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Kloster

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Everything posted by Kloster

  1. This is exactly what I envision for the next time I will GM RQ: Taking RQG, replacing all the combat chapter by the RQIII one, adding a few things (the various specials effects, for example) and changing what is necessary to be integrated with the rest of RQG.
  2. Yes, I have read that thread, but that does not seem compatible with the rules.
  3. Where is it written that Aeolian Wizard can't be initiated? It is specifically written they worship Orlanth, Chalana Arroy, Issaries, Lhankor Mhy and Eurmal (RQG p389). It is also written they use sorcery (of course) instead of Rune and Spirit magic, but not that they can't be initiated.
  4. Kloster

    Mysticism?

    Sort of, yes. Skills were not he same, but had the same effect. I once played a character who was a Carmanian sorceror. He used sorcery and lunar magic, and had to learn both set of skills.
  5. As we read it, Aeolian, Lhankor Mhy and Lunars: Yes, because they worship real gods, and follow the standard rules. For Malkioni, I presume no, but we have to wait for the book on the West/Malkioni/Sorcery. Ditto with disruption.
  6. Logically, it is 1 big 5 point spell (RQG P 251): (Link Spell conditions) This essentially creates one very complex spell.
  7. Yes, exactly. This is what we've ruled.
  8. Yes, that means 242L per year for poor, as a free (not poor) RQG man is 60L per year.
  9. It's even worse: 60L is 1 full year of income, not 1 season.
  10. What we did for RQG is that Rune spells cast are valued 20L per RP, and one use ones are valued 10 times as much, so 1 POW is worth 200L (to replace the RP spent). This is far cheaper that the cost we used with RQIII (1500L per POW point, I don't remember where this came from), but this is coherent with the reduction of the amount of money used from 1 version to the other.
  11. Not really. You could mount the (RQ2) untrained but had to roll for riding every round just to stay on your mount. As far as I understand, you can't even ride the (RQG) meat category.
  12. RQG has only riding, cavalry and war-trained, with same description than RQ2. The fourth category is labeled 'meat'.
  13. How do you spell 'Cognac' in Heortling?
  14. Same latitude as France, yes, but not the same climate: New York is (roughly) 40 degree North, Chicago is 42 degree North, Madrid (Spain) is 40.5 North and Bordeaux (South of France, and 1 of the largest wine producing region) roughly 45 degree North, but there is almost never snow, nor freezing in Bordeaux (average low 3 Celsius in January, 1 day snow every 3 years), and Madrid rarely (elevation is 667 meters). And you have white wines in Alsace (where winter is very cold) and in the Moselle valley (close to Belgium) with snow and freezing every years. In Switzerland, Wallis and Vaud counties produce lot of (white) wines and in Germany, the Neckar valley is a continuous vineyard.
  15. RQIII multispell was for Sorcery only, so couldn't affect Disruption, but otherwise, you're right on the way it works: each of the multispelled spell count as a separate one. This is why we used it with enchant and link spell condition. The rule on that point is exactly the same in RQG.
  16. Completely true. This is a perfectly legit and effective tactic, even with starting characters.
  17. The link spell condition on enchantment specifically creates 1 big complex spell (RQG p251, RQIII magic book p56), this is why I understand that 4 linked would count as a 4 MP spell. I agree with you for the wound count (and thus for healing and first aid).
  18. It is possible (with RQIII as with RQG) to perform the disruption shotgun effect with an enchant and a link, but each of the attacks have their locations rolled separately. It is nonetheless very efficient because 4 simultaneous disruptions are more interesting than 1 disruption boosted by 3 MP, use the same number of MP and take the same time to cast. The way I read RQG multispell (but I may be wrong), 4 disruptions linked by multispell count as 1 MP for overcoming countermagic (but I may be wrong), but all the damages are rolled on the same location, rapidly removing said location.
  19. Yes, this is especially true because the resistance is POW vs POW now, not anymore MP vs MP.
  20. As it is now possible to perform multiple parries (and the parries scores are globally much higher because of the single skill), the ranged attacks are even more important than in RQIII. So, slings and composite bows become weapons of choice, especially when your horde of trollkin (or other low grade NPC) is facing a character with over 100% combat skill.
  21. It depends if the whiteboard is a vertical one or put on the table. If on the table, unpainted 25 mm miniatures.
  22. The only substraction we had is a 95% Humakti with sword skill enhancing spells (not counting rune or passion inspiration). I don't like the effect, but we had no real problems. It is more a 'not feeling right' thing than anything else. My impression is that the really important (and possibly problematic) things occurs with skills far higher or bigger skill spread than what we currently have.
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