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Godlearner

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Posts posted by Godlearner

  1. 7 hours ago, ChrisJ said:

    Seems people are running with only seasonal Holy days for cults.  Rune Points can also be recovered on Minor Holy days.  Perhaps the Cults book will provide more details - but for all my player's cults I have decided that there is a minor holy day each week (Orlanth Windsday, Ernalda Clay day, etc) - I have however ruled that Initiates can only Sacrifice up to two extra MP and that Rune level (priest/lord) can sacrifice four extra - resulting in other sacrifice and augments being used.  This is balanced by the fact that most of the NPC opponents they face have full RP and are prepared to use most of them.

     

    To me the entire recovery system on holy days is very flavorful, but mechanically a pain. We went to the old way of recovering rune spells 1 day per point used in prayer.

    • Like 1
  2. 6 hours ago, Hteph said:

    I really liked this one, got a vision for an arachnetaur character going into rage everytime they got accused for being a Scorpionman ... and in the end accepting to be the stead for the party´s trollkin and thus getting seen as a weird Uz thing instead of chaos  monstrosity ... and grumbling about it all the time.

    (and as a spider afficiado I really, really, have to publish something about how spider venom really works because aaaaaaahhhh)

    Thank you. Enjoy!

  3. 19 hours ago, Runeblogger said:

    a big house rule: we converted all the common spirit magic into Rune magic

    What we did was to add a 1pt Rune spell (Divine Grace) which stacked with a Spirit Spell when cast and converted Range, Duration and casting cost to that of a Rune Spell. For example: Blade Sharp 6 stacked with a point of Divine Grace would give you Blade Sharp 6 which would not have cost any magic points and would last for 15 minutes, could also be extended with Extension since its a Rune spell.  

    This way you can add this spell and it makes those spirit spells a lot more useful for Spirit Cults.

    If you think its too powerful, make it use the magic points as well.

    • Like 1
  4. 7 minutes ago, French Desperate WindChild said:

    few, dispel magic is not an automatism for me, unfortunately,  but I m working on it, I m working on it ....

    Yeah, I know what you mean. It came as a bit of a surprise to the Humakti in the group when his Truesword kept getting removed. LOL

    The other Common spell I am getting to love a lot is Multispell. 

    • Like 1
  5. Quote

    1. Which version of Runequest do you run? Or perhaps even another system? 

    RQ3+

    Quote

    2. How long have you ran your campaign? 

    About 20 years

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    3. What time period in Glorantha did you start? 

    Originally 1616

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    4. Where in Glorantha did you start? What regions has your campaign covered since? 

    It started in Pavis, but has moved off unto an island, far, far away

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    5. Where are your pcs from? 

    Currently, one PC is from Dara Happa, the rest are island natives

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    6. What products from any version of Runequest have you used? Which were particularly useful? 

    Too many to list, but safe to say at least 80% of them

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    7. Is it a sandbox or more plot led campaign? 

    Combination. I have an Arc in mind and when certain events occur, but letting the PCs drive the action.

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    8. How much have you followed the arching events of the time period or has your Glorantha varied? 

    Initially it followed, but after the Cradle its on its own track.

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    9. How would you describe your campaign? 

    That's a hard one. I would say I do what I feel my players want to happen.

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    10. What advice would you give newbie gms to runequest and glorantha? 

    Don't get hung up on canon, do what is fun. If you want to hack and slash, then hack and slash. If a rule seems too restrictive, then change it. Have fun!

    • Thanks 1
  6. 15 hours ago, Rick Meints said:

    Andre can provide a more complete answer, but it basically ran out of steam. The team was shrinking, and it was harder and harder to put the magazine together, get it printed, etc.

    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. 

    • Like 2
  7. 44 minutes ago, PhilHibbs said:

    In the old days, there was a form of parity with shamanic and divine paths where you "graduated" to Adept and were considered a Rune Master. In RQ3, you did that by creating a familiar. Sandy's system had a number of Arts mastered at 90% skill, if I recall correctly. Those aren't a thing any more. Is there a Rune Master threshold for sorcerers, granting things like the immunity to the Peace spell?

    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.

  8. 11 hours ago, Shiningbrow said:

    You've really fallen for all that gobbledygook the Orlanthi priests have been feeding you... 😛

    Yes on the source, no on the order of who has been feeding whom.

  9. 2 hours ago, soltakss said:

    I have never used sorcery in my games and we only had one sorcerer PC in any campaigns that I have run or played in, so it is pretty irrelevant to me

    We use it all the time. 

     

    2 hours ago, soltakss said:

    My guess, and it is only a guess, is that a lot of people won't like how Malkioni are treated in forthcoming supplements.

    I fear you are right, but hoping you are wrong.

    • Like 1
  10. 5 hours ago, French Desperate WindChild said:
    • Your ancestors will reject you if you use sorcery (by yourself or with a supplier) because when they lived they did not use it
    • Your gods (or your priests...) will reject you because you try to bypass their power

    Aeolians and Stygians prove it overwise. 

     

    4 hours ago, David Scott said:

    That assumes that the game is balanced and it clearly isn't. 

    So what? We already see that the sorcery is nerfed. 

    5 hours ago, French Desperate WindChild said:

    but a background issue: the dragon pass is filled of "scared" barbarians who reject sorcery

    And it will continue to be so, as its been the excuse for at least the last 40 years.

  11. 1 hour ago, French Desperate WindChild said:

    I m not sure you will meet a lot of "sorcerers" selling their art on these barbarians homelands ? The competition with local" magic" market leaders (priests and shamans) is too hard (and too dangerous)

    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.

  12. 38 minutes ago, Jeff said:

    A sorcerer is anyone who uses sorcery. Do you mean a professional sorcerer? There are basically two options in the core rules - be a scribe of Lhankor Mhy and you get to be a sorcerer. Or be a weird philosopher and learn sorcery.

    Problem solved.

    I mean Professional sorcerer. I know there are options for part time dabblers in the core rules. 

  13. 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. 

  14. 52 minutes ago, David Scott said:

    Sorcery spells fall under the Magic category, they start at zero (00) and as a zero point skill, can have no category bonus added until at least 1% (per page 163). They can be increased by training, research, and experience, with the easiest way to learn a new one from from a teacher per page 389. The initial training gives D6% and I also allow 3%(not d6-1 or 2% per page 416). My players cast their magic at any opportunity for the chance of an experience check. They also realised that there is a skill bottleneck with read and write, which can't be increase by experience. It's easy to have your spells capped by your R/W not keeping up with your seasonal experience ticks (3% experience vs 2% training or 1% research). Both sorcerers spent every season in R/W training, fortunately training requires no experience roll. With the right money and timing you can reach 100% R/W in 50 seasons! 

    In my games I have speed training and checks up to happen weekly instead of seasonally which gets rid of these bottlenecks. 

    • Like 1
  15. On 7/17/2021 at 5:02 AM, soltakss said:

    The ideal situation would be that Sorcery has no spells.

    You just rely on the Runes and Techniques that you have mastered and improvise effects based on them.

    I see spells as just being handy little packages to make such improvisation easier.

     

    If memory serves, there was a Stormbringer supplement dealing with The East that had sorcery structured something like this. 

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