The point was that it is not RQG RAW, as to if they do not change the feel, maybe, maybe not. Never saw the need to try it.

  5. 38 minutes ago, JustAnotherVingan said:

    Quite similar to RQ2. Main differences are only a single skill for weapons instead of separate skills for attack and parry, the multiple parries/dodges rule, and RQ2 having defence but no dodge skill.

    But very different from RQ3

  6. 39 minutes ago, Kloster said:

    RQG RAW except:

    - pure RQ3 combat.

    - no 'over 100% reduction'.

    - replace the '1 adventure per season' with 'max 2 or 3 weeks of non standard activity per season'.

    - experience is like RQ2 or RQ3, rolled after each adventure and roughly 1 week of downtime.

    LOL, how is this even close to RQG RAW?

  7. 1 hour ago, StephenMcG said:

    I was wondering how other folks are playing their Runequest.

    Mostly RQ3 for me and our group. Added specials form RQ2. House ruled sorcery to get rid of Free Int. Took out Fatigue and most of Encumbrance rules. Roll for Spirit Magic only in-combat. There are a number of things in RQG which I do not like, so it's a no go for us.

  8. On 2/24/2022 at 1:12 AM, jackleg2010 said:

    I wonder does anyone still use RQ3 rules for games now?

    Yes. Dropped Fatigue and changed Sorcery, added specials form RQ2.

    I am considering adding some RQG by adding Runes and Passions but would need to change campaigns to do that. Tried Rune Pools, but find it too powerful, Will not use it without significant restructuring and restrictions. 

  9. 1 hour ago, brionl said:

    rune metal javelins or arrows?

    Sure, then fighting trolls. The good thing about them is that you do not need to attune them. You can then locate the arrow heads with a Detect Iron spell

  10. 12 hours ago, brionl said:

    OK, when you create an enchanted rune metal weapon, like a sword, and it gets broken, then you have to re-enchant it after you fix it?

    What about spears and suchlike weapons where the most likely part to get broken is the shaft? Do you still have to re-enchant it after you put the head on another stick?

    We have always played that the weapon was attuned as opposed to being enchanted, so no there is re-enchantment.

    In regard to wooden shafts as with a spear, we have played that the weapon handle was reinforced with metal bindings or had a metal core. Thus, the entire weapon had weight gain (if it was lead) and other properties of the rune metal.

  11. 9 minutes ago, Bill the barbarian said:

    Well, do keep in mind that the superiority the Lunars crew about might be a result of a very superior propaganda team!

    Yes, we should always read what @Nick Brookewrites with that in mind 😈

    But, in all seriousness, we are discussing this with RQ sight in mind, so it should not be subject to propaganda or perspective. 

  12. 1 hour ago, Squaredeal Sten said:

    Zombies and skeletons seem to be animated by a rune spell, but not to have a spirit or a personality,

    Not always. Several cults have ways of making these undead from their worshippers through Rune spells or through Divine Intervention. In these cases there is a spirit in these husks similar to Revenants.

  13. IMO, it's a case-by-case kind of thing. There are certain undead which are subject to spirit combat such as Ghouls, Thanatari Heads, Zombies or Skeletons with bound spirits animating them, revenants, mummies created through divine intervention, etc. Basically, anything which has a spirt even if they "do not have POW" according to the RAW rules. Not sure (have not made up my mind) about vampires and demons. Anything without a 'personality' is just a magical construct (unless animated by a spirit) and are not subject to spirit combat. 

    • Like 1
  14. 2 hours ago, soltakss said:

    Theism is not more powerful than Shamanism, but Shamanic Cults generally have fewer Runespells available that Theistic cults.

    And that is what makes more powerful. Not spell vs. spell, but Theistic cults have more members which is expressed as greater amount of magic and greater variety of Runespells, which leads to flexibility.

  15. 6 hours ago, soltakss said:

    No, I mean a Shaman contacting the Deity and instigating worship for a small community.

    Have a look at the Spirit Cult section of Cult Compendium (p28) for more details.

    Quote

     If done successfully, then worshippers can sacrifice Power to the spirit, and in return receive limited, specialized Rune spells

    Do you mean this part? It seems to me that that it would require a specialized location, one where a temple to this deity had existed at one time and the initial contact would not be to the deity directly, but rather to an intermediary with full worship only occurring once enough "initiated" are gathered.

    I am not sure where I read this, but I believe that one of the reasons that the Lunars were able to win at Moonbrooth was the superiority of the Theology over the Praxian Shamanism. I just do not feel that this would be possible if shamans could access the same level of magic as organized cults.

  16. 12 hours ago, soltakss said:

    All of those could be contacted by Shamans to form Spirit Cults

    That's an interesting question. I can see that done for some cults, perhaps through Ancestor worship, but others .... I am not so sure. Do you mean perhaps through a spirit or a being associated with the deity? For example, a succubus to access Seseine magic? How do you see that working?

  17. 9 hours ago, Agentorange said:

    Dorastor series products from the JC that I might see some of the aforementioned cults

    Not so much.  There is one in Denarius_the_Minter (which is not technically a Holiday Dorastor supplement) but that's about it at the moment.

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