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gochie

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Everything posted by gochie

  1. We actually had a lengthy discussion about the single skill change during our last session and we came to the conclusion that it doesn't reflect reality. We will likely house-rule separate % for attack and parry. Defense is something you need to train individually. If you just hit things with your sword, you won't get better at parrying, and you will likely never be as good at parrying with a dagger or an axe as attacking with one. My personal experience comes from martial arts, and I promise you blocking a punch or a kick with your hands is its own skill.
  2. I agree that it would be nice to get more diversity, but I guess they needed to start somewhere with the new version. It is easier to introduce updated rules with the culture people already know best.
  3. We always played that as soon as you had 1% in a skill (before modifiers), you immediately had at least a 05% chance of success.
  4. RQG Bestiary specifies the following: Darkness: "on the first round a target is engulfed" Fire: "at the end of each round" Lune: "when touched" for madness and "SR 12" for magic point drain Selene: "takes place on SR 12 of the round the selene engulfed its victim" Others don't specify when in the round the damage is inflicted, but I would probably do SR12 as the norm.
  5. Both. Get an absolute noob with an axe and he/she will hit a log, probably right in the centre. The only reason you don't have a nearly 100% chance to hit everything in the game, including standing opponents, is because they move, not because you can't hit a still object. Giving +40% instead of an auto-hit is because of the squirming of the prone opponent which might cause you to miss slightly - even if he did not actually try to dodge or parry. Not giving a bonus to hit means (to me) that the opponent is moving/maneuvering normally as if standing with full mobility. The halved dodge is because he can't move freely when actually attempting to move out of the way of a specific hit.
  6. I would argue that it is at least easier for someone else (a second attacker) to hit a prone target than a standing, moving one. It also depends on how the prone person is positioned. If they're face-down and generally immobile, you won't miss his head. If they're on their back up-kicking you to keep you at bay, then yes it will be hard to hit them anywhere that isn't the legs. Generally, I might be inclined to give other attackers (other than the one the defender is focused on) +40% to hit, and also halve the Dodge of the prone target vs all attackers. I would also halve the parry to be honest... Moving properly plays a rather huge part in parrying.
  7. I'm pretty sure the rules say (in a very confusing way) that you have 5% starting in your left hand, and you do not follow the half rule. I would just keep that as is to be honest. It's simple and makes sense.
  8. Damn right. My group never played/read Heroquest, only RQ3/G, so my Orlanthi joined Humakt with no problems whatsoever.
  9. ? @HreshtIronBorne just quoted the whole thing.
  10. Yeah I always thought discorporation =! Spirit world... If you discorporate you are ethereal but still in the mundane world, like a ghost.
  11. As I said before, I like the idea. But now that I think about it, why not just do a table of gifts and geasa for every god? Someone did some for several gods (I remember making an Uroxi with starting 90% in greatsword) many years ago as a house-rule that my GM adopted. It's a different power level than what you're going for, but it's probably easier in some ways to tailor to each cult, and still keeps a hard line between initiates and runelord.
  12. I just meant that most initiates will have a 90+ skill (weapon) in RQG, thus new adventurers will start with an ability under your system.
  13. We definitely play that you can catch a cold if you don't sleep, walk in cold rain for days, etc. Also broos, as stated above, carry infections/disease that aren't spirit-related.
  14. I like it, but in RQG most players (warrior cults at least) will likely have a 1st level gift at the very start (not necessarily a bad thing, but something to consider).
  15. Sure, it's good fiction that we could use, but we could also come up with similar material ourselves with the general knowledge we have of fantasy shamanism.
  16. When you show statues and google images people usually get the idea and the differences of the bronze age. I often describe it visually as the Hyborean age setting of Conan the barabarian.
  17. It really doesn't. He easily could've worded it differently.
  18. I think the thread's question was answered with p. 315... "Using a Rune spell literally channels part of the power of a god to affect the Mundane World; it is not an invisible act! The caster always exhibits some form of manifestation of the magical powers at their disposal. The caster might appear to grow larger (even if their SIZ is unaffected), burn with an inner glow, crackle lightning from their fingertips, or even start to physically resemble the image of the deity." The new question that arose from the thread is more along the lines of "should more spells specifically have no visual effect (like Lie)", and we're arguing about Charisma as an example of those that might pose a problem.
  19. I really don't. If they agreed to a magic-free duel and one of them obviously used magic, he would be called out. I understand that my Glorantha also doesn't have magic as engrained into society as yours. Yes, the World and everything in it is made of magic, runes are everywhere, etc., but I don't see magic being a normal, mundane "skill" like you do. The vast majority of people in Glorantha are Lay Members with no rune magic and most people in the West don't know sorcery, so sure, spirit magic might be more common, but I don't see all magic as being so normal that people don't even notice it - normalized to the extent you describe. Not saying you're wrong in your interpretation, it's just not mine.
  20. Damn that's true... I feel like this needs an official answer now.
  21. I thought so... It does say a spirit residing in the weapon can resist in a spell description (was it dull blade?), but wasn't sure if that meant the holder never resists. Definitely an easier way to dispatch of weapon-centric runelords. Thanks!
  22. Quick question while we're on dampen damage... Casting a spell on your enemy's weapon can't be resisted, right?
  23. My opinion - not based on much since my experience with sorcery is rather limited - is that tapping creatures (characteristics) is seriously evil, and not tolerated by anyone other than the rare "evil" cultures (ie. necromancers, orcs, etc.) I honestly don't see anything wrong with tapping air, earth, fire, or whatever else isn't alive. Technically, starting a fire is tapping air and plant (wood) to create energy, no? 😏 I also don't think it would be super obvious to an Orlanthi (or anyone who doesn't actually know the spell) that a sorcerer is tapping air in front of him in the first place.
  24. It really should be in cubic meters - like elementals - unless the thickness is meant to always stay the same (1cm? 10cm?).
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