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Shiningbrow

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Everything posted by Shiningbrow

  1. Except, it specifically says it does! So, instead of a human having species max of 21, it'd now be 22... (I presume the same for cults that offer Gifts as well, although I am aware that some on here wouldn't).
  2. Any chance those can be distributed on this forum, for those of us who don't (or can't) use FB?
  3. Maybe they haven't read the rulebook that says you can do that???
  4. I presume you're referring to Steve Waugh, what with all this discussion about amazing powers and abilities that people don't understand, but really want...
  5. "The healer rolls 1D6 and 1D10, getting 4 (roots, potency 1D4 in the autumn" What is this "autumn" referred to? Also, "She spends 1 Rune point to cast a Refine Medicine spell. First, she wants to make it useful against the Shakes rather than Systemic Poison. This requires 3 magic points." Does the initial casting of Refine Medicine cause a shift? Or are all shifts on the table done by MPs only? Because Systemic Poison is at 6 on the table, and Shakes at 2... so one would expect 4 MPs needed - not 3. (Is the 1D12 in Dark Season (why is it "Darkness" in the table?) supposed to be there? Or should that be 1D10?)
  6. 1000+% Sword Trance will rarely be significantly different to 100+% Sword Trance. They'll still need enemies within melee range, and will still get taken down by all the same tactics. And if that's their only feather in their cap, they're woefully under-prepared to go up against anything that would usually require 1000+% for a single skill.
  7. I shall email you. You should agree with them, as I'm referring to basic English typos that have been missed. Eg, I notice that in the New Spells list, different is often spelt with only 1 f. Or there are spaces missing after commas... (I'm not touching RQ names, except where really obvious - eg, Orlanth (not that I've noticed any typos on that name)). And, thus, the maximum amount of points that can be stacked is - CHA? Or MPs available? Or even, the original Rune Point Pool? What about Free INT? Is that still factored, or can one now manipulate up to full INT? Coolness! Can't wait! Is the BoD already around somewhere? That works! Although, I can see a new version of Extension working only for spirit magic as well...
  8. No armour, no clothes - only the woad... yep, I can see "amor points" workimg here. (I'm glad someone other than I chose to point it out)
  9. I downloaded from DriveThru just the other day, so I presume it's the latest (V2). The typos are minor mistakes in spelling/word formation, or punctuation. I'm an ESL teacher at a better quality university in China, and I was an IELTS* examiner. (*internationally recognised English language test used for university entrance). As I said, I'd be happy to correct for you (cos I'm anal like that :p) On a different topic - I've just come across your new spell list... would you be inclined to format and upload as a JC? I love a lot of the new ones, and honestly think they'd be considered basic... of the top of my head, simple spells for duplicating scrolls/books should be a standard Lhankhor Mhy/Irripi Ontor spells. (I do questoin the usefulness of a spirit magic spell - 2 mins - for increasing crafting skills... but I do remember that earlier RQ's Extension worked on spirit magic as well as rune/divine... there's another spell that should be added to the latest incarnation!!!) Back to the original topic - I have a question about Heroic Casting. Does the spell need to be known in mind to cast it? Or is it more like an ability (and thus, don't need to take up a point of INT/CHA)? Heroic Casting of Sorcery would be uber-powerful, especially if one doesn't need to keep it in mind. As for Rune spells, is there a limit to the stackability of the MPs? CHA or RPs? How long do they take to cast? (for both Rune and spirit/sorcery)?
  10. I think it's cultural as well... Orlanthi will probably loot - unless it's against Chaos. They'd especially love against Dara Happans, because the DH love their gold! Exceptions may be the Humakti, who do the honour thing. Or anyone else with a high honour passion. In general, mercenaries (and pirates) will always loot, and they expect to be allowed to! The only exceptions may be Yelmalians (who expect to get paid well for their services before fighting). Praxians will probably loot, because Prax is hard, and you take what you can get! Lunars - probably depends where from. Obviously, these are all just my mere opinion!
  11. I just purchased it! I'll give it 5 stars as well... But, yeah, there's a LOT of typos - almost averaging 1/page I'd be inclined to go through and fix them all for you if you want (it's part of my profession). Quick question - on p242 in the RP replenishing table - what's the before/after slash numbers for most of the columns? It makes sense where you've divided up the ST/HHD, but not for the others. And, what's with the Holy Site?? Is that giving different points back than Holy Days? (is it a separate mechanic??) BE well!
  12. There's also the limit to only being able to use one Powered Crystal at a time, after attuning to it.
  13. Just on the topic of getting NPCs to donate their POW - what would the actual player (PC) say to them? I don't think it should be as meta-gamey as "I'd like you to give me some of your POW"...
  14. I would imagine that there may be situations in which voting rights get moved around the community, as the arms get moved around. In a similar way, the unpopular but wealthy can stack the votes by buying multiple weapons and handing them out in return for those voting rights. (and if the recipient is lucky enough, they can pick up a sword and some armour - or at least enough trade goods to purchase - and have their very own sword without the attached strings)
  15. Oh, I'm not saying they can't - and not merely YGMV. I'm just saying it shouldn't be "easy". Unless the players are only using Glorantha as some vague hint of inspiration. One's Glorantha could just as easily have the Wolf Pirates sailing the seas to drop off bundles of roses and tulips... but that's not the Glorantha most people are after. (Just as some people can't deal with Elmal/Yelmalio... or Ducks being taken seriously). Perhaps it was my misinterpretation, but I took literally. But, clearly, the game is designed around a whole bunch of ideas and choices where some things are harder to do for various reasons, including not being human (just as being human makes other choices more difficult). Anyway, this is getting off topic, and I don't think it's helping the OP...
  16. Precisely! I understand your point and reasoning for it, but where does it end? Can Broos join Stormbull or Kigor Litor? What about Trolls in Yelm? Mostali joining Aldrya? I'm reminded of the D&D issue of the Paladin hanging around with the CE Assassin... just because that's what the player wants to do. Obviously, it's your Glorantha... and by definition, it's not really the Glorantha as envisaged in the printed material. (BTW - going to the toilet is when the PCs fail/fumble their scan/listen checks)
  17. Using the rules you quoted in this post, a Broo or scorpionman or undead could join any of those cults as well... (although, we do know of Broo in Chalana Arroy). I'm not suggesting a Baboon can't be an initiate (or above) any of those cults. I'm saying it's not going to be easy. And, yes, that may be merely prejudice! And, I'd also say that GMs shouldn't make it easy Otherwise, it's simply "I want to play something that should be really hard to play, but I want you to make it easy for me... or I'll take my bat and ball (and dice) and go home!"
  18. Is it considered an error that p2 Inroduction refers to the "Cults of Glorantha" book, rather than its actual title of "Gods and Goddesses of Glorantha"?
  19. Obviously, you don't get it. And actually, I don't have a problem with it. But I do tend to be a bit anal with rules, hence the Bestiary reference. And I'm more inclined to agree with what was said above - they're going to have a hard time advancing in many cults. So, go for it, although I doubt many GMs would be that harsh to actually make it that difficult for most players... (eg, applying the section @David Scott quoted above from p6 - the bit about -10 CHA penalty when interacting with those outside one's species.) Mello Yello was mentioned above - yet the cult write-up for Yelmalio doesn't indicate any obvious reasons why he shouldn't have been able to initiate fairly easily... Just 2 years of mercenary service.
  20. Except... CoP isn't RQG. And the RQG Bestiary only gives the options I gave above.
  21. And her foot has a few Runes tattooed as well! Earth, Mastery, Harmony, and something covered around the ankle.
  22. Once you hit Rune Master, you get +20% on POW gain rolls... so, minimum of 25% per roll (from 20 to 21), but most likely going to be around 50% (at 15 POW) or more... Don't forget that that Spirit Magic is POWx5%, so you ideally want that at about 18-19 just to ensure those go off when needed. 14 POW would be crippling for that (only 70%).
  23. That's only 2 cults. Compared to humans and trolls (and even Ducks), Baboons are a lot more restricted/limited for choice. Being unusual is what the game is about 😛
  24. Except, they're going to be a LOT more limited when it comes to cults and magic. Although they'll be in the Baboon equivalent of Daka Fal, that's not really a great help for Rune spells. I'd also rule that their equipment is going to be shoddier than standard gear in the RQG (unless you're being a generous GM). @Stephen L's suggestions above are also good, IMHO.
  25. If players are no longer merely "canon-fodder", does that mean we can send in the stories of our characters and have them integrated officially with the various publications and the time-lines?
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