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g33k

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Everything posted by g33k

  1. But the proposed "crit on doubles" rule already moved us to 1/10, so my adding 1% low-roll per 10% over-100 just maintains that new (non-RAW) ratio.
  2. IIRC, there *are* some forms of zombie (at least) that Humakti find abominations (not sure about skeletons). I'm not recalling which those are, however... 😕 There are others (looking at ZZ's undead) that AFAIK do NOT bother Humakti. So it's a matter of figuring what the difference is, and why that matters.
  3. But it can bring back a "new truth" consisting of "that Oasis was only damaged, and hidden-away; it was never destroyed. Those who thought it was destroyed were wrong."
  4. That's a very cool artefact, indeed! OTOH, it's very different from the scope & scale of the Sunbright and/or Sunspot rune-spells that originally launched the topic.
  5. I would not refigure "general" HP's. Consider the case of your amputee veteran -- no arm, but otherwise fully healed. They are back in combat! Now... if someone lands a solid hit to the torso: does it hit a weaker, flimsier torso, with fewer HP's (because the character now has fewer total HP's)? Does each leg have fewer HP's because of a missing arm? Clearly not. Keep the general/total HP's as originally rolled.
  6. Doubles is explicitly 10% of hits (and misses). But trad BRP figures crits & fumbles as 5%'s. So this has twice as many crits&fumbles. Personally, I find the at-a-glance simplicity well worth the changed odds!
  7. No; with skills above 100 (using the "d99" method) the RAW chance of a critical is 9% (9 of the possible 10 doubles (all but 99)). If you use the traditional "d100" reading, 99+00 are both fumbles, so crits are only 8%. Your working numbers are assuming crit-on-best-5%-of-hits; but the "doubles" method is explicitly a 10%-of-hit crit (and fumble). But you're right -- the "Doubles" method doesn't scale crits with "over 100" skills. Offhand, it looks to me like the easiest thing to do is just add traditional "low rolls" to the Crit-doubles... 1% per 10% over 100 keeps the 1-in-10 crit, and is easy to figure. I don't see a similarly-easy way to figure Specials.
  8. "Godtime" (anything before the Dawn) is outside of Time, so it's a sort of "cosmic loophole" vs "no timetravel." It takes some major power to make those changes... but yeah, I expect you could make an Oasis "have always been there." IMG, I'd likely have such an Oasis be (always has been) something very hidden, very secret. So it was "always there," but almost nobody knew of it. Maybe some powerful protective spirit(s) (strong in Illusion-rune (noting that "Illusion" in Glorantha is "temporary reality")) hid it, etc... Mryne as Ronance's secret mistress, daughter, or...? You can only enter on one of Ronance's paths? There's also the "Hidden Greens" -- maybe a pathway to restoration; maybe a station on the HQ?
  9. Doubles, by itself, is exactly 1/10 Doubles on failure is slightly overrepresented, because 99+00 are both fails & thus both fumbles, whereas crit's are a bit under-represented (not until 11). The "always succeed" range of 1-5 has no crits (but "crit on 01" fixes this); however, the "always fail" range of 96-00 has 2 fumbles! This can be regularized by rolling a "d99" -- like a d100, but read as 0-99 instead of 1-100. Here, "00" is "0" -- the lowest/best roll -- and a crit. 99 is the highest/worst roll, always a crit-fail. The special case of "01" goes away, no longer special. 5's and 0's digits are indeed 2/10 = 1/5 of all rolls. You'll need to decide what meaning attaches to 55 & 00, then: these two rolls fulfill both the "5&10" guideline and the "doubles" guideline.
  10. Yes, I know. 🙂 I'm just YGWV-playing & riffing off @mfbrandi's speculation that "Air" could be calm&peaceful as its default state.
  11. With a last, lingering bit of Rune Magic from when Earth was trying to keep Air a peaceful god (trying to stop the disorder, the chaos that is Storm): Tame Bull.
  12. One of the things to learn about Glorantha -- and best learned sooner than later -- is the futility of trying to pin down cosmological truth; even less-possible, Truth! Two things can each be "true" in Glorantha (provably true, by HQ'ing to the Godtime & seeing it happen, participating, even bringing back pieces of that "truth" as HQ'ing rewards) and yet be mutually-incompatible ("both cannot be true") things. Those things (and their manifest Truths, in the forms of their respective HQ-rewards) coexist. There is no singular reality behind the veil. When the blind men feel the legs, the trunk, etc... some of them are feeling the selfsame elephant, but some are feeling a rhino; and some are feel a walrus. Just pray you aren't one of the ones feeling Kyger Litor ...
  13. I'm not (at all) certain that this RW-physics perspective is relevant to Glorantha... This, OTOH, is nicely mythic! This too seems very, very mythic. Lightning -- obviously, anyone can trivially tell by looking at it, by exploring the effects of lightning-strikes -- is raw light and heat. Light and heat... this *is* the fire rune. That it comes from the Air simply speaks to it having been won (or stolen) by Air/Storm from Fire/Sky.
  14. Let us also notice that Moon has gathered a suite of other Elements... all but Air/Storm, in fact! Including, notably, Chaos!
  15. I don't think I understand you here: you say "...I don't really think its a problem that can/should be fixed..." but that you're "... just going to keep running Sunbright as counting as sunlight..." So you have "fixed" it, but you ... think you shouldn't have? 🫤 🧐 😵‍💫
  16. I love shamans as co-equal (to LM/IO) as "lore-giver" NPC's for newbie players and those seeking specialized info. As a GM, I see the Horned God / Shaman book as only a half-step behind the Lightbringers/EarthGoddesses/Mythology trio, and likely ahead of *several* Cults books that (AFAIK) Chaosium is bringing out first.
  17. Over in the "Official Q&A" thread, @Scotty clarified that "Sunbright" doesn't function magically as if it were "direct sunlight:" Leading me to suggest that some Solar heroquester (likely an Illuminate from the Lunar empire) discover/create a Solar version of the Lunar "Glowspot"... A spell whose radius *does* allow the casting of other "only in direct sunlight" spells. Maybe a two-Heroquest project -- 1st, bring back a unique "Be a Sunspot" HQ-ability. Later, HQ to find/create a Runespell version of that ability. Maybe it "stacks" on top of Sunbright: Sunbright + Sunspot + The "needs direct sunlight" Runespell(s). This shows a nifty parallel to the suite of shapeshifting runemagic from Odayla &c...
  18. Just wondering if @Baphomet69 has found any of our suggestions useful or helpful...?
  19. It has been a long time since I D&D'ed, but I recall from the 70s/80's we always used to make the "Infravision" characters wait 5-10 minutes (after dowsing all the party's lights) before they could go scout effectively. I don't recall if that was supported in the rules, or just our common-sense House Rule. I have carried that forward to all my relevant RPG's. I don't know if any of them address this in their respective RAW's (q.v. "common sense" (or your own phrase, "true and realistic")). This follows very-directly on Chaosium's statement that they aren't trying to document & mechanize every little element of the game, and the GM (and table consensus) should regularly produce "rulings, not [rely upon] rules." To the extent this is "true and realistic" (and not onerous as an element of at-the-table play) I will assert that's how RQ "should" be played.
  20. I think My Glorantha May Vary here. 10L difference is pretty inconsequential; that's "starting character funding choices," so I think "Lantern" may be better as a free-to-Cult-members spell. But there is also this: Given the superior utility of Light, I think MG may look to substantially-increase the utility of the CultSpecial spell you get from the Light That Lasted Through The Darkness. Ideas off the top of my head (any one (not all) of): Resists/overcomes Darkness spells, Dismiss, etc as if it were Rune Magic (cast with Rune Points), instead of being Spirit Magic cast with Magic Points Duration is much longer... maybe Duration as per Rune Magic (but, as above, for MP instead of RP cost)? As the area is halved, double the range outward (20m vs Light's 10M or current-Lantern 12m)... or maybe more than double? Other ideas...? Note that -- with sufficient utility -- it becomes much less relevant to reduce the financial cost.
  21. The "Dreamlands" isn't much like other Lovecraft. It's much closer to Gaiman's Sandman stories (or the recent Netflix adaptation).
  22. It's not a "free market" situation. Lantern is cheaper because Yelmalio (the god or the cult (or both; ygmv) want it to be cheaper.
  23. I suppose the Kaiju thread needs to be pointed out, here...
  24. g33k

    Fate of Delecti

    That this hasn't happened says strongly to me that there's more to him than has yet seen publication.
  25. Woot! Congratulations! I expect you'll have a surge of sales when Print becomes available (I will certainly be one!)
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