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tnli

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Posts posted by tnli

  1. In my table, this is how I treat the augments for resistance rolls.

    Runic inspiration - Yes if applicable runes
    Passion - Yes, if the passion is applicable

    Skills - Probably no, unless it's been prepared beforehand somehow, like when entering the scene the character is constantly doing the activity like praying while walking in the valley of the darkness, or something.

    And yes, I also let the player roll all the resistance rolls where their character is involved in, unless exceptional circumstances.

    Addendum: Typically I wouldn't bother having my monsters or NPC's try augmenting resistances, but I wonder how it would work if they did try to do that, as there's only one roll at the resistance table. Any ideas?

  2. On 3/1/2023 at 11:12 AM, smiorgan said:

    I much prefer the series format than the original twin set of huge books in a slipcase format.

    Much more user friendly at the gaming table and for people who are not GMs. 

    And it gives us a nice stream of RQ releases to wait for.

     

    This is so true, The Guide is an awesome piece of art, but almost completely impossible to use unless you happen to have a proper reading desk.

    • Like 2
  3. On 3/1/2023 at 9:00 PM, Jeff said:

    The release of Sartar and Dragon Pass and the rest are freed up by the release of Lightbringers, Earth, and Mythology - all which make those books easier to handle. Sartar and Dragon Pass (which already have all their art) free up Prax, Pavis, and Big Rubble. The Lunar, Solar, Darkness, Horned God, Sea, etc. books all are on their track and not in the same lane for those others. They open up the Dragon Pass Campaign, and others.

    In short, we have a metric ton of RQ that gets opened up by this.

    But Lightbringers and Earth are foundational for doing more with the Orlanthi.

    So we might get to see more than just the announced books later this year or in 2024? 

    What would be the Gloranthan equivalent to keeping one's fingers crossed?

    • Like 3
  4. Stormbulls Sense Chaos will only tell if there is chaos *present*, not pinpoint it to any individual or item (unless a lot of time is spent with individual tests, which may or may not be possible in a given situation).

    Also, I read the sentence as ogres joining cults when possible, and not it giving them the power to do so and to avoid detections.

    • Like 3
  5. While I can wait until Starter Set is released, let me tell you that it's been quite a wait as I decided to try to save on postal charges by ordering RBoM and Starter Set at the same time...

    But, yeah, hope all goes well and it's released soon. 🙂

  6. 16 minutes ago, Byll said:

    I'm all for them hanging around in a half-arsed way ignoring the caster unable to tell friend from foe for the full 15 minutes, but that's not how the Bestiary entry for summoned elementals reads to me. 

    The uncontrolled fire elemental is useful if summoned in a sensible place, possibly the water one too, but most of the rest appear to just flee the scene if you have not controlled them (it's going to be rare for there to be no light for a darkness elemental to flee)

    You are aware of such things as nights? (Joking, read below for more)

    And seriously, as a GM I wouldn't make a darkness elemental run away from mere torches and such, instead, I would play them as embodying the fears of the darkness, there's a reason why you don't want to get out of the torchlight or campfire light, and then there might be other things that mean you have to get out of that (like missile fire from the opposition).

  7. On 6/12/2021 at 4:30 AM, lordabdul said:

    Nice, thanks @MOB!  This actually makes me wonder about something I thought of while looking at the list of things that get you a Reputation bonus (RQG p238). Some of them are good, some of them are bad... so someone may know you primarily from any of those things you're known for! With this new sheet, instead of writing the modifier on the right-hand column, you could write each total as it goes up. Now you have basically a table of Reputations: whenever someone rolls to determine if they know you, look up the rolled number on that table, and the next entry (nearest higher number) is what they primarily know you for!  "Hello, I'm Gornan Trollkiller, slayer of...."   "Oh I know you! You're Gornan, the guy who threw up on the chieftain's shoes!"

    Plus, that removes the need for the total Reputation at the top since the latest entry specifies your current score.

    Of course it gets a bit trickier when rolling with bonuses (such as the +25% for people in the same clan), and I don't even know if it's actually interesting or fun to do, so I need to think about it a bit more and playtest it, but you probably get the general idea.

    Simply put, if you rolled with your bonus, you're known for something related to that bonus, so eg. if you have reputation of 25% and roll with +25% for the same clan, the other guy knows you for being from the same clan, having met you in some clan function, or something. 

    I like this idea, though it will break down when your reputation goes above 100%

    • Like 2
  8. 20 hours ago, Rick Meints said:

    Please note that neither, Donald, nor Daisy, (or Gladstone Gander) are the models for the ducks in Glorantha.

    In our Glorantha, we call Duck Point Duckburg, and therein lives the world's richest duck...

  9. On 2/25/2021 at 2:18 PM, Richard S. said:

    Okay, it looks like the rules say two different things. Under "Manipulating Spells" it says "Unless otherwise specified in the spell description, it costs 1 additional magic point to increase the intensity of a spell by one level; or double the amount of magic points if it uses a Rune or technique that the sorcerer has not mastered." which implies that the cost per intensity is only doubled once. Under "Spell Cost", however, it says "Using an unmastered technique or Rune costs double the magic points, and if a sorcerer tries to cast a spell with a Rune and a technique they have not mastered, the magic point cost is multiplied by 4 (essentially, doubled twice)."

    The Q&A doesn't help either. It first seems to say that the cost per intensity is doubled for each implied r/t (which would make casting a spell with 3 implied r/t cost +8 per level), but then immediately afterwards it cites the "Manipulating Spells" quote I posted above and states that it's only doubled once, not per r/t.

    Both the rules and the Q&A contradict themselves oh dear...

    I asked this specificly and got this:

     

    If you cast a spell that has more than two runes and techniques, is the cost of each added level of intensity doubled for each rune or technique that the caster has merely “a certain amount of knowledge” for (via minor runes, opposite runes, or opposite techniques)?

    Yes, if you don’t have the complete knowledge, sorcery is costly. 

    So, casting a spell with a total of three runes and techniques, with no mastered runes or techniques, but insight to all of them, what is the base cost of this spell (my guess is six),

    Three runes and techniques would normally cost 3 points, (1 per runes/technique). 2 for the first unmastered, 2 for the second unmastered, 2 for the third unmastered for a total of 6.

    See the second example in Spell Cost on page 386. 

    how much does it cost to add three levels of added intensity into it (my guess is 8 per level, doubled thrice for three nonmastered runes and techniques, for a total of 24),

    Intensity 1 is free, plus three levels =  intensity 4, unmastered = +6. , says Quote

    double the amount of magic points if it uses a Rune or technique that the sorcerer has not mastered.

    Manipulating Spells, page 384

    not per rune/technique. So the total is 6+6=12mps

    On 10/26/2020 at 12:48 PM, tnli said:

    and how long does it take to cast this spell (my guess is either Full Round + DEX SR + (2 * 3) or Full Round + DEX SR + (2 * 24) SR)? 

    So it was a 3 point spell, using 12 mps total – 3 = 9 extra mps x 2 = 18 SRs

    Full Round + DEX SR + 18 SR

  10. I believe that the cost of extra intensity is doubled if you have at least one rune or technique implied, and quadrupled if both implied technique and rune.

    So, base cost 1 per mastered rune or technique, 2 per implied rune or technique.

    And added intensity is 1/2/4 per level depending if it uses all mastered runes and techniques / all mastered runes but at least one implied technique or vice versa / at least one implied technique and rune used.

  11. I generally build my spirits as having at least about 3 points of POW per point of their highest-costing spirit magic spell. (Or, in other words, I don't usually give them higher point spells than their POW/3. Some exceptions do exist, when logic or story would so dictate.) 

    You're the GM, do as you like.

    • Like 3
  12. Somehow having managed to misremember and misread the (surprisingly simple) mastery to insight relationships between Sorcery Runes and techniques, I wrote the attached simple table to help myself with these, and decided to share it with you.

    It should reflect the rules as we know them currently, but if there are any mistakes, please let me know. 

    There is also a tentative houserule in the table, explicitly marked as such and separate from the official rules. What do you think of letting Mastery of Magic infer knowledge of Spirit, Plant, Beast, and Man? (Previously I had Chaos on that list as well, but removed it after reading how Mastery of Chaos gives you chaos taint. Yikes!) 

     

    Sorcery Mastery and Insight Relationship Table.xlsx

    • Like 1
  13. 2 hours ago, coffeemancer said:

    sounds like something from modern times. In ye olden days the loser would recieve their dead naked or in their undershirts as even clothing was valuable as loot.

    Also consider that returning any gear to the enemy can needlessly prolong the war

    A truce to collect the dead is described in the Iliad. 

    • Like 1
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