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Kloster

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Everything posted by Kloster

  1. Hello, People is me. Yes, but not that it is mandatory. No, what I 'used' is : RQG p76: Lhankor Mhy cultists may start with up to five points of cult spirit magic or up to three cult sorcery spells. (emphasis not mine, but RAW). RQG p76: Cultists trained in sorcery start as having mastered the principles of the Truth Rune and the technique of Command (see page 381). RQG p73: If your cult teaches sorcery, you may start with up to three sorcery spells from the cult’s list. If this option is taken, you do not start with any cult spirit magic. The 'Cultists trained' means that there are some that are not, and the 'or' means that you can have only one of the two at character creation time. As I already explained, yes, I agree with you ... at world level, but not at rules level.
  2. Dragon Pass had sorcery through Heortland, but Heortland is not part of described homelands. Yes, of course. Your option is perfectly valid. This is part of the reason why I said that this choice given to the players (and GMs) is a good point.
  3. No, it is not. It is sold by chaosium as a systemless world product. Which means RQG and the guide are not in agreement. OK, for RQG, stasis is associated with sorcery. If my english is not too bad, that does not mean that everything that is stasis is linked to sorcery.
  4. That is possible. I have almost everything that has ever be published officially for RQ, but there is not much in it. As I don't have what has been produced for HeroWars/HeroQuest, I can't base my judgement on it. Whatever the case, this multi-game world information should be part of the Glorantha forum. If here in the RQ forum, it should be based only or mostly on what is in RQ products.
  5. Ruleswise, I think I can't agree with you, but at the worldview level, I like your point of view.
  6. Perhaps, but this is the RQ forum, and what is in the RQ rules is important. At least more important than what is within HQ rules!
  7. RAW, it is clear for me that the sorcery part is optional. A character can clearly become a priest without knowing any sorcery. This being said, I also prefer your explanation that it is to provide a choice to the players (not the character), which is a good thing considering the rules are much more complicated than the spirit magic ones.
  8. RQG p76: Lhankor Mhy cultists may start with up to five points of cult spirit magic or up to three cult sorcery spells. (emphasis not mine, but RAW). RQG p76: Cultists trained in sorcery start as having mastered the principles of the Truth Rune and the technique of Command (see page 381). RQG p73: If your cult teaches sorcery, you may start with up to three sorcery spells from the cult’s list. If this option is taken, you do not start with any cult spirit magic. So, Lhankor Mhy initiates MAY (emphasis mine, this time) be sorcerors, by choosing having sorcery and not spirit magic at creation time. Of course, those choosing sorcery may learn spirit spells, and those choosing spirit spells may learn LM sorcery later. I see no prohibition, but LM cultists are clearly (at least for me) not automatically sorcerors: the 'Cultists trained' means that there are some that are not, and the 'or' means that you can have only one of the two at character creation time.
  9. Where do you find this? Yes, this is part of the job. See above post. Agreed here.
  10. According to cult description (RQG p 76), you can perfectly create a LM initiate without knowing any sorcery. And he can go to priest (so rune level) with the standard allotment of spirit and rune magic. I personnaly wouldn't loose the opportunity to have my character know sorcery, but it is not mandatory.
  11. Where do you find that in RQG there is no LM Rune Lords? I've just checked cult description (RQG p 76) and there is nothing on it?
  12. I hate the major wounds rule and very much prefer the localized HP, but I can not agree more than with your point on the tables and thresholds levels.
  13. Exact, and even with those 4 checks, skills were long to reach the needed 90%. With RQG, learning and training is slower than with RQIII, so I would not even reduce the progression rate by reducing the experience check rate.
  14. 20 cows is 400L (20L per cow), but the ROI depends more on raids (done or received) than anything else.
  15. Thanks. This is exactly why I never created a Yelmalion, and will not create anymore an Humakti. Yes. How much true.
  16. Why not? If you start with sufficiently small trunks, you may get a skill check.
  17. RAW, Base skill+Category modifier (should be manipulation)+Experience. 😉
  18. For me, almost. In fact, you don't need a spell to give a command, but if you do so, you can give only one command, and then, the spirit is free. You need a spell, like "Command Cult Spirit", to be able to give several orders, the las one being usually "Go back into the Matrix/Crystal". For the rest, you are right on spot.
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