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Godlearner

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Posts posted by Godlearner

  1. 18 hours ago, mfbrandi said:

    I suspect allowing Malkioni with rune magic is a munchkin thing: sorcery is too slow and boring — give me something that goes bang now!

    No, if this was the case, they would have not placed those slow and boring restrictions on it in the first place.

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  2. 1 hour ago, jajagappa said:

    Clearly Prax is his home, but he is also a broader god of butchery and presumably remains connected to Eiritha wherever there are herds. 

    His magic would have to be adjusted outside of Prax. There should not be a restriction on healing as well.

  3. 28 minutes ago, Ironwall said:

    When called up for service in the militia the king/priest/cult could than let you borrow one of there's

    LOL, not likely/ But even if so it still make the skill totally useless to any player character.

  4. 9 hours ago, Mugen said:

    Basically, in my eyes, it was everything I liked in SB, but better. It had more clever solutions, more rules, more possible settings, more everything. It remained my go-to Heroic Fantasy game until the years 2000.

    I loved how the game seemed to be grounded in 4 cultural systems (Primitive, Nomadic, Barbarian, Civilised) and how it worked with the 3 magic systems (Primitive were Spirit magicians, Nomads and Barbarians mostly Divine or Spirit, and Civilised mostly Sorcerous or Divine).

    Above everything, Magic is what I loved in RQ3, despite the many flaws of Sorcery (which took me time to discover...). Enchants, POW economy, the variety of non-corporeal beings, etc.

    Coming from SB, there are countless combat rules I never bothered to apply. Fatigue, throwback, etc. 

    Nowadays, I think it's both lacking some elementary rules (such as the fact skills evolve completely disconnected from each oher, or he lack of a true skill opposition rule) and having too many fiddly bits (localized hit points, Strike Ranks, skill bonuses.

    Agree with over 99% of this. We still play mostly RQ3 with modifications and some addaptation from RQG (shamans and some new aspects of Rune Magic)

    • Like 2
  5. On 9/8/2023 at 9:25 AM, Oldskolgmr said:

    I would like to prepare a (series) of games in Ralios, but I feel like I should have a better understanding of Malkioni sects and sorcery. 

    Does anyone have recommendations for game or world books? (I have the AH Glorantha: Genertela set and RQ 1,2,3, and G. And I've read NB's old site, but felt like there is more?)

    I'm not a stickler for cannon either (JC, AH, Stafford Library, all good). Please recommend.

    (Mods & Admins, Do I need to refine my topic or set this in another section?)

    Thanks!

    As others have have pointed out the structure of Malkioni society has been changed from RQ3 to RQG and with that how sorcery is seen and how it works as well. What I suggest is that you determine as to which version you wish present in you world and the structure will follow. If you decide to go with the RQ3 type, then you will need to decide as to the exact mechanics of sorcery. There are several modifications, including Sandies rules, which make RQ3 sorcery playable. I feel that RQG rules also need to be adjusted for the type of campaign you are thinking of running, but both of those are topics for differnt threads.

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  6. 3 hours ago, StephenMcG said:

    I was wondering if anyone does it differently? 

    We only roll to cast a spell "in combat", outside of combat they are auto cast. This goes for all spells no matter the type spirit, divine, sorcery, whatever.

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  7. 21 hours ago, MOB said:

    That's the point. Praise Yelmalio, you don't actually need a live horse to learn and practice your Kuschile Archery skill.

    No thanks, I would rather spend time researching the names of Seseine's first 100 lovers.

    • Haha 1
  8. 6 hours ago, Steve said:

    Enchantments are a special type of spell. Most spells aren't Enchantments.

    And I say otherwise. All magic is a type of enchantment. Its a matter of definition. To my Detect Magic should actually detect magic including all spells with duration.

  9. On 5/10/2019 at 9:49 AM, PhilHibbs said:

    "enchantments and similar magically potent objects", doesn't sound like spells to me.

    To me, spells are enchantments. A difference between Bludgeon and a Binding Enchantment is duration. On page 247 Enchantments are called spells "Enchantment: These spells create a permanent magical effect"

  10. 41 minutes ago, Squaredeal Sten said:

    Not officailly, no.    Read W&E page 46 and you will see that this is a gamemaster function.

    Yeah, that is why I asked. I am sure I will be asked about by a player at some point. Seems that is it should be a some sort of a Common Divine spell.

  11. Just now, Squaredeal Sten said:

    Actually the Bestiary description of making a vampire does not include a burial.  Vivamort ritual, then " lie in state", then arise as a vampire.

    Whatever, if they "layed in state" with the item he keeps it when they turn to smoke. 

  12. 8 hours ago, Squaredeal Sten said:

    If a vampire turns into smoke, whether or not as a result of taking damage, what happens to its physical possessions such as jewelry, a sword, etc?  Are these left behind, or do they turn to smoke along with the vampire's body?  How about clothing - is it just part of the vampire's appearance, to reappear if it condenses from the smoke?  Or does it fall to the ground?

    I would say if he was buried with it, they turn to smoke with him.

    • Like 3
  13. 1 hour ago, David Scott said:

    Shaman are not useful in combat as it's an hour long ritual to discorporate.

    I would disagree there. Shamans have access to a vast amount of magic point and their POW tends to be high. They also have access to bound spirits and their abilities are can make them very powerful. 

    The shaman's fetch can release bound spirits to attack in combat. The shaman himself may also have spirits or elementls which he can release in combat. The shaman may have bound spirits with attack spells spirit or divine spell which the party may not nirmally have access to. The shame should also liberally use Multispell to shotgun various spirit spells. 

    A shaman in RQ is a buffer and cannon. He is also an after combat healer and has the ability to Resurrect.

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  14. 12 hours ago, Erol of Backford said:

    Would you be able to form-set lightning as a spear tip and if so what damage would it do per intensity? RQ3 Spell Book p.46

    Just modify the spell "Boon of Kargan Tor":

    Boon of Umath   (Rune(Storm), Summon)

    2 Points

    Touch, Passive, Temporal

    This spell must be cast on a weapon. At spell strength 1, it adds +1D3 to the damage done by that weapon for the duration of the spell. If the spell’s strength is increased to 4, it adds +1D6 damage. For each additional 4 levels of strength, it does an additional +1D6 points of damage.

    12 hours ago, Erol of Backford said:

    Also would any of the living Mostali know the spell form-set adamant?

    YGWV, but I would say no. If they could do that, it would certainly not be a sorcery spell but rather a Hero Ability of some sort.

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