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Kloster

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Posts posted by Kloster

  1. 31 minutes ago, Squaredeal Sten said:

    Second, because in the Bestiary the paragraph on priests of Thed doies not begin labeled "shaman priests".  The Thed  sentence you reference is at the end and easy to overlook.  And I wasn't reading the Mallia portion any more closely because the broos I was rolling up did not come out as Malliants, and the Mallia sentence is also not prominent.

    Structure of these documents does make a difference to their use.

    Yes. I completely overlooked them. This is why I went back to 'Shadow over Borderlands'.

    • Like 1
  2. 11 minutes ago, Squaredeal Sten said:

    Are there broo shamans?  Any in canon?  IF not then what does reason suggest?

    It seems to me that because broos are children of Thed, they have always been attached to that Chaos god.  Which might prevent spiritual exploration.

    It also seems to me that broo "culture" would not support the long term  apprenticeship which develops shamans.  

    And their take on the Bad Man would certainly be different.  

     

    The society insight for broos is titled: "What do you want? Shut Up" - What the Broo shaman Says.

    • Like 1
    • Haha 1
  3. 39 minutes ago, French Desperate WindChild said:

    What I call the "common spells of Orlanth" : Dismiss Air Elemental (small or medium only), Increase/Decrease Wind, Summon Air Elemental (small or medium only), Summons of Evil, and Wind Warp available to all subcults.  

    Then do the Odayla subcult of Orlanth provides these spells ? (like Thunderous and Adventurous. Of course the specific of each subcult needs a dedicated initiation)

    As they are described in RQG as being available to all subcults (instead of being noted in each subcult description), they should be available to Odayla cultists worshiping trhrough Orlanth.

  4. 10 hours ago, French Desperate WindChild said:

    for me the rules then are only rqg core rules book

    Agreed. This is currently the only rule book. The Red Book of Magic is borderline.

    10 hours ago, French Desperate WindChild said:

    your version : the common spells are for all Orlanthi subcults. If Odayla is a Orlanthi subcult, it must have the common spells

    my version : the common spells are for all Orlanthi subcults listed in the chapter, aka Thunderous, Adventurous and Vinga

    My version is the rule for all subcults, whatever the main cult.

    10 hours ago, French Desperate WindChild said:

    and, in the rules, their is no common spells of Orlanth in the list of spells the cult of Odayla proposes

    Yes, there is a big advantage of being initiate of odayla as being a subcult of Orlanth compared to Odayla as a standalone cult. In addition, IIRC, you can be a shaman of Odayla, meaning you can be a shaman of Orlanth (through the subcult). I think it normal, as the cult is larger and tge god more powerful.

  5. 1 hour ago, French Desperate WindChild said:

    And what about Odayla as a subcult of Orlanth ? Do they use the Orlanth Rune pool ?

    Ruleswise, yes.

    1 hour ago, French Desperate WindChild said:

    Do they have access to the common spells of both Thunderous and Adventurous/Vinga ?

    Only to the common. To get access to Thunderous restricted spells, you need to spend 1 POW to become member. Same for Adventurous/Vinga.

  6. 52 minutes ago, Scotty said:

    Yes. Restore Health could restore POW lost to disease, Tapping or other sources. If you've spent the POW deliberately, it's not been "lost".  

    Thanks Scotty for the clarification. Stats spent (for spells or other) can not be recovered with 'Restore Health'. Good news.

    • Like 2
  7. Sorry Scotty, my question was about the spell 'Restore Health'. RQG P337 (by the way, the index says 338): "This spell restores characteristic points that have been lost to disease, to the effects of the sorcery spell Tapping, or to other sources. This spell does not cure any disease that may be present. It does not restore characteristics lost due to death. Each Rune point of Restore Health restores one point of a specified characteristic. Use of this spell can restore characteristic points only up to their value prior to being lost."

  8. 13 hours ago, Agentorange said:

    I always took it to mean it was cast on the missile itself. You could cast it on the bow to make it a hand to hand weapom ala Legolas I suppose.......

    Same for me.

    9 hours ago, Godlearner said:

    Missle only. There were a number of published scenerios with NPC having Damage boosting on one or two arrows.

    Griffin Island had it on arrows and javelins.

  9. On 1/27/2023 at 3:08 AM, Arcadiagt5 said:

    Thanks. Would this also apply to POW lost to a failed attempt to attune to a powered crystal? 

     

    On 1/27/2023 at 10:19 AM, PhilHibbs said:

    Pretty sure that's a "no". I might allow natural recovery of any characteristic except POW, and even then it depends on the reason for loss, and getting access to Restore Health is by far the preferred option. Natural recovery through rest is going to take you out of adventuring for a while, and there are plenty of other things you can do with that time. It shouldn't be difficult for a community hero ace troubleshooter to get some Restore Health.

     

    On 1/27/2023 at 12:01 PM, Scotty said:

    No. I will amend the Q&A.

    Does that mean that 'Restore Health' can restore those POW points lost? Could it work for POW spent, let's say, for learning spells or creating enchantments? Litterally, it seems that yes, but of course, the sensible answer seem to me to be no.

  10. 1 hour ago, Paid a bod yn dwp said:

    RQ3 is to my mind a better choice for movement if you play a more focused tactical game, and positions are mapped out on some kind of grid. 

    Agreed.

    1 hour ago, Paid a bod yn dwp said:

    RQG/RQ2 is to my mind more deliberately abstract with movement to suite a faster more ‘theatre of the mind’ type game.  It leaves itself open to rulings on movement by the GM, rather than relying on rules to account for everything. 

    Also agreed.

    1 hour ago, Paid a bod yn dwp said:

    Lots of guidance from past editions to borrow from and suite a wide spectrum of players - One of the strengths of RuneQuest as a solid BRP system…but hey I’m preaching to the converted 😅

    Same.

    • Like 1
  11. 2 minutes ago, Barak Shathur said:

    The things I would tweak with RQ3 combat is more interesting special effects for slashing and crushing weapons, and multiple parries. I usually just lift these from BGB. In other respects, it's kind of perfect.

    One of the few tweaks I do on RQ3 combat is adding the various specials from RQG, but not multiple parry.

    • Like 1
    • Off Topic 1
  12. 18 hours ago, Bill the barbarian said:

    In my opinion, RQ3 handled SRs the best. It was not perfect nor did it mesh well with RQ2 but it held together long enough to hide the cracks and offer good strategies. (@Klosteris a huge fan of RQ 3)

    Yes, I'm a big fan of RQ3, although I think RQG is better ... except for combat. This SR ambiguity is one of the reason.

    18 hours ago, Bill the barbarian said:

    So, the Chaosium crew went with RQG to keep compatibility with RQ2. Lords and ladies, we, all know it aint perfect. It took some of the old ones from the 90s and the Noughties several screens worth of posts to sort, pre-pandemic... (2019?) and I think @Paid a bod yn dwpcollated a chart for it. But until a rewrite, what do we do... a heavy errata. It almost works now. Some folks have given us some great clues above.

    Perfectly agree.

    • Like 1
  13. On 1/15/2023 at 9:47 PM, Noirfatale said:

    As I stated before I played runequest before -the French version from Oriflamme, I never read it so I don't know but the game felt a lot more like heroic fantasy with d100 rules.

     

    3 hours ago, French Desperate WindChild said:

    it is true that the rule book from Oriflamme (don't know the english version) did not describe enough glorantha. I had the same feeling :  AD&D but with skills and no class so better than AD&D for me 😛

    Oriflam's RQ is a good translation of AH's RQ3, with far better art (even if not compliant with current trend). I bought it when published and continue to use it.

  14. 7 hours ago, DreadDomain said:

    In the "it doesn't change anything" category except my suspension of disbelief.

    • Melee rounds last for an undetermined amount of time. It makes the "one attack per turn" more believable and feels less restrictive.

    In the general category

    • Damage bonus table with more granularity up to STR+SIZ=40, then follow table as is.
    • Base Skill Values change for Dodge (20) and Jump (30)
    • More sensible Additional experience - increments of 10 years don't make any sense. 
    • Add a Hard success result at half the skills. This is mainly for opposed rolls but also for flavor (a Hard is better than a Regular but not really a special) and some maneuvers (Aimed Blow requires a Hard roll)
    • Opposed Rolls – When a tie does not make sense, on a same level of success, whoever rolled higher, wins. If still tied, higher skill wins. Otherwise, re-roll. Note that by adding a hard success level, it doesn't happen as often.

    In the "combat maneuvers" category

    • Aimed Blow at half skill to choose the hit location. It happens on your SR (not on SR 12)
    • Intentional Knockback - as per RQ3
    • Bracing against Knockback - as per RQ3
    • Stunning and Subduing: No roll on the resistance table. Simply compare damage with the head HP. As per Aimed blow it is at half skill on your SR
    • Set versus Charge - as per RQ3
    • Close Combat: Moving in and retreating (as per RQ3), plus using the Disengage rules but to close in instead (or opening up the range again, plus allowing to close in (or step out) on a special or better attack or defense.
    • Disarm - Uses an opposed roll instead of rolling damage and then opposing STR on the resistance table.
    • Attacking on the Run - as per RQ3
    • Opportunity Melee - as per RQ3
    • Disengaging from Melee - Can disengage on a special or better attack or defense
    • Ripostes - Immediate free attack after a special or better defense - modified from Stormbringer
    • Fumbles Table - Replace results between 87 and 98 to “Opponent immediately gets a free attack against you, which you can defend against”. I find it more fun (and less silly) than "you hit yourself with your own weapon"
    • Crushing Damage – On a special, a crushing attack also inflict a special Knockback (p.224). The target is automatically knocked back 1d3 meters. On a crushing critical, the target is knocked down on a failed DEX x5 roll. 
    • Ignore the two exceptions in the Attack vs Parry Matrix ("Failed Attack vs Fumbled Defense" and "Critical Attack vs Special Parry"). 

    Some options above can be selected on a "special or better" results. These were exclusive. As an example, on a special attack, the player can choose special damage - or - closing - or - disengaging, etc... 

    I am tempted by:

    • Weapon skills by weapon categories instead of individual weapons
    • Ignore the rules around skills over 100%.  You roll the skill you have, you don't reduce your opponent. I am still not convinced that the complexity of this rule brings a lot to the game. I am even surprised it made it to the Starter Set
    • Introduce the Luck mechanics from CoC where your reservoir is actually your highest Rune (so yes, using it reduces your chances to cast rune spells.
    • Introduce the push rolls from CoC
    • Drop the Attack/defense matrix altogether and use the much simpler RQ3 mechanic.

    You're close to what I am doing: straight RQ3 combat (almost everything else being RQG RAW).

    • Like 1
  15. 7 hours ago, DreadDomain said:

    Chaosium is really good at this and it is surprising how a good layout and graphic design enhance a book.

    I agree with you that a good layout and graphic design enhance a book and, as I explained before, the look of RQG if far better than any previous editions (and many other games), but for readability, for me, RQ3 is still the golden standard (Ugly, but ...).

  16. 15 hours ago, Scotty said:

    Few if any swam willingly in my campaigns.

    Except ducks. We had one that willingly made a hole in our hull because the pirate ship that wanted to attack us was 'nicer'. Of course, the 2 other characters weren't able to swim, so we rowed and attacked. The duck swam to the pirate ship and attacked from the other side.

    • Off Topic 1
  17. On 1/5/2023 at 4:35 PM, Soccercalle said:

    I let the players use their seasonal experience checks in skills that normally only can be increased by study, example a Lore. That is just a small variant on the rules on p416. I think that it is realistic that they may learn something from their cult or other teachers. I also let them check for experience (off-season) for two Passions and or Runes that they have less than 80 in.

    Same.

    On 1/5/2023 at 4:35 PM, Soccercalle said:

    I also let them check for experience (off-season) for two Passions and or Runes that they have less than 80 in.

    I like this. I will have a look.

    On 1/5/2023 at 4:35 PM, Soccercalle said:

    Two Passions rolls can be translated to a new Passion (if they can give a good explanation).

    To be checked.

  18. 1 minute ago, Scotty said:

    The basic advice is don't get into combat with aquatic creatures unless you've some magical support, and try not to fall into water.

    Especially with bronze armor (Iron is even worse, it rusts).

    • Haha 1
  19. 14 hours ago, Beoferret said:

    Automatic experience checks for new languages and customs, if a character has spent at least a season in a foreign land and has actually been interacting with the locals on a regular basis. After going through two of the three Starter Set adventures and spending awhile (incl. Sacred Time) in Clearwine, Aranda of Nochet and Vishi Dunn should be improving their Heortling and getting a very basic feel for Sartarite culture.

    This, I like and will steal immediately.

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