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g33k

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Everything posted by g33k

  1. Invent some new cult... One of the OOO's disciples -- led astray by Eurmal? -- who went in an ascetic direction, or something... preached fasting and intellectualism and esoteric discipline ...
  2. This is a common HR, but I do not believe it is in the RAW or Rune Fixes.
  3. Some spells give specific uses/mechanisms for extra MPs, other to than penetrating defenses. So I would rephrase this along the lines of "In addition to any use of MPs specified by the spell, a caster may also use further magic points to boost a spell -- regardless of type -- in an effort to overcome Countermagic, Shield, or other magical defenses."
  4. I've just got to point out that -- if they can figure out how to pull off the con-job -- I think a lot of Eurmali would be VERY happy to initiate into another Cult... or two... The potential for disruption is huge!
  5. This is why I cannot see Sedenya & the Lunars(*) ultimately as anything but villains in Glorantha: fuelling the Glowline, keeping the Bat fed, etc... They talk a good game, all radical equality & cosmopolitan acceptance... but the deeper you delve the worser it looks. (*) Egads but "Sedenya & the Lunars" sounds like 70s/80s Girl Group, e.g. Siouxsie & the Banshees... But what I really picture here is Susanna Hoffs leading the Bangles in Walk Like an Egyptian.
  6. I think you mistake my meaning... I think a 1:1 Drow:Uz replacement absolutely works. You could use Cragspider, and Aranea cultists, if you wanted to lean in on the spider-y vibe in your Vault of the Uz campaign. The only real work would be to go through and replace all the descriptive fluff: Drow don't look like Uz, nor do their buildings, artifacts, etc. For example, substitute the "brutalism" architectural aesthetic (maybe with some subtle curves, shaping sounds) for the original "alien beauty" vibe of Drow architecture. For another example, I think it was in this series of modules that D&D's pistol-style "hand crossbow" arose? For the Uz... maybe have a special sling, where one strap is a tube filled with spherical bolgs, that autofeeds as the slinger fires, allowing for a higher rate of fire than traditional slings. Etc etc etc... OMG, so much etc! All the etc! But the core substitution works very well indeed, IMHO.
  7. Cannot see regular elves willingly settling so far from the sun... but I do enjoy the image of flipped-out Uz! But I'm pretty sure the Voralans have that niche downbelow sewn up ...
  8. Uhhh ... drow? Scary, matriarchal Dark folk? I ... think you may find a fit in Glorantha ...
  9. That was you???!? Damn... thanks, man! That was a cold winter. Everyone else was spending hundreds a month on their heating bills. Mine was free, and I helped out quite a few friends in the neighborhood, too! n.b: 🤣
  10. g33k

    Sunglasses

    <looks blank> Do people play in any other language than Inuvialuktun??? huh People are wierd.
  11. Given the altar & the dismembered limb on it, I'd say they're proceeding on a wing and a prayer.
  12. I'm sure Derak could go into great detail about the subtleties of bricks, what kind of clay went into them, other materials, how they were fired, etc etc etc. He strikes me as the sort of troll with a discerning palate...
  13. My experience of cellphones / etc at the table is that they too readily become their own source of attention-grabbing distraction. Even if some players are disciplined enough to keep their primary attention on the game (and not need extra prompting for their turn, or for a recap/precis of the situation in order to "take their turn" meaningully), other players at the table are NOT so attentive, and DO need those (disruptive) supports. Others' MMV.
  14. .... ?! so... Jane is the person you normally set out to piss off??? uhhhh ... May I humbly suggest you look for a different strategy?
  15. g33k

    Spirit Combat

    The shaman has to become visible to interact with the Middle World, just like a spirit does; and there isn't a precise 1:1 Middle World / Otherworld mapping. Yes, they can go right through a wall... but the only thing they can really see is magic, and strong life-force. Roomful of toxic gas? Crossbow & tripwire? Nope & nope (unless magic). Also, they may accidentally "miss" the room they meant to scout. Sometimes a place will seem like it's just a pace or two in the Spirit-world, and you'll have moved dozens of paces when you enter the Middle World (or vice versa)... and/or moved in an unexpected direction. And then there's the thing where you need to be visible... Did you just become visible in front of the Prisoners you're rescuing? (yay! found 'em!) or in front of their Guards, who promptly sound the alarm? Etc... (also, the whole "lone scout" vulnerability issue arises...)
  16. This seems like a good HR, to me. Might be "too fiddly" to be enshrined in the RQG core rulebook, but it seems sensible that someone skilled in one particular can figure out a lot of the specific differences when they practice with a different-but-related particular. We get into a whole plethora of other issues here. Player-facing rolls, etc... There's "making downtime into a minigame" -- Stead-management, socializing, diplomacy (below the complexity of "a diplomacy-centered adventure"), routine blessings and tithes and payments and etc. Like Sid Meier's Civ-series games. Training can be part of that -- finding a trainer, hiring one (hiring one away from a rival stead! Or they hired-away YOUR trainer, while you were off adventuring!) Etc. I'm a big advocate of the idea that "downtime" can be more than just "bookkeeping" (I agree that getting through the bookkeeping ASAP to get on with the fun stuff is a good idea!) . This is actually where most of your Adventurers' lives happen! This is where the Clan Chief comes and thanks them for their service, or calls them to the Clan Center to throw a feast in their honor; they're loaned a prize bull to breed on their cows for a season; etc etc etc.
  17. I think that -- If I allow the throwing -- I'd require the following: 1. there is no OTHER way to attack a relevant target with your weapon -- melee if possible, even if your "preferred" target (e.g. a BBEG, or an archer, or a caster, or etc) is out of reach. 2. the PC has some reasonable knowledge of a way to quickly re-arm themselves with a relevant (Trance-enhance'able) weapon: a backup weapon still worn, a nearby battle-spoil from the fallen, a duel in a weapon-smith's shop with a burned donkey and a teeter-tottering cart, etc. 3. it's not a "cheap out" from your Sacred Trance because (outside of Trance) it'd be convenient to end the Trance early.
  18. I'm decidedly of two minds on this. On the one hand... This is Glorantha, dammitall, where the myths MATTER. Humakt isn't the grim God of Juggler's Toys. Death is a broadsword, a utilitarian killing-tool, a Rune become metal, made out of Death Metal <insert obligatory xref to Morbid Angel, Slayer, etc>. Babeester Gor was born of dire and bloody need, and wielded the Earth Axe, the archetypal Labrys, to defend her Mother. She wasn't some forester out cutting wood, etc. That'd be a different myth... maybe also a cool myth, but different. And the myths matter! === OTOH ... There is the Rule of Cool, and MGF, that both suggest it's better to allow -- maybe even to encourage! -- these sorts of variations.
  19. I don't think you get to wield that one if you're more than 24 years old ... Obviously, YGWV.
  20. TYVM ( <sigh. I shoulda known this would come back to bite me.> )
  21. LANGUAGE! </Cap> But I can't quite make out the details on that one... Is it a Boomeraxe, or an Axerang?
  22. FWIW: for skill-gain, I am considering a HR of basing everything on d4's, with a default of 2d4%. This averages 5%, on a bell (about 85% of rolls will be in the 3%-7% range). I can easily do stuff like deciding some skills are harder to learn (1d4, or even 1d4-1) or easier (3d4, or 1d4+4, or 2d4 refilling all 1's, or etc etc etc), give similar special bennie's for checks driven by Crits, or "half-check" 1d4% on a Fumble, etc. Kinda OT for the thread, I guess... but at least semi-relevant, since (1d6-2)% vs (1d6-1)% had come up... Also, crossing from another thread, it lets me easily add a "teaching" skill: when the Student checks skill-gain they get +1% / +1d4-1% / +1d4-reroll-on-1's% for a Teach roll that Succeeded / Specialed / Criticaled (or roll 2d4-1d4 -- yes, including negative% skill-LOSS) if the teacher Fumbled.
  23. <dons curly red wig> "Tomorrow, tomorrow, there's always Tomorrow, It's only a day a-way!"
  24. This is where "YGWV" gets soooo useful! 😁
  25. I just can't do TWD. Suspension of disbelief breaks for me, over and over again. They have an essentially magical thing (zombies) with badly-broken pseudo-science driving it; and they keep trying to pretend it's rational and that they have a plausible "explanation" and just... No, folks, you don't. I can barely stand it, if I privately headcanon that, unbeknownst to all, there's an interplanar rift & driving all the zombies is an Evil High Priest, or wizardly Archnecromancer, or somesuch. I realize I am in the minority where this show is concerned! We now return you to your regularly scheduled zombies.
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