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Kloster

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Everything posted by Kloster

  1. According to Jeff, " The commoners and nobles have access to spirit magic and rune magic. The priests use sorcery exclusively ".
  2. I would count all modifiers except the professional ones. But culture, cults and Manipulation category, yes. For me, the +10% for Sartar and the +10% for Orlanth Adventurous have to be added to both hands.
  3. If I understand what you mean, if I have 5+10=15% left hand, but my right hand is 50%, I need a roll of 15 or less to get a tick, but a roll of 25 or less to succeed a roll with my left hand. Of course, the experience roll will also be based on the 15% value.
  4. It depends on the game system you are using: I don't remember for RQ2, RQIII had bronze (or more properly bronze plated) shields and RQG is using hide, wooden and wicker shields. I don't know for Heroquest.
  5. Why do you have to train from 15%? RQG p207 says you can use half your best skill in the category. I understand it you start at 25% (with the figures you gave).
  6. Yes, of course. There is nothing in the rules that say the bonus is right hand only, and the +10% for Orlanth Adventurous apply. I completely agree here. Another down side is that the sword used for parry can't do anything on projectiles.
  7. Question asked in the Core Rules thread. I hadn't find anything neither.
  8. Completely agreed. But the half skill is what I understand of the rules, not what I feel about real world. I have practiced fencing quite a lot, and am completely unable to use a foil, sword or saber with my left hand. On the other hand, I have practiced archery with both hands, with quite similar results.
  9. Sure, Base is 05% for off-hand weapon use, but you can still use half your normal score. After all, this is another weapon skill in the same category.
  10. It can also be understood that way. Once again, the RAW wording is ambiguous. I'm just not as generous as you on that matter.
  11. Sorry, I've not checked before: There is nothing extra for spells in the various sorcery schools, only rune and techniques (I am using the current version, in my case downloaded when I purchased the slipcase). Yes, for me, the Sorcery spell score is: 1D6%+Magic Category modifier (RQG p390)+What you add at creation (from profession)+experience (when later).
  12. For me (and my GM), 1D6+ Mag Mod+10. You start at 1D6%, and philosopher adds you 20 on 1 spell and 10 on 2 others. And you add the modifiers of your magic school (Aeolianism, Lhankor Mhy, Lunar or Malkion).
  13. In RQIII, professional level started at 30% IIRC. In RQG, it starts at 51%. Higher skill levels are logical in that view.
  14. Can you please repost here, I don't have a Facebook account.
  15. Yes, there's nothing that forbids.
  16. As attack, Steal Breath is easily countered, not Moonburn.
  17. The way I read it, you specify the skill with the bonus at casting time, and you can change at each casting. As all spells that give a bonus with the number of MP spent, it is powerful, but what really limits logician (and makes you wonder if you have it cast or not) is the impossibility to use any rune or passion while the spell is in effect: 'While the spell is in effect, the caster cannot attempt a roll using any Passion or attempt to augment any skill with one' (RQG p396). This is surely a spell that I will not cast with a long duration. Even if not written, I would limit it to Knowledge skills already known to the spell recipient (i.e. with a skill value over 00%, either as base value or through experience). Yes, this one, as already shown, is very powerful. It makes you wonder how the lunars didn't manage to take Whitewall earlier.
  18. In RQIII, we had a similar rule with 'Speak (Language)'. Somebody that new at least a certain percentage could gain by simply living in another language country. I don't remember the values, though.
  19. Same for me. In fact, we houseruled this with RQIII exactly for this reason. And for the rationale, defending successfully is as good a teacher as attacking successfully, especially now that attack and parry skills are fused.
  20. Thanks Jeff for the information. I don't plan to do anything with the fatigue rules, I said that I like the old encumbrance rules, and used the fatigue but don't liked it. Too bad, the two of them were linked.
  21. Considering the comments, I thought the number was nil (or close to) outside of my group. 3.5 in one thread is numerous compared to that nil. I liked the details it provided, but I don't miss the fatigue rules that went with it. We used it and the bookkeeping was too much even for my crunchyness. And this is 4.5, not 3.5. I reread jps and he likes too (I don't count those who wrote after my comment).
  22. I don't have RQIII at hand to check, but from memory, this is the same rule in both versions.
  23. It seems we were more numerous that it seemed.
  24. I was not able to check previous versions before, but yes, it was not possible to get an increase roll by resisting spells (although I know GM that allowed it). But now, I understand it is possible: The rule is called 'Increasing POW Through Spell Use or Spirit Combat' and says 'with a successful POW vs POW roll' (with a typo).
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