Jump to content

Godlearner

Regulars
  • Posts

    413
  • Joined

  • Last visited

Posts posted by Godlearner

  1. Quote

    IMO, the celibacy taboos would be excellent for a Thed Shaman-Priest, given they are NPCs this would make for an excellent twist to the character, who knows how this would manifest. 

    At the same time the taboo of always attempt to breed would work as well and what about all of the weapon prohibitions when the shaman does not have hands. The table just seems too narrow focused. 

  2. The table on page 363 obviously does not work for all Shamans. I for one can not see a Broo Shaman of Thed having to adhere to any celibacies taboos. Has anyone came up with thier own tables for this?

  3. Dispel Magic is good, but in this specific instance, that is reducing damage and the to hit percentage, Dullblade is better.

    If facing an opponent with a Bladesharp 4 on his sword for example, a Dispel 2 will have no affect (and would be  a waste of magic points and of an action), while a Dullblade 2 will reduce the damage. 

    BTW, something I just spotted under Bladesharp description:

    " If Dullblade is also cast on the weapon, the improved chance to hit from Bladesharp is not affected, but the weapon’s additional damage is reduced by the second spell."

    Does that mean that if you cast a Bladesharp 1 and then someone casts a Dullblade 4 the total affect on the weapon is +5% to hit and -3 damage?

  4. 10 hours ago, Shiningbrow said:

    What's the condition? Every time you take damage?

    Personally, I'd leave that to a spirit, and voice command. And a larger Heal. (would anyone allow a condition that would include HPs? After all, it's not really a Gloranthan value - but a game construct)

    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. 

    • Like 1
  5. 48 minutes ago, AndreJarosch said:

    RAW: 
    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. 

    The 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 the -5% penalty (per point) as well as the -1 to damage (per point).

    • Like 1
    • Thanks 1
  6. 1 minute ago, AndreJarosch said:

    To me it means just that you have not to use the POW of the weilder, but of the spirit.
    I read it as: 

    If the weapon has a spirit in it, the SPIRIT´S magic points must be overcome for the spell to work. (... otherwise it´s the weilders points...)

    YGWV, but the RAW wording is clear.

  7. 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 case 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.

  8. 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.

     

    The wording on the spell is pretty clear:  If the weapon has a spirit in it, the spirit’s magic points must be overcome for the 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.

     

     
     

     

  9. Quote

    Sanctify   :50-condition-magic:
    1 Point
    Ritual, Stackable
    This spell blesses the volume of a 10-meter-radius area, usually a sphere (though Earth cult holy ground always takes on a cubical shape). Cast on level ground, one hemisphere would roughly be in the air, and the other within the earth.
    While the Sanctified area is not detectable by touch or trolls’ Darksense, the boundaries slightly shimmer in bright light. Ceremonies are performable within a Sanctified area that normally can be performed only in a temple, such as replenishing Rune points.
    Anyone within any portion of the sanctified area is considered completely within it. If non-initiates, spells, or spirits cross the boundary, the caster is immediately alerted to their presence.
    Additional Rune points of Sanctify increase the radius of protection by half again. Thus, 2 points of Sanctify protects 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 Intervention  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.

    • Like 2
  10. 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 be possible.

    • Like 1
  11. 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.

  12. 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)

  13. 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. 

    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.

    Quote

     

    * Divine magic bugs me a bit though. I feel that it's too limited in 2 and 3, but I also feel like RQG gives too much, too soon. Have anyone adopted a middle ground? 

    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.

     

    I went 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? 

    Stick with one or the other. I use a simple 1 = 10 conversion 

    Quote

     

    * 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. 

     

    Yeap, also kept spirit spells lasting 5 minutes instead of 2 as per RQG

     

  14. Quote

    For me, the worship of Ompalam is divided among the slave estates with the Masters as the high priests of the estate.  The Fonritans have no civic/bureaucratic structure as that would be an obstacle to Ompalam's demands for power.  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. A pyramidal structure with Jann at the top.  

×
×
  • Create New...