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Godlearner

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Posts posted by Godlearner

  1. 10 hours ago, Dissolv said:

    Frankly the main reason to do the sword and a half is more as a fun thing to do for the player.  I have had many, many players with 1d10+1 swords and it is in no way overbalancing or such.  My original group generally preferred Storm Bull's with Great Axes, until they realized how easy it was to buff up a Berserk Storm Bull with a Bastard Sword (from previous editions).  It could get silly fast, if everyone would lend the Storm Bull follower their god's power in the form of Rune magic, but that was 100% how the myth goes, so I thought (and still think) it was excellent play.

    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. 

  2. 40 minutes ago, Deanjday said:

    I'm intrested in those playing Runequest Glorantha, what if any rules or house rules do you use from other editions of Runequest? And what made you use those rules for your campaign? 

    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.  

    • Like 2
  3.  

    8 hours ago, Shiningbrow said:

    Form/Set isn't really the best way to use offensive magics... But it's great for quickly putting up walls, or sculpting jewellery or armour.

    Depends. Throwing a Form/Set Stone lance was very effective. 

  4. 8 hours ago, SDLeary said:

    So we are looking at a minimum 5pt spell (one for each rune and each manipulation, and one just because)? Range would be 10m, but what would damage at base intensity look like. I'd say 1d3, simply because you want to be able to impart a warning shot on occasion.

    SDLeary

    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.

  5. 1 minute ago, Shiningbrow said:

    "Making it up"... But, RAW we're expected to!  There's a full section on making your own spells.. 

    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.

  6. Just now, Shiningbrow said:

    Sure, not currently RAW, but it's been clearly stated that what we've got is a pretty simplified version of the final,(which we won't likely see for a couple of years)

    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.

    • Like 1
  7. 4 minutes ago, Shiningbrow said:

    Command Combine Stasis Movement

    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. 

  8. 2 hours ago, SDLeary said:

    Right now I can only comprehend this as first calling on lightning, enough of which to comprise at least a cubic meter, and using Form/Set to contain it.

    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.

    • Like 2
  9. On 7/17/2021 at 12:24 AM, Shiningbrow said:

    Not really. If they start as Philosopher of Aeoleanism, they'll already have 2 Runes and 1 Technique from Aeolian, plus another 1 Rune and 1 Technique from Philosopher... So, there's 5 gone at zero POW loss, out of a (probable) maximum of 10.

    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.

    • Like 1
  10. 1 hour ago, Murf said:

    Thanks for the fast responses guys. Now the real challenge assigning runes to spells 

    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. 

  11. 21 minutes ago, Nick Brooke said:

    The author’s intention is to make sorcerers less flexible on the spot, but more flexible if they have preparation time (and of course a grimoire to bone up on).

    Even with time they are not very flexible unless you let them play with Rune and Techniques of the spells.

  12. 30 minutes ago, Joerg said:

    Be prepared to pay up to 16 MP per point of the spell for a four rune/techniques spell with that approach.

    Although possible, that is extreme. Most will likely wind up in the 3 to 4 range as it is unlikely that you will be casting a spell with 2 runes and 2 techniques using Insight. 

     

    36 minutes ago, Joerg said:

    A flexible sorcerer really wants Magic, the Fire rune and either Darkness or Air to cover all five elements, four Power runes to imply their antitheses, and then Forms, Moon, and possibly some of the implied things.

    You are limited as to how many you can get to INT - 12, which means a sorcerer with an INT of 18 can have only 6. That means you will have 1 technique and 5 Runes (btw, that will also cost 6 POW). Unless you start substituting Runes on some spells, you will have a very, very limited selection.

  13. I have been facing the same issue with both my games and in print. All of what I am going to suggest is not RQG approved and is not supported by the current Glorantha canon. 

    The best answer I can give is (keeping YGMV in mind) is all of them.

    The issue you will need to work out are the Runes and Techniques associated with sorcery spells, limitations on the number of these that a sorcerer can sacrifice for and the spells themselves. If you are not sure as to what I mean, or how to do it, just ask. I will be happy to help out.

  14. 5 hours ago, glassneedles said:

    With Jonstown Compendium I am definitely going to buy  Six Seasons in Sartar (Andrew's blog along with Refereeing and Reflections reviews convinced me that buying everything at once was a sensible idea), do you have other suggestions for Jonstown content that is good for newbies?

    Yeah, I am biased though being a co-author on the Holiday Dorastor books. I think both the Temple of Heads and the Spider Woods would work for even starter groups. There are scenarios there for any power level. 

  15. 4 hours ago, Rodney Dangerduck said:

    Our GM is doing a great job but he is struggling right now with the question of this:  Just what should our Lunar Opposition have?  What do they have that flies?  There is all of one Lunar Cult written up in RQG, and Seven Mothers is the "nice", proselytizing branch.  It's challenging to make a wide variety of good enemies out of them.  Nobody would run the Epic Campaign of Lunar Expansion and feature Issaries as the primary Sartarite opposition.

    There are a number of good opponents already published in Jonstown Compendium supplements both Lunar and others.

  16. 4 minutes ago, Arcadiagt5 said:

     

    Correct! The characters have nameplates shown in the screenshot, and somewhere along the line I've gotten into the habit of bolding adventurer names and italicising NPC/place names in my session write ups. 

     

    OK, that seems fair. I was just worried if there were concerns from a game design/balance perspective that I was missing. Of course if they use certain spells a certain way often enough, then NPCs will learn from them sooner or later. And as their reputations rise, NPCs will start routinely looking up to see if there are hippogriffs up there…

     

    How? By my reading of the spell it’s defined by the placement of exactly four wands. That certainly allows the long thin tripwires that they’re using, but I can’t see how you get an L shape with only 4 points.

    image.png.c594b46579d95ae523e6eecc195b3aad.png

    • Like 2
    • Confused 2
  17. 5 hours ago, Arcadiagt5 said:

    Find Enemy:

    The other thing they did (in addition to personal protections like Shield, etc), was that at the first sign of trouble (like, oh, the glittery reflecting broo with draconic wings coming into view and lighting up the sky), every other adventurer cast Find Enemy on the airborne Terris. As written this creates a repeater effect where every adventurer can locate the enemies that Terris can see from the various castings. 

    Find Enemy is an amazing spell. Throw a couple of points of Extension on it and you will never be surprised.

    • Like 2
  18. Quote

    Can’t see why a city built house should not have the same caveat! 

    I am not a subject matter expert, but in my mind an increase in civilization reduces the number of local spirits. This is were housing starts to become a commodity and the the original question of "how much does it cost?" becomes more relavant.

    Quote

    I am not sure of a family ownership amongst Heortlings, this does not sound right. Yes to clan however...

    I was trying to capture a larger cultural and geographical area 😉

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