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gochie

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Everything posted by gochie

  1. I think letting them make their character the long way (Aka regional/cultural descriptions, grand parent/parent history, rune descriptions/choices, cults, spell choices, etc.) gives them a decent feel of the World (or Dragon Pass at least). A player of ours experienced a fair bit of Glorantha from playing RQ3 for a few years, but said he understood the current setting much better now that he actually went through character creation by himself (he never read anything about Glorantha or RuneQuest before, just learned through adventures). I feel like a good first adventure should have disgusting, rapey, disease-riddled broos though. It's a staple of RQ in my eyes.
  2. If they have little to no chance of beating the lich, the whole group being washed away to safety would be a common effect I think. If they're winning (or they "need" to defeat it), then save the character and maybe heal the whole group, renew MPs, etc. You could also get more creative... Rivers/flowing waters destroy vampires instantly from what I remember, but I don't like too much direct interference from the gods (Aka kill/weaken the enemy directly). Maybe lend a magical weapon to the character or bless his weapon so he can permanently damage the lich for the duration of the battle?
  3. We are mostly in agreement then. Again, I agree that visually there could be differences in the caster, but they would be unnoticed. It would probably look a bit like someone invoking a passion: more invested in their speech, more eloquent than usual, better choice of words, knowing what drives the majority of the crowd, etc. Much like that incredible speech at the end of a film from that "loser" character who was horrible at speaking to anyone. The real misunderstanding stems from the fact that I (and @Shiningbrow I believe) don't agree that people would accept the obvious use of spells for certain reasons, including convincing them to do what you want. Anyways, it's clear that we have our logic and the rest of you have yours, and that's fine. I'm okay with laying this to rest with a "let's agree to disagree".
  4. I appologize, I didn't realize questioning the logic, even if it is from the Creative Director, meant the game I've been playing for over 20 years is not for me. No offense to Chaosium staff, but we're all human, and it's possible they haven't thought of every possible situation/conflict. Of course I just might not agree with something that makes sense to them... Which is fine. Also, it is but one (rather small) aspect of the World. If I disagree and houserule it differently, it hardly makes the game world "not for me". I assume most players have some disagreements/houserules... Doesn't mean Glorantha/Runequest is not for them. Now that we've cleared that up, the way Jeff put it seemed like the priestess turns into this mighty Ernalda avatar, which contradicts your "They probably wouldn't even notice the signs of an Ernalda Charisma spell" for other species/cultures. Some spells, I agree could be showy (although I think becoming an embodiment of your God should be reserved for Di's)... Specifically war/battle related magic. Others, like Charisma, would possibly have clues/tells, but you would really have to be observant or resist the spell to be able to tell. Finally, others would be completely invisible, like stealth-related spells that aren't resisted. In Charisma's case, I could even see a failed Orate roll as one of the people may have noticed the effects of the magic and called the priestess out on it. I guess the whole thing I disagree with the most is that people would knowingly accept to be swayed by a magical effect, just because the World is full of magic.
  5. Using external powers that only you have access to to convince people to do things they otherwise wouldn't... Yeah that could be seen as a kind of "cheating" in an argument. I agree that there are visual effects for less obvious spells, including Charisma, but they are just not noticed. The Charisma issue isn't resolved at all by saying "people just accept that the goddess speaks through the priestess". Again, what if it's priestess vs priestess? One Ernalda is right, the other isn't? What if it's a Malkioni, broo, or whatever other species who is targeted, and really doesn't give a crap if he's listening to Ernalda? Also, a cultist can (often) use rune magic to do things the god/dess would disapprove of. I get visual effects for spells, I just don't really get the "evoking your God" every time. Gods are less personally invested in tlmy World I guess, they just lend their cultist the tools to do the work. To me, this extravagant God personnification happens when you use Divine Intervention, or maybe when you use some heroquest powers. My Glorantha is fine, thank you. I just like when things make sense. If they want to start publishing the specific visual effects of each spell then we'll talk about how some don't or do make sense.
  6. Hmmm guess you're right. Seems overpowered to me to increase a stat every season though... Very overpowered. I will likely propose the points to be one-use in my Glorantha.
  7. Always thought that with Discorporation you still stayed in this world... You're not gaining access to the spirit plane. One way to explain the training might be the Shaman using his own spirits to practice with the student in this world. Practice Spirit Combat in a controlled environment, and without needing to go into the spirit world. As for Spirit Dance, I'm not so sure. Maybe Discorporate would need to be used and once again, the assistant practices in our world with the Shaman's spirits (or the Shaman himself). Unless of course I completely misunderstand the whole Spirit World thing and I've been wrong for years.
  8. Unlike seemingly everyone else, I agree with you. It's one thing to roleplay, it's another to have to forego logic completely. Things that don't make sense will make me lose interest in a film/show... and will definitely be a huge flaw in a roleplaying game. I think it should be up to the GM to decide which spells are flashy/obvious, and which are not. It also might depend on the situation. Assassins/thieves might not want to make a big show out of it, while an Orlanthi rushing into battle might want to impress everyone. An Ernalda priestess will want everyone to believe she is right (like, really, factually right), which won't happen if people know she's just "cheating". Also, Lie should be resisted.
  9. Ah I see. Pretty sure I understand sacrificing Rune Points for Divine Intervention as non-reusable - Your God keeps them as if they were POW.
  10. Where does it say you can sacrifice POW to increase other stats? Did I miss that somehow?
  11. Oh yeah, that I know. And its not a big deal really... You do it between adventures.
  12. Wait what? There's a duration to your increased stat? Since when?
  13. You can also train any characteristic (except INT) to species max for 500L a pop.
  14. That still shows almost everyone as neutral to Humakt, and Orlanth as friendly. The way it was worded, neutral seemed good enough in RQ3.
  15. What do you mean? RQG has pretty much just as much info as the cults book of RQ3.
  16. Business-wise the errata should be added at the end of the PDF (if formatting is too much of an issue), and customers should receive and email everytime there is a change.
  17. I feel like if you want to still somewhat follow the rules, crafting magic items that don't follow spell matrices would have to be created during heroquests. I would probably make these instances very unique, requiring special ingredients and procedures only found in the god/hero realm.
  18. Also in the past editions (or at least RQ3), the way it was said was that pretty much only enemy/incompatible cults weren't allowed for dual-initiation.
  19. Those are the rules, except I believe the item must be forged before being enchanted.
  20. I would only use it to determine what happened in large-scale battle/war. Letting players determine strategies and traps themselves is much more fun and rewarding.
  21. I visualize a bit like a starfall from Warcraft... Little projectiles raining down from the sky and piercing through people.
  22. Pretty sure we always played that move quietly was sneak as well. And yes, I see augments as a tool to be used on rare occasions when you are desperate to succeed in a specific roll.
  23. True, could be an exception? Again, I know the rules allow you to enchant and cast on iron, I'm just not sure I understand the logic behind it.
  24. Worth repeating ------------ That's not exactly a clarification, it's a complete overhall of the printed rules - including the official reprint. He's either completely mistaken in the questions thread or he went rogue and has different views than the person who wrote the rules. Edit: let me add that I am the one who posted the original munchkin post about sword Trance and a dual wielding Humakti using the answer Jason provided, even if I think he's mistaken.
  25. Interestingly enough I now reread the whole dual wielding section, and it states: "Use of a weapon in the “off ” hand must be started at 05%. [...] The player must keep track of the individual weapon expertise of the adventurer with each weapon as used in each hand. Training or experience in using a weapon left-handed does not help the right-handed attack or parry with the same weapon, except that the half effectiveness rule applies. For example, use of a dagger left-handed, allows the adventurer to use it right-handed at half the left-handed ability." I read that (maybe less explicitly than it should be) as the left-hand skill starts at 5% no matter what, but the right-hand skill gets the advantage of starting at 50% of the left-hand skill. Transferring the skill from your weak hand to your strong one should be easy enough, but the opposite really isn't a thing (which makes sense considering I can't even hold a fork properly in my left-hand IRL). This, along with: "To learn how to use a weapon left-handed means finding an instructor (gamemaster’s discretion on how difficult this is at any time)." (p.225) tells me the left-handed weapon skill truly is in a category of its own, and should not be part of cultural bonuses that use a generic skill like "broadsword". Despite this, you could select the left-handed skill as a weapon option in your occupational and cult bonuses.
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