-
Posts
1,007 -
Joined
-
Last visited
Content Type
Forums
Blogs
Gallery
Downloads
Profiles
Events
Posts posted by Godlearner
-
-
I would go with a Heal 2 instead. Less POW to make and could save you from bleeding to death.
-
48 minutes ago, AndreJarosch said:
RAW:Ā
Dullblade, like Bladesharp does not only alter the damage the weapon can do (that would be just a spell on the weapon, with no POW vs. POW nessessary), but it alterns also the chance to hit by 5% per point, which IMHO affects the skill of the character weilding the weapon, and therfore needs a POW vs. POW roll.ĀThe difference being that it does not effect the wielder but the weapon. If the wielder drop that sword and grabs another, he is no longer subject to the -5% penalty (per point)
EDIT: And is another person picks up that sword, they will be subject to theĀ -5% penalty (per point) as well as the -1 to damageĀ (per point).
- 1
- 1
-
1 minute ago, AndreJarosch said:
ToĀ me it means just that you have not to use the POW of the weilder, but of the spirit.
I read it as:Ā
If the weapon has a spiritĀ in it, the SPIRITĀ“S magic points must be overcome for theĀ spell to work. (... otherwise itĀ“s the weilders points...)YGWV, but the RAW wording is clear.
-
Quote
Speaking of parrying, how about a Dullblade autocast on successful parry? (Although, the obvious question here is - who actually uses Dullblade?)
There is always a delay in casting a spell. In this caseĀ Dullblade would go off after the damage has already been applied. If you want something like this you are better off with a Heal instead.
-
3 hours ago, David Scott said:
That's what it says in the spell description:
The spell target is the weapon. If the weapon contained an allied spirit, it would need be a POW vs POW for Dullblade to succeed.
Ā
The wording on the spell is pretty clear:Ā Ā If the weapon has a spiritĀ in it, the spiritās magic points must be overcome for theĀ spell to work.
To me it means that if it does not, then no POW vs POW roll is necessary.
From a gamming point of view, this spell is not very cost effecting. I can see having a magic spirit cast it for you on your opponent's weapon, but nothing I would want my character to spend time or magic points on.
Ā
Ā
ĀĀ
-
Quote
but you want to know how people playĀ DIĀ as well?
If the Sanctify effects it in any way in your game.
-
Quote
I would suggest re-reading Divine Intervention on page 272
I know what it says, I want to know how people play it in their version of RQG.
-
Quote
If so, why?Ā
They wanted to lower their POW for better POW gain rolls and had not temples near by to sacrifice for rune magic.
- 1
-
Quote
It's not an enchantment, it's a ritual.Ā
We consider it an enchantment.
-
Quote
SanctifyĀ Ā
1 Point
Ritual, Stackable
This spell blesses the volume of a 10-meter-radius area,Ā usually a sphere (though Earth cult holy ground always takesĀ on a cubical shape). Cast on level ground, one hemisphereĀ would roughly be in the air, and the other within the earth.
While the Sanctified area is not detectable by touch or trollsāĀ Darksense, the boundaries slightly shimmer in bright light.Ā Ceremonies are performable within a Sanctified areaĀ that normally can be performed only in a temple, such asĀ replenishing Rune points.
Anyone within any portion of the sanctified area isĀ considered completely within it. If non-initiates, spells, orĀ spirits cross the boundary, the caster is immediately alertedĀ to their presence.
Additional Rune points of Sanctify increase the radius ofĀ protection by half again. Thus, 2 points of Sanctify protectsĀ a 15-meter-radius area, and so on.I think we are all familiar with this common spell, but what I would like to know if any one has additional or special rules for it? For example, we play that enemy cults cannot ask for Divine InterventionĀ in a Sanctified area. And, since it is an enchantment, it can not be Dispelled, but we allow it to be taken down by another Sanctified spell if the Caster overcomes the amount of magic points sacrificed in the Sanctified area during the last Worship ceremony with his POW. In this case we allow this spell case to be cast as a Instant instead of Enchant.
- 2
-
Thank you. Will keep it in mindĀ
-
Use a similar thing in RQ, especially on a HeroQuest. You can defeat an encounter with a Weapon or Dance or an Orate. It just have to make sense.
-
Borrowed this mechanic from another system. Have one person roll and the rest aid with a successful check. Each successful Aid gives +10% to the primary rollers skill. Works well for Scans and Searches, even Communication skill checks. In cases like Sneaking or Lores aiding may not beĀ possible.
- 1
-
Quote
RQ3 fatigue works, but is far too bookkeeping. RQ sorcery works well (and I like it), but is a bit bland. RQG sorcery is interesting, but far more complicated (but I like it).
As I have said in other threads, my beef with it is Free INT concept primarily. RQG version is more interesting and fits Glorantha better overall, but some of the mechanics .... well, don't get me started.
-
Quote
Nowadays, there are a lot of rules from RQ3 I can't stand anymore (Skill bonuses, Strike Ranks, for instance) and others I never really used (Fatigue). But my hopes for RQG was for something closer to RQ3 than RQ2 or Mythras while also being simpler.
Two things to get rid/change from RQ3 are Fatigue and Sorcery (RQG sorcery is slightly better IMO, but not by much)
-
On 11/10/2019 at 1:21 PM, weasel fierce said:
* I am leaning towards Runequest 3 since I feel it fits the best balance of things I want (robust rules without too many options to overwhelm the group, multiple character creation options, rules for a ton of critters and gods etc.). It's also the one I am the most comfortable with, and since I'll be running it for a fairly large group, that's going to be important.Ā
Though as most people no doubt do, I am of course intending on borrowing from here and there.
If you and your players have played with this system, its a good choice.
QuoteĀ
* Divine magic bugs me a bit though. I feel that it'sĀ too limited in 2 and 3, but I also feel like RQG gives too much, too soon. Have anyone adopted a middle ground?Ā
I was pondering making it easier to regain spells for initiates (something that both the never-released Adventures in Glorantha and Roleplaying in Glorantha does) but I don't want to undermine what makes priests special either.
Ā
I wentĀ with the rune pools, but discarded the holiday system of regaining points. Use 1 day of praying to regain 1 point. Makes a good balance, at leas tit does for us.
Quote* 2nd edition scenarios give out a LOT of coin, but prices are all over the place across editions. Even from 2 to RQG, it seems you'd run into some challenges. Is there a reasonable rule of thumb out there to convert money amounts or do people just not worry about it?Ā
Stick with one or the other. I use a simple 1 = 10 conversionĀ
QuoteĀ
* To avoid quite as many limbs flying off, the rule will be that limbs are severed if you take double hit location damage in a single blow, not from accumulative damage.
* Spirit magic will probably work as in 2e (it just works, unless there's a resistance roll). Last time I ran RQ, we adopted that for spell casting outside combat and honestly, nobody found the dice rolls to be adding much to the game.Ā
Ā
Yeap, also kept spirit spells lasting 5 minutes instead of 2 as per RQG
Ā
-
Quote
For me, the worship of Ompalam is divided among the slave estates with theĀ MastersĀ as the high priests of the estate.Ā The Fonritans have no civic/bureaucratic structure as that would be an obstacle to Ompalam'sĀ demands for power.Ā Having their yads (ie their favourite slaves) practice the equivalent of Rightness would only increase the power of the Masters against each other and be good in their eyes, no?
I would not disagree that in some places that certainly exists, but to me that seems like a plantation model of slavery which can only exist in cases where a particular high demand commodity, requiring a large labor pool, is present. In our history that would be sugar, cotton, tobacco or drugs. All of these require a whole sale demand in quantity which point to large scale commercial centers, that is cities (basic blocks of civilization). Once we start talking cities, we start talking bureaucracy, civil servant slaves. AĀ pyramidal structure with Jann at the top.Ā Ā
-
Quote
An interesting possibility is that the Fonritans might have something similar to caste magic within the cult of Ompalam.
Although possible, I would argue against that. Ā The Fonritans threw off the shackles of freedom imposed on them by the Malkioni and would be loath to maintain such an outdated concepts as casts (Yes, I know they divide their society by slave strata). IMO, sorcery for the Fonritans is another building block of civilization, like slavery. It is more than likely integratedĀ into the civic/bureaucraticĀ structure as opposed to religious one.
-
8 hours ago, Richard S. said:
Considering RBoM lists it as a Darkness spell, apparently not
Just change that to True Mace
-
I just allow check and training to be done weekly.
-
Quote
Horali join martial cults such as the Seshnelan beast societies, Humakt, or other war gods.
Hmm, wonder if I should dig up my old Hawkmoon supplements.
- 2
-
Ok, so they can become Initiates and possiblyĀ Rune Lords, but not Priests or God-talkers with the Sorcerer casts performing that role?Ā Is that close at all?Ā
Or do they 'worship' those spirits as way to access specific Runes and the rune magic they can sacrifice for are not cult specific, but rather rune specific?
-
Quote
Is this the model for the ascended masters? The vast majority are lay members with very few initiates and no(?) rune masters? He does provide someĀ rune magic (two of his specials are in the common list, so presumably that is not accessible), butĀ would be the motivation for the few to initiate to Hrestol - to follow his heroquest pathways?
I am interested to see how Sorcery fits into this and does it mean that all Malkioni have access to at least some Rune spells?
-
4 minutes ago, Shiningbrow said:
hmmm ... Personally, I'm not convinced by that.
Noe, if their deity chose to give Species Max Free INT, I'd buy it. Or something super special about the Magic Rune (perhaps as a spell..), maybe.
Call it the benefit of following the way of the Invisible God and aligning yourself with the Universe.
Enchantmentsš„š„š„
in RuneQuest
Posted
Yes, on taking damage. There is a chance of going unconscious, and it would be nice to have spell go off even in that case.Ā