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Shiningbrow

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Everything posted by Shiningbrow

  1. Perhaps such use of Rightness reduces your Rightness?? And thus, would be used sparingly. It would replenish slower than MPs, but faster than RPs.
  2. Ummm... Because people want and expect different abilities?? Not sameness.
  3. Even if it was actually a loss, not purchasing it would increase the loss by not covering the production costs of that particular set... So you'd be reducing their loss by buying it.
  4. What was starting INT? I love multiple (and well-timed) Fumbles.
  5. Does that Book 3: Soloq... Have an 's' on the end? Or is it singular??
  6. I'd like to know if this "characteristic" of Rightness is open-ended, and what's the general scale is. I.e., is Rightness 15 pretty high? Or barely beginning?? If it increases through adhering to caste restrictions to cause personal complications (pain, suffering, etc), and it increases in each occasion, then 15 occasions wouldn't really be a lot (not to the extent of having a significant impact on, say, magical ability.
  7. There's a post in here about "magic" books and scrolls... Has some details on this.
  8. I doubt that will remain true. Not once the West book comes out, and sorcerous cults are defined.
  9. Both πŸ˜„ Ok, you're right. My brain didn't work for a bit... I didn't add in the 18 POW req for GT. (for some reason, I thought it was lower). However, it's somewhat easier to attain God Talker first, and then graduate up to Rune Lord. POW 18, 5 RPs, 50% in 4 skills (plus Worship), 1 Rune at 90%, and 1 other Passion at 90%... Versus 90% in 5 skills (much harder than 50%), 90% in Rune (same), 90% Passion (same), CHA 18 (I'd suggest harder... going up 1 or 2 points is easy... going higher may not be - not as easy as POW). And once you've achieved RL, then you're automatically upgraded to Priest anyway... (and, so, it sort of makes the whole Rune Lord/Priest section somewhat superfluous, other than to say it's automatic).
  10. I'm basically pointing out that if someone wants to have MP storage, there are multiple ways to get them... Especially in a game where crystals may not be that common. Very few GMs would just allow you to get a POW storage crystal during downtime, but I would hope most would allow creating an MP or Spirit Binding matrix. POW is merely another commodity to be used... especially since it's going to be anyway. Nah... Spell Trade for it! I'm sure most Tricksters would be oh so happy to have their Lies being spread around... πŸ˜„ Hmmm..... I think.... Most initiates aren't too concerned about such things, as it's not really that important in their lives. They're off happily ploughing fields, tending crops, herding animals, occasionally healing people, etc. They don't need the MP storage as much as the PCs do. So, if you (for whatever reason) decided to raid a community of, say, 50 people, I doubt you'd find more than 5 MP storage crystals amongst the 'loot'. So, I suppose the question comes down to - if you really need 20MPs in storage, do you wait to find the crystals somewhere? (perhaps purchase??) Or do you make them yourself? The crystals found in 'loot' come from years of hoarding after such raids. The PCs and their antagonists are not the average people of Glorantha. (and, yes, that does include the Family Background tables and Heirloom tables). Obviously, that's merely my interpretation of Glorantha...
  11. 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.
  12. I wonder if sorcerous cults will have a minimum POW requirement to advance into the Rune levels. If so, it's going to suck having to keep both a nice Free INT as well as the POW (which would obviously not be used for Inscriptions... to free up the INT).
  13. I think it should be obvious that there needs to be some sort of mechanic for this. Sorcerers, especially in cabals, and thus in large cults in empires, obviously work together for big spells... otherwise, there'd just be a whole stack of individuals working together to... combine knowledge???
  14. While true, a couple of considerations. Firstly, while you need to be a Rune level to get the Rune enchantment spell for the MP enchantment, you do get 1D10 MPs per POW... which I'd suggest is easier to get higher MP storage with. And, therefore more likely to have... However... in saying that, it's basically the same base requirements to get a spirit bound into an item, which is more likely to have a higher POW, which will also regenerate! (assuming you're binding cult spirits). However (again).... the Spirit Magic spell of Magic Point Enchantment costs just 30L to learn... so too is the Binding Enchantment Spirit Magic spell ... but, you don't get the summoning of the spirit... Also however... any Initiate can both Summon and Command a Cult Spirit - and thus put them into a dead (unpowered) crystal (POW of spirit will be variable, and generally reliant upon the Initiate's RPs). However however... (:p) for a few Lunars (or favours), an adventurer could just ask a Priest (or other Rune Level) to do said Summoning and Commanding into the crystal... However however however..... πŸ˜› πŸ˜› πŸ˜› )..... One could also somehow convince a Rune Level... and the local community... to all chip in a few POW to make an MP enchantment, having xD10 MPs... (judicious use of a Lie may do wonders here... πŸ˜„ πŸ˜„ πŸ˜„ ) So... oddly enough, in a low powered game (I'll take that pun! πŸ˜„ ), Enchantments are going to be much more available to PCs than crystals (unless the GM specifically limits the availability of some base spells).
  15. Missing a number here?? 4 types, only 3 percentages...
  16. Why would you go for the -Priest combination? You get the same (mystical) benefits as a God-Talker (including the +20% POW gain), without the burden of time or money. While you may not get the room and board and support, as a Rune Lord, you're more than covered anyway. And, I imagine, even Associate (and possibly just Friendly) cults would help look after a Rune Lord on occasion - certainly treat them very well! (if the local lords don't.... which should be even rarer!!) Depends on how high you want your POW to be. Although it's easier to gain the POW to sacrifice for more RPs, you only go up 1 or 2 points per successful roll (or 0 without the luck :p). With Exp Checks, that's 1D6%. If your POW is low (sub 15), then it's easier to get more POW than Exp (assuming - good enough stats to get a nice Category Modifier - minimum of 5%, up to 20 or 25%...). Minimum is going to be 11%** - 100% - 89% (just under Mastery level), plus X in Category Modifier... Which could be a nice 25-30% (or higher*) in total chance to increase a skill. A +20% modifier means 31% chance to increase by 1D6. 30% in POW gain roll is a POW of 15. (with 17 in all the right stats, Manipulation gets a 30% Category Modifier... and that's weapon skills! Thus, a minimum of 41% chance to increase from 89% to Mastery at 90%) All of which comes down to - how high to you want your POW to be? If you want it at about 18, then it's going to be easier to get the skill mastery than the numerous RPs you're after. (mathematically, each point of POW increase is equal to a 5% boost in skill - approximately... except, POW doesn't have a Category Modifier to help out) (**unless you've got a faulty stat that gives a negative modifier - as for Stealth)
  17. Technically, the POW requirement should be the same for God-Talkers & Priests. So that combination ought to be the same anyway (with some cults being having exceptions).
  18. And not all cults have Rune Lords anyway...
  19. Possibly, but not a real "precedent", as the resisting at Max POW is specifically stated as the god making up the difference to defend their RL - so definitely not the same reason, and definitely not really related.
  20. Perhaps thinking of Rune Priests - "Possess at least 5 Rune points dedicated to the god." (p286) RQ3 required Rune Priests to have 10 points of Divine Magic.
  21. What you said here, and @AkhΓ΄rahiland @Kloster, but just adding the detail that CHA is the easiest stat to increase in game(wear flashy jewellery), followed by POW (6 times per year). DEX is equal to STR & CON for improving (barring the limit). INT is arguably the hardest. Therefore, almost completely regardless of character and role, I'd make a character with a high INT. Because, the game isn't really about the starting character, it's about what you've become a few years later.
  22. I disagree. While the trope, and probably the mechanics, seem to suggest this (non-adventurers), so too does being a Sage in LM, or an Issaries Priest. However, they obviously still work. The difference is merely the need to break the stereotype.
  23. Even if that's true, it's largely irrelevant. It's for one spell only, and so you'd know exactly what you want to do with it. So it won't be like "OMG(s)*, I wish I hadn't dumped all that POW into Intensity!!!" Besides which, it'd be highly unusual that you'd want a much longer duration or range without wanting a higher Intensity
  24. You're still assuming that other areas don't have an Enhance INT spell... Sure, "Fire" tribes should virtually been guaranteed, but it doesn't exclude others. Take LM as the prime example. Has the spell, doesn't list the Rune.
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