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Kloster

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Posts posted by Kloster

  1. 42 minutes ago, Leingod said:

    The Guide to Glorantha says there are about 10,000 of them; much smaller than any major tribe, but the same as the Pol-Joni, and definitely larger than several of the remaining independents, since those are numbered at 30,000 altogether.

    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. 42 minutes ago, PhilHibbs said:

    It was never a game mechanical prohibition. The evil of tapping derives from the edicts "Do not destroy that which you love" and "Love that which the Invisible God created", so it's not just people. It's all of creation.

    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. 2 minutes ago, David Scott said:

    While true, I thought I'd look at the differences:

    INDEPENDENT_BABOON_TROOP.png.05cbebdc30b83547066041929f134041.pngINDEPENDENT_BASMOLI_BERSERKERS.png.5a17801cededeb8efeff1955555422b0.pngINDEPENDENT_MEN_AND_A_HALF.png.4b98089eb1afbe30b614ee0893fc023c.png

    MOROKANTH_CLAN_435.png.4f735312c36ec99fe75fbe2d6e0c8a1a.pngMOROKANTH_CLAN_336.png.30480155f6b527e598260d2ee30792be.pngMOROKANTH_CLAN_255.png.b7aa66cc0d25c5c3a4492183d64c0ae9.pngMOROKANTH_HERD.png.0d37d47dfd4359212172813bad048c7f.pngMOROKANTH_KAHN.png.975f2f93e8b4a15d4c5a3b5f5b869da9.pngMOROKANTH_SHAMAN.png.ba2df85229c173194e8b813717abd503.pngMOROKANTH_FETCH.png.ccd97cd8813da095b1f046462242c827.pngMOROKANTH_FATHER.png.47bae49b549d676171d04e8cdfa5bad3.pngMOROKANTH_MOTHER.png.08401be44e1beed695bdc5ffa17ab066.pngMOROKANTH_ANCESTORS.png.bb72c11c74e2d10eb99d5124a5c55b64.png

    They are one of the weaker Independents, but I'd have to fight it out to be sure with other independents. Against a tribe they have no defence.

    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.

    • Like 1
  4. 11 hours ago, lordabdul said:

    I didn't mean it as "how do you find the pieces on the battleground?", but more as "how does the loser even get back to the battleground, given that they probably retreated, and the battleground is most likely now under the control of the winner?".

    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. 8 hours ago, Leingod said:

    I wouldn't say they're considered "normal" Praxians, but I do get the impression that they're generally (if grudgingly) accepted as Praxians, and an independent tribe in their own right. Same with the Agimori and (maybe emphasis on grudgingly accepted) the Basmoli.

    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. 43 minutes ago, PhilHibbs said:

    The cultural restrictions, such as the rules around Tapping, will be the same because they are world rules, not game system rules.

    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. 27 minutes ago, lordabdul said:

    I wonder how much you can recover from a battle

    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. 13 minutes ago, lordabdul said:

    Well if you want, you can make your baboon be part of the Sartarite culture, having grown up in the same tribe as the other PCs for some reason or other. Culture is different from race/species.

    Yes. For me, most baboons are standard, normal praxians. The only trouble I see is that they don't have a tribe herd animal.

    • Like 1
  9. 32 minutes ago, Godlearner said:

    The only reason these are not included are because we do not have the RQG full write up on these traditions. I am sure they are coming. For now just use the RQ3 rules. 

    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. 46 minutes ago, Joerg said:

    What are your thoughts on expanding user conditions?

    I think it is forbidden RAW.

    46 minutes ago, Joerg said:

    On adding exemptions from user conditions?

    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.

  11. 2 hours ago, Joerg said:

    The spell description say that woad gives armor and magical protection, not magical armor and protection. The rules lawyer in me says that the enchanted woad is a treasure similar to Rhino Fat, hence allowable against stuff that ignores magical armor. Or would an enchanted Iron plate arnor be useless against a Sunspear?

    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.

  12. 37 minutes ago, soltakss said:

    I hadn't noticed that. In that case, Sunspear is a woadwearer-Killer.

    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).

    • Like 1
  13. 8 hours ago, Joerg said:

    Did any of your defenders use "Suppress Lodril"? That's a nasty piece of magic if you are facing hoplites or Sun Domers.

    Ooops. I hadn't noticed it. It's a real nasty one vs Yelmalion units, even at low levels.

  14. 3 hours ago, Darius West said:

    Unless the rules have changed, I thought that Woad offered both Countermagic and AP, like a shield spell, only with longer duration? 

    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.

  15. 22 minutes ago, Bill the barbarian said:

    Acccording to MOB, the Yelmalians would have a problem, (well, they have a problem, that much is obvious to me) with baboons (despite all efforts by our hero, Mello to win them over including a full brazilian <OUCH> and dying himself the same colour as Yelm). But otherwise, Orlanth, Check, Lhankor Mhy, check, Issaries check... I am beginning to see a pattern here. CA check... DF check...

    Lhankor Mhy? That would enable a baboon sorceror. YES!!

    • Like 1
    • Haha 1
  16. 17 minutes ago, soltakss said:

    Doesn't Woad provide armour, though? Surely the APs from Woad protect against Sunspear?

    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.

    • Like 1
  17. 1 hour ago, davecake said:

    Viziers, though. They certainly do make for good cackling villains, and function as such in several Lunar stories. But RQ is a game that doesn't tend much to make special different rules for NPCs - if they are effective as NPC villains, they will probably be viable PCs too (barring relying on Chaos and generally things that require gross immoral behaviour). And if they are given rules that don't make them viable PCs, they may well not be very good NPC villains either. Of course it's possible to just handwave special case rules for your villains, but that seems rather against the RQ spirit. And practically, I don't see any reason why a Carmanian sorcerous PC should be that impractical, other than the sorcery rules seem designed to make it less fun (though not necessarily less effective) than it could be. 

    Completely agree here. Thanks.

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