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Kloster

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Posts posted by Kloster

  1. 14 hours ago, AndreJarosch said:

    That is not correct. 
    We have 7% VAT on books in germany (normal goods is 19%, but some get a discounted VAT of 7%). 

    I have to pay 7% VAT for every bok that gets delivered from outside the EU (Drivethru PODs or Lulu for instance). 

    France's VAT rate for books is 5.5%. It is paid on all books published is France or coming from outside EU. For books coming from EU countries, it is the originating country's rate (as for all wares).

    • Thanks 1
  2. 1 hour ago, g33k said:

    Agimori were created by Lodril, I think... do they basically remain (religiously) Lodrili?

    According to 'River of Cradles', Prax's Agimori were selected by Lodril, but worship mainly Foundchild. They only marginally (around 5% iirc) worship Lodril, but only alongside Foundchild. That means they can be Lodrili, but mainly aren't.

    1 hour ago, g33k said:

    And of course the Basmoli are Basmol's folk... but without Basmol, and Waha Basmol-Slayer is a foe.

    Basmoli were in Prax before the covenant, so should live alongside it, but I agree with you, very few will worship Waha.

    1 hour ago, g33k said:

    Baboons perform Ancestor-worship & follow Daka Fal's ways, possibly worshiping the Monkey King demigod(?), but occasionally one will adopt human practices (tho not necessarily the "Praxian Tradition" (though presumably a few of those occasional human-ways adopters do... leading to the charming idea of a Beast-Rider Baboon)).

    IIRC, Baboons worship Grandfather Baboon (equated to Daka Fal) and live inside the covenant. Some will probably worship Waha. They don't have a totem animal.

    1 hour ago, g33k said:

    IIRC the Cannibal-Cult claims to follow the Survival Covenant (and other Praxians disagree, considering it a perverted & blasphemous practice).

    I don't know.

    1 hour ago, g33k said:

    IIRC the Oasis folk mostly do not.

    According to 'River of Cradles (iirc), they worship Orlanth, Ernalda,spirit cults and local heroes.

    1 hour ago, g33k said:

    I'd expect the hunt-centric folk would offer (at least some) worship of Eiritha, as "Mother of Prey" ... not identical practices to the Beast Riders, but Peaceful-Cutting, returning tails, and with many other overlaps & commonalities (that any God-Learner would immediately recognize as viable for a Goddess Switch  👹  ) ... Waha seems less-likely, though.

    Agreed.

  3. 19 hours ago, Erol of Backford said:

    I am guessing not more than 3-4m deep at center on average?

     

    4 hours ago, Joerg said:

    Less than that, IMO. My personal experience in a river would match the Stream to the Amper, a tributary of the Isar west of Munich. 20 meters in an untamed river bed rather than the maybe 8 meters in the channeled course of the Amper, with the deepest parts maybe a bit over 2 m towards the outer curve of the bend of the current course.  The river bed might well be a wasteland of pebbles too large and heavy to get carried away by the seasonal floods with the actual river meandering inside, much like the Lech upriver from Landsberg (the next tributary of the Danube west of Munich). Both these rivers run through the foothills of the Alps into the alluvial plain of the Danube, which sort of matches the situation in the Stream Valley west of the confluence with the Chorms at Wilmskirk.

    Just for information, the Loire river (one of the largest and longest french river) is almost never over 3m deep (except during floods). In most of it's course, you can cross it on foot (but of course, you are not dry at the end). In Tours, where I lived, average depth is a bit over 1m (and width just below 800m). Just above Orleans, where my mother's family lives, average depth is around 2m.

    • Helpful 1
  4. 14 hours ago, Jens said:

    Spell Matrix Enchantment explicitly mentions that in addition to increasing variable matrices a point at a time, you can also create other matrices over the course of weeks or even seasons- the matrix just doesn't work until you sacrifice all of the required POW (page 265 core rules). This applies to other types of enchantments as well- you can either collabourate to create them, or just slowly enchant them over time.

    Well seen. I didn't remember that point.

  5. 2 hours ago, Kvott said:

    A priest need to have 18 pow and max is 21. No enchants with more than 3 points are possible, unless you allow collaboration POW. So it should be allowed.

    I still would not accept bought pow from outsider. Im no Lunar!! 🙂

    It is possible, but point by point (Bladesharp 3 to 4, then 4 to 5, usw).

    But you're right that without collaboration, fixed cost spell matrix of more than 3 points would not be possible (but I'm not sure RQG has 4 points or more spirit fixed cost spirit spells).

  6. 1 hour ago, mfbrandi said:

    False Positives: Make SBs — or just NPC SBs (depending on your level of cruelty) — prone to “identifying” many non-Chaotics as Chaotic. One way would be to have the standard % apply when faced with a genuine Chaotic but have another, possibly unrelated (maybe not everyone’s DC works the same way) number give their chance of identifying a non-Chaotic as Chaotic. For example: Jo has a 95% chance faced with a genuine Chaotic of identifying them as Chaotic, but unfortunately she also has a 33% chance when faced with a non-Chaotic of identifying them as Chaotic, so she catches nearly all the ogres, but in a big town with only a few ogres, a lot of Lawful bystanders are collateral damage. You only call the SBs in when you really need to catch that “passing” ogre, because innocents will get lynched. The false positive % doesn’t have to be large for it to be a problem in a large population with few genuine cases to find. 10,000 innocent people and even a 1% chance of identifying each one of them falsely as Chaotic — it doesn’t bear thinking about.

    This is exactly the result of a fumble with Sense Chaos, and with a score of 30%, your fumble chance is 97 to 100, so 4% of fumble. In your 10000 inhabitant city, that means 400 false positive.

    • Like 2
  7. 5 hours ago, Shiningbrow said:

    Actually...

     p51 of the Magic book does have in the middle of the second paragraph of the Tap (Characteristic) spells, "..., and no characteristic can be Tapped below one point." - as @PhilHibbs has said.

    But, personally, I can't see why not - especially for POW. But I can understand some of idea of not being able to completely tap out of existence...

    I missed this paragraph.

  8. 11 hours ago, PhilHibbs said:

    None of the Tap (Characteristic) spells have ever been able to reduce a stat to zero. Sure, I might be wrong in RQG.

    RQ3 Tap spells could go to 0. At least, it is not written they are limited to 1.

  9. 20 hours ago, PhilHibbs said:

    Tap can't take it below 1.

     

    11 hours ago, Shiningbrow said:

    Oh??? And what makes you say that? (other than, perhaps, Tap Body - but I don't read that as an absolute for all Tap spells - but only as a specific for that one. After all, Steal Breath doesn't have any such similar limitations)

    I read it that TAP BODY can't tap size below 1 because you need a SIZ above 0 to have a physical existence. Other stats don't have this problem. I have not checked with RQG but in RQ3, you simply died (most often of old age) when 1 stat reached 0.

  10. 8 hours ago, davecake said:

    The Three Musketeers is not copyrighted though films and other derivate media  based on it may be, especially if you use images from them. Dumas does in 1802.

    Dumas died in 1870. This means, according to current EU laws (I don't know for other areas/countries) that his production is public domain since 1940, but moral rights don't end. You can not do what you want with Dumas's works: You just don't have to request permissions from rights owner. But movies (or other works) that use them have their own rights (that end 70 years after the death of the author).

  11. 6 hours ago, g33k said:

    So for max simulation accuracy, "Mobility" should indeed up the damage of missile weapons!

    And substract when firing backwards!!!

    Not sure I want this kind of added complexity (and I love complex, detailed games). Even Car Wars and Gurps don't go thus far.

    • Like 2
  12. 13 hours ago, DreadDomain said:

    The ties are not the problem. The fact that it results in too many ties is the problem.

    I think the same.

    13 hours ago, DreadDomain said:

    That is why I like to introduce Hard successes from CoC. Between, normal, hard, special and critical, it makes the success levels quite narrower and repeated ties less likely.

    I don't have CoC7 (I stopped with 5.5 and 6). What is this 'Hard success rule'?

  13. 5 hours ago, Mugen said:

    As far as I know, Warhammer 4th edition uses a similar method. And the various versions of French Légendes, too.

    It works, and is not counter-intuitive, but requires two more subtraction than the "black jack" method, for exactly the same result (providing you don't consider failure versus failure as a tie in Black jack).

     

    Correct.

  14. 3 hours ago, Mugen said:

    A simple solution is to use the formula behind the Resistance Table : 50+active skill-passive skill.

    We use a very simple rule since years: the better success win, and in case of a tie, the larger margin of success (or in case of dual failure, the lower margin of failure) wins.

    • Like 2
  15. 12 hours ago, Zaron said:

    What happens when a four legged animal/creature has one leg disabled/severed? Two? 

    I imagine that at three, it is definitely unable to move.

    My last dog lived his 6 last years of life with only 3 legs without any problems (except for climbing on my wife's knees), and we had a 2 or 3 km walk every evenings. So, definitely able to move.

    • Like 1
  16. 2 hours ago, g33k said:

    You are channeling the god when you cast Rune Spells -- i.e. your god is casting the spell through you.
    You do not "know" Rune-magic; you know how to channel your God (via own Runic affinities); it is that ability which is learned in your studies, and mystically-unlocked during the Initiation ritual.

    This is exactly how I explain Rune spells to my players since 30 years.

  17. 1 hour ago, Raleel said:

    this is very similar to 13th Age's Backgrounds, which is where I came up with the idea myself. I had no idea it had been used by many others but am glad. 

    You have somthing similar with Hero system since V4 (the Big Blue Bok) iirc: the professional skill.

    That way, you could have PS: Stage Magician 14- or P.S.: Butcher 15-

    • Like 2
  18. 3 hours ago, Shiningbrow said:

    1. Natural armour protects as normal.

    I also play that since years. I also played (RQ3) that Armor enchantments made on a loc have also no weak points, but I agree, both directions can be acceptable.

    3 hours ago, Shiningbrow said:

    2. Dodge is indeed a different skill to Parry (or Martial Arts). You can't* very well say that you're rolling your Parry, when in fact you mean Dodge. Nor should you be suggesting one should use a skill which is vastly inferior (skill % wise) just because it makes for a bit of a conflict with RAW, and messes things up otherwise.

    Completely agree here.

  19. 6 hours ago, Rodney Dangerduck said:

    A parrying weapon or shield still "protects" (possibly the wrong term?), dropping the damage by 12 or whatever.

    What's really frustrating (or wonderful!) is that a normal success parry with an Earthshield results in zero damage.

    Yes. Even with a monstruous critical, a 'simple' success with a shield backed by Earthshield results in Zero damage. But Earthshield is a 3 RP spell, so must have big effect.

    • Like 2
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