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tnli

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Everything posted by tnli

  1. OK, but how does the special and critical crush work when you have a negative damage bonus? You roll great, and get less damage?
  2. For my game I've suggested my players the interpretation that there are different levels of entitities that are Summon able with the Summon Entity spell, and you need the correct level spell to summon the entity. The levels can be found from the Summon Cult Spirit and Summon Elemental rune spells, for example. So, in order to summon a medium air elemental you would need to know Summon (Air Elemental) 2, and you would need to cast the spell at level 2, costing 2 magic points, and then add on enough magic points extra to equal or exceed the elementals POW. Unless great preparation is done, this last part I would see as a gamble, ie you would have to guess the amount of magic points to use, unless you had some previous intel about this specific elemental.
  3. I determined that this makes the most sense for me: Special Damage = Rolled weapon damage + max damage bonus (0 if db is 0 or negative) + rolled damage bonus Critical Damage = Max weapon damage + max damage bonus (0 if db is 0 or negative) + rolled damage bonus
  4. Nobody commented on this thread on the Crush special damage. Suppose that your crushing weapon does 1d6 damage, and you have a -1d4 damage bonus. On a normal success, you do 1d6 -1d4 damage. On a special success, you do what, 1d6 -1 (max damage bonus) -1d4 damage? And on a crit you do what? 6 -1 -1d4?
  5. Dan Z, I seem to have problem with choosing most NPC's? Is it because only a human farmer, a duck toughie and few others have been implemented so far? If that is the case, might I suggest that you only have the implemented ones on the list?
  6. In your Glorantha, does someone teleporting off cause a vacuum that is soon filled by the air rushing to fill the spot, and when someone teleport on to a place, does it cause a loud bang as the air rushes away from the teleporters location? When using a the Heal spell, does it cause a bit of light swarm around the hand of the healer? In short, what kind of ancillary effects do you think that magic has in your Glorantha?
  7. I don't get this question. My interpretation is that they work as all other rune spells, except that you lose the rune points used to cast them permanently. The bit under spell trading could be directly from a previous edition.
  8. ENC-rules are crucial, one more bag of loot or food for the return home?
  9. Hmm, maybe it should just be 1d12 fire damage - I like how it gives more variation than 2d6. On an impale, I'd rule that the spear tries to unstuck itself on the next strike rank as per usual return, and then maybe at SR 12 on that and following rounds? Feels like it would be too powerful for it to be able to try to unstuck itself on each SR. And yes, I'd believe that the fire damage would apply on each round, and the half damage if the victim tries to move. The chance to loosen up would probably be the spears's POW*4 -roll. (So, 60%, if assuming that the POW is equivalent to the 15-pt spell strength mentioned in the description.) Incidentally, I gave it the spear that 15-pt spell strength in order to not be nullified by most Shield-spells. An 8-point shield is really quite a bit, and this is a weapon for heroes.
  10. That is a really good idea. Off the top of my head, I'd say that in order to do this you need to have increased your chance to catch the spear above your base chance - i.e. you need to have gained some experience with this thing to be able to catch it when thrown at you.
  11. There seems to be no rules regarding if your mount can carry you. Extrapolating from the humanoid ENC rules, it looks like an average horse would have a max ENC of 19 (26+13)/2, sufficient to carry a SIZ 13 rider and their 6 ENC of gear. But, wait, 6 ENC of gear is like light armor at best, not the heavy armour that a warhorse with SIZ and STR of at least 26 should be able to carry. A SIZ 13 rider will have about 12 ENC to have heavy armor, shield and a couple of weapons, meaning their poor war horsie would have to bear about 25 ENC, 6 points over it's Max ENC, reducing skills by -30% and MOV by 6. This does not add up with the table on mount speed in the Bestiary, so what's up? For now, I'd propose that an active rider's SIZ is halved for the mounts encumbrance purposes, as I seem to recall from somewhere that a skilled rider is easier for a horse to carry than a dead corpse of the same weight.
  12. I haven't seen a thread about homebrew magic items, so I'll start one. Please comment the item below, and do feel free to show items you've created! Rune spear with a catch Whether a long-forgotten artefact from the God-time, an experimentation of the God-learners, or a result of foul Malkioni sorcery, this long spear is adorned with the runes of Air, Movement, and Fire/Sky. (If found in the hands of Orlanthi, the last rune is often hidden under wrappings.) The wielder can spend 3 magic points as a free action to activate the effects of the runes. When activated this heavy weapon of can be thrown as a javelin, with range of 40 meters and damage of 1d12 plus half of damage bonus, as usual for thrown weapons, and with an additional fire damage as determined on each hit by rolling a 1d6: • 1: 1d4 • 2: 1d6 • 3: 1d8 • 4: 1d10 • 5: 1d12 • 6: 1d20 After a hit or a miss, on the next strike rank, the spear flies back to the thrower, flipping in mid-air! The thrower can either choose to defend against it, or try to catch it. The chance for catching this spear is equal to DEX*2 plus Manipulation modifier, and can be improved as a skill. Depending on the degree of success, various things can then follow: • On a critical hit, the catcher can throw the spear again, on the same SR as it was caught! • On a special success, the spear can be thrown again on the same round on strike rank equal to return rank + user's DEX SR, if possible. • On a normal success, the spear is ready in the users hands, and can be thrown again on the next round. • On a failure, the spear hits a ground next to the user and needs to be readied to be used again, the effect ends. • On a fumble, the spear hits the hand that was used to try to catch it! Apply normal damage and the additional fire damage to that location, the effect ends. The damage bonus only applies to damage when thrown, but can set things on fire as a torch. The effect lasts for 15 minutes, unless cancelled early by a a failed or fumbled catch or not trying to catch it. Treat as a 15-point effect against countermagic and similar spells. If countermagic or (especially) Shield ends the effect, the spear does not fly back to the thrower. If Shield countermagics the effect, it's still going to hit the target and do the normal 1d12+1/2 bonus damage as any other thrown weapon. --- end of item description --- I envisioned this thing as something inspired from the Thor's Hammer, transferred to Glorantha. I don't think that it is too powerful, extra range is useful just sometimes, fire damage boost is usually less than that of a Fireblade, and the returning effect & chance for free throws doesn't feel too powerful, as it shouldn't show up too often. That said, I don't think it's too weak either. What do you think, and what would be a fair price for one of these?
  13. Even if we take the assumption that our brains have not changed since the antiquity, our writing has. And I believe that with modern writing standards it really is easier to read silently and without sub-vocalization than it was previously with everything written together with no spaces, no punctuation and every other row in the other direction (boustrophedon).
  14. I believe I've read somewhere in the rules clarification thread, that the notion of training taking an entire season actually means that besides your couple of weeks of adventuring, your duties to your temple, clan, family, city, farm, etc, you can also gain training in one skill in addition to all of the above, but no more in a single season. The question of how many skills could you gain training in if you trained full time was left without an answer. So, to summarize my understanding. in one season you can do all of the following: 1) Adventure (for a week or two) 2) Do you duties for your temple 3) Do your duties for your farm/etc 4) Pay and gain training in one skill. And not much else. So if you're planning to do something that takes plenty of time (like, I dunno, travel all the way to the other side of the Genertela, build a temple, or something), you can't train, and have to make alternative arrangements for your farm not to perish, your temple not to get angry to you, etc.
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