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Kloster

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Everything posted by Kloster

  1. Thanks for the info (I don't have the guide). That means they lack power and numbers compared to the large tribes. Compared to the other independents, they are behind the Pol Joni (about the same size, but less magical power) and probably equal to the Agimori. For the others, I think there is a reason the Ostrich people were described as the Ostrich clan and not the Ostrich tribe (iirc) is Heroes mag.
  2. I'm sorry but I have to disagree. RQ3's tapping is only at tapping people, not air, earth or any non living things. In the various RQ products, the only informations we have on tapping prohibition are that: - Most Malkioni agree that tapping is evil. - Brithini may use Tap spells freely. - Borists may freeely tap chaotic beings. - Galvosti may tap non-malkioni. We have nothing special for Vadeli, Hrestoli, Rokari, Wertaegi. We have nothing on non Malkioni sorcerors (Aeolian, Arkati, Lunars, Carmanians, Lhankor Mhy, Mostali,...). So, 3 described Malkioni sects on 5 can use tapping, even if restrictions. I agree they respect the "Do not destroy that which you love" motto (Galvosti don't love non Malkioni, Borists don't love chaos and Brithini don't love non Brithini), but it does not seem to me they all "Love that which the Invisible God created". And I doubt non Malkioni sorcerors care anything about the Invisible God's teachings. RQG is (for now) Dragon Pass centric, and so Malkion's rules are not (for me) concerning the majority of the sorcerors (God Forgot's Brithini, the rest of Malkonwal Rokari, a few Nochet Malkioni being the more notable exceptions). By the way, Drain Soul (one of the few non lethal attack of the whole game) wat restricted to Hrestoli and is now open to every sorceror, meaning at least some of the old restrictions have been lifted.
  3. Not owning 'Nomad Gods' and not having played since more than 20 years, I can't check. But I am (almost) sure their weakness is due to their low numbers.
  4. With detect Bronze, I said 50% for winner and max 25% for loser (because it is fast and don't require a lot of time). Without magical help, I would say max 25% to 30% for the winner and 0% to 5% for the loser (they don't have the time, nor the human resources, nor the terrain mastery).
  5. I said that I consider them, not that Praxians consider them 'normal'. But Morokanth are not humans, and Agimori don't have a herd animal (Basmoli neither, but this is another story) and are considered normal Praxians. Baboons don't have the numbers and the military might of Agimori and Morokanth, so perhaps they are accepted grudgingly, but I think they are accepted by other tribes, if only because they live in Prax since beginning of time. Even Pol Joni are counted among tribes, even if they are not part of the covenant and they ride horses.
  6. What I wanted to say is that the RQ3 prohibition was on tapping people (you couldn't tap anything else, ruleswise). If this is reproduced, that means the only prohibition is on 'Tap Body', the RQG successor of RQ3's 'Tap SIZ'.
  7. A lot ... with 'Detect Bronze' (TM). Of course, you need to be alive (Stayin' alive)! But the winner should be able to retrieve at least 50% and the loser 25%.
  8. Yes. For me, most baboons are standard, normal praxians. The only trouble I see is that they don't have a tribe herd animal.
  9. Use the RQ3 sorcery rules? No, the RQG ones are far better (even if more complicated). Use the RQ3 restrictions? No, they don't apply because the rules are not the same.
  10. Completely right, but what is the dark side (for each side)?
  11. I think it is forbidden RAW. At enchantment creation, it is 'simply' using complex restrictions (like only Colymar tribe members, except members of such clan, and adding all initiates of Barntar cult). Later, not possible.
  12. This is also what I understood. Sunspear counts only the thinnest armor, and ignore spell. Putting Woad is not a spell, so it's protection should count, especially because you can not have another, so woad is automatically the thinnest. Of course, vs 4D6 damage to general HP, that is usually not sufficient.
  13. Not so, because it's armor count because it is the only you can wear, so is of course the thinnest. But you need Woad with at least 15 point of enchant to have a good effect (damage is 4D6, so average is 14).
  14. Ooops. I hadn't noticed it. It's a real nasty one vs Yelmalion units, even at low levels.
  15. The rules have not changed on that, but Sunspear is specifically described as not having protection from spells. One more ambiguity, is Woad protection caused by a spell (and offer no protection vs Sunspear) or is simply created by a spell and the result is not a spell (in which case magical protection should count vs Sunspear). I am frankly unable to decide.
  16. Even if also loving high power games (but not used to the level Soltakss love them), we kept them (but removed or changed other things).
  17. Completely true. A big part of the problems described in this thread are caused by the fact that RQG does not have equivalent rules (and that RQ3 restrictions don't apply because the game rules are not the same).
  18. Lhankor Mhy? That would enable a baboon sorceror. YES!!
  19. As only 'the thinnest armor' protects against Sunspear, and that someone covered in Woad as no other armor (spells don't count), I'm sure Woad armor would count, but 4D6 to general is a big hit that would require a big Woad enchant to resist.
  20. Kloster

    Carmanians

    Completely agree here. Thanks.
  21. Sure. A Humakt/Orlanth/Zorak Zoran combo to boost a Malkioni sorceror with lots of RP.
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